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// // Copyright (c) 2012 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. // #ifndef COMPILER_DEPGRAPH_DEPENDENCY_GRAPH_BUILDER_H #define COMPILER_DEPGRAPH_DEPENDENCY_GRAPH_BUILDER_H #include "compiler/depgraph/DependencyGraph.h" // // Creates a dependency graph of symbols, function calls, conditions etc. by traversing a // intermediate tree. // class TDependencyGraphBuilder : public TIntermTraverser { public: static void build(TIntermNode* node, TDependencyGraph* graph); virtual void visitSymbol(TIntermSymbol*); virtual bool visitBinary(Visit visit, TIntermBinary*); virtual bool visitSelection(Visit visit, TIntermSelection*); virtual bool visitAggregate(Visit visit, TIntermAggregate*); virtual bool visitLoop(Visit visit, TIntermLoop*); private: typedef std::stack<TGraphSymbol*> TSymbolStack; typedef std::set<TGraphParentNode*> TParentNodeSet; // // For collecting the dependent nodes of assignments, conditions, etc. // while traversing the intermediate tree. // // This data structure is stack of sets. Each set contains dependency graph parent nodes. // class TNodeSetStack { public: TNodeSetStack() {}; ~TNodeSetStack() { clear(); } // This should only be called after a pushSet. // Returns NULL if the top set is empty. TParentNodeSet* getTopSet() const { ASSERT(!nodeSets.empty()); TParentNodeSet* topSet = nodeSets.top(); return !topSet->empty() ? topSet : NULL; } void pushSet() { nodeSets.push(new TParentNodeSet()); } void popSet() { ASSERT(!nodeSets.empty()); delete nodeSets.top(); nodeSets.pop(); } // Pops the top set and adds its contents to the new top set. // This should only be called after a pushSet. // If there is no set below the top set, the top set is just deleted. void popSetIntoNext() { ASSERT(!nodeSets.empty()); TParentNodeSet* oldTopSet = nodeSets.top(); nodeSets.pop(); if (!nodeSets.empty()) { TParentNodeSet* newTopSet = nodeSets.top(); newTopSet->insert(oldTopSet->begin(), oldTopSet->end()); } delete oldTopSet; } // Does nothing if there is no top set. // This can be called when there is no top set if we are visiting // symbols that are not under an assignment or condition. // We don't need to track those symbols. void insertIntoTopSet(TGraphParentNode* node) { if (nodeSets.empty()) return; nodeSets.top()->insert(node); } void clear() { while (!nodeSets.empty()) popSet(); } private: typedef std::stack<TParentNodeSet*> TParentNodeSetStack; TParentNodeSetStack nodeSets; }; // // An instance of this class pushes a new node set when instantiated. // When the instance goes out of scope, it and pops the node set. // class TNodeSetMaintainer { public: TNodeSetMaintainer(TDependencyGraphBuilder* factory) : sets(factory->mNodeSets) { sets.pushSet(); } ~TNodeSetMaintainer() { sets.popSet(); } protected: TNodeSetStack& sets; }; // // An instance of this class pushes a new node set when instantiated. // When the instance goes out of scope, it and pops the top node set and adds its contents to // the new top node set. // class TNodeSetPropagatingMaintainer { public: TNodeSetPropagatingMaintainer(TDependencyGraphBuilder* factory) : sets(factory->mNodeSets) { sets.pushSet(); } ~TNodeSetPropagatingMaintainer() { sets.popSetIntoNext(); } protected: TNodeSetStack& sets; }; // // An instance of this class keeps track of the leftmost symbol while we're exploring an // assignment. // It will push the placeholder symbol kLeftSubtree when instantiated under a left subtree, // and kRightSubtree under a right subtree. // When it goes out of scope, it will pop the leftmost symbol at the top of the scope. // During traversal, the TDependencyGraphBuilder will replace kLeftSubtree with a real symbol. // kRightSubtree will never be replaced by a real symbol because we are tracking the leftmost // symbol. // class TLeftmostSymbolMaintainer { public: TLeftmostSymbolMaintainer(TDependencyGraphBuilder* factory, TGraphSymbol& subtree) : leftmostSymbols(factory->mLeftmostSymbols) { needsPlaceholderSymbol = leftmostSymbols.empty() || leftmostSymbols.top() != &subtree; if (needsPlaceholderSymbol) leftmostSymbols.push(&subtree); } ~TLeftmostSymbolMaintainer() { if (needsPlaceholderSymbol) leftmostSymbols.pop(); } protected: TSymbolStack& leftmostSymbols; bool needsPlaceholderSymbol; }; TDependencyGraphBuilder(TDependencyGraph* graph) : TIntermTraverser(true, false, false) , mLeftSubtree(NULL) , mRightSubtree(NULL) , mGraph(graph) {} void build(TIntermNode* intermNode) { intermNode->traverse(this); } void connectMultipleNodesToSingleNode(TParentNodeSet* nodes, TGraphNode* node) const; void visitAssignment(TIntermBinary*); void visitLogicalOp(TIntermBinary*); void visitBinaryChildren(TIntermBinary*); void visitFunctionDefinition(TIntermAggregate*); void visitFunctionCall(TIntermAggregate* intermFunctionCall); void visitAggregateChildren(TIntermAggregate*); TGraphSymbol mLeftSubtree; TGraphSymbol mRightSubtree; TDependencyGraph* mGraph; TNodeSetStack mNodeSets; TSymbolStack mLeftmostSymbols; }; #endif // COMPILER_DEPGRAPH_DEPENDENCY_GRAPH_BUILDER_H
010smithzhang-ddd
src/compiler/depgraph/DependencyGraphBuilder.h
C++
bsd
6,123
// // Copyright (c) 2012 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. // #include "compiler/depgraph/DependencyGraph.h" // These methods do a breadth-first traversal through the graph and mark visited nodes. void TGraphNode::traverse(TDependencyGraphTraverser* graphTraverser) { graphTraverser->markVisited(this); } void TGraphParentNode::traverse(TDependencyGraphTraverser* graphTraverser) { TGraphNode::traverse(graphTraverser); graphTraverser->incrementDepth(); // Visit the parent node's children. for (TGraphNodeSet::const_iterator iter = mDependentNodes.begin(); iter != mDependentNodes.end(); ++iter) { TGraphNode* node = *iter; if (!graphTraverser->isVisited(node)) node->traverse(graphTraverser); } graphTraverser->decrementDepth(); } void TGraphArgument::traverse(TDependencyGraphTraverser* graphTraverser) { graphTraverser->visitArgument(this); TGraphParentNode::traverse(graphTraverser); } void TGraphFunctionCall::traverse(TDependencyGraphTraverser* graphTraverser) { graphTraverser->visitFunctionCall(this); TGraphParentNode::traverse(graphTraverser); } void TGraphSymbol::traverse(TDependencyGraphTraverser* graphTraverser) { graphTraverser->visitSymbol(this); TGraphParentNode::traverse(graphTraverser); } void TGraphSelection::traverse(TDependencyGraphTraverser* graphTraverser) { graphTraverser->visitSelection(this); TGraphNode::traverse(graphTraverser); } void TGraphLoop::traverse(TDependencyGraphTraverser* graphTraverser) { graphTraverser->visitLoop(this); TGraphNode::traverse(graphTraverser); } void TGraphLogicalOp::traverse(TDependencyGraphTraverser* graphTraverser) { graphTraverser->visitLogicalOp(this); TGraphNode::traverse(graphTraverser); }
010smithzhang-ddd
src/compiler/depgraph/DependencyGraphTraverse.cpp
C++
bsd
1,920
// // Copyright (c) 2012 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. // #ifndef COMPILER_DEPGRAPH_DEPENDENCY_GRAPH_H #define COMPILER_DEPGRAPH_DEPENDENCY_GRAPH_H #include "compiler/intermediate.h" #include <set> #include <stack> class TGraphNode; class TGraphParentNode; class TGraphArgument; class TGraphFunctionCall; class TGraphSymbol; class TGraphSelection; class TGraphLoop; class TGraphLogicalOp; class TDependencyGraphTraverser; class TDependencyGraphOutput; typedef std::set<TGraphNode*> TGraphNodeSet; typedef std::vector<TGraphNode*> TGraphNodeVector; typedef std::vector<TGraphSymbol*> TGraphSymbolVector; typedef std::vector<TGraphFunctionCall*> TFunctionCallVector; // // Base class for all dependency graph nodes. // class TGraphNode { public: TGraphNode(TIntermNode* node) : intermNode(node) {} virtual ~TGraphNode() {} virtual void traverse(TDependencyGraphTraverser* graphTraverser); protected: TIntermNode* intermNode; }; // // Base class for dependency graph nodes that may have children. // class TGraphParentNode : public TGraphNode { public: TGraphParentNode(TIntermNode* node) : TGraphNode(node) {} virtual ~TGraphParentNode() {} void addDependentNode(TGraphNode* node) { if (node != this) mDependentNodes.insert(node); } virtual void traverse(TDependencyGraphTraverser* graphTraverser); private: TGraphNodeSet mDependentNodes; }; // // Handle function call arguments. // class TGraphArgument : public TGraphParentNode { public: TGraphArgument(TIntermAggregate* intermFunctionCall, int argumentNumber) : TGraphParentNode(intermFunctionCall) , mArgumentNumber(argumentNumber) {} virtual ~TGraphArgument() {} const TIntermAggregate* getIntermFunctionCall() const { return intermNode->getAsAggregate(); } int getArgumentNumber() const { return mArgumentNumber; } virtual void traverse(TDependencyGraphTraverser* graphTraverser); private: int mArgumentNumber; }; // // Handle function calls. // class TGraphFunctionCall : public TGraphParentNode { public: TGraphFunctionCall(TIntermAggregate* intermFunctionCall) : TGraphParentNode(intermFunctionCall) {} virtual ~TGraphFunctionCall() {} const TIntermAggregate* getIntermFunctionCall() const { return intermNode->getAsAggregate(); } virtual void traverse(TDependencyGraphTraverser* graphTraverser); }; // // Handle symbols. // class TGraphSymbol : public TGraphParentNode { public: TGraphSymbol(TIntermSymbol* intermSymbol) : TGraphParentNode(intermSymbol) {} virtual ~TGraphSymbol() {} const TIntermSymbol* getIntermSymbol() const { return intermNode->getAsSymbolNode(); } virtual void traverse(TDependencyGraphTraverser* graphTraverser); }; // // Handle if statements and ternary operators. // class TGraphSelection : public TGraphNode { public: TGraphSelection(TIntermSelection* intermSelection) : TGraphNode(intermSelection) {} virtual ~TGraphSelection() {} const TIntermSelection* getIntermSelection() const { return intermNode->getAsSelectionNode(); } virtual void traverse(TDependencyGraphTraverser* graphTraverser); }; // // Handle for, do-while, and while loops. // class TGraphLoop : public TGraphNode { public: TGraphLoop(TIntermLoop* intermLoop) : TGraphNode(intermLoop) {} virtual ~TGraphLoop() {} const TIntermLoop* getIntermLoop() const { return intermNode->getAsLoopNode(); } virtual void traverse(TDependencyGraphTraverser* graphTraverser); }; // // Handle logical and, or. // class TGraphLogicalOp : public TGraphNode { public: TGraphLogicalOp(TIntermBinary* intermLogicalOp) : TGraphNode(intermLogicalOp) {} virtual ~TGraphLogicalOp() {} const TIntermBinary* getIntermLogicalOp() const { return intermNode->getAsBinaryNode(); } const char* getOpString() const; virtual void traverse(TDependencyGraphTraverser* graphTraverser); }; // // A dependency graph of symbols, function calls, conditions etc. // // This class provides an interface to the entry points of the dependency graph. // // Dependency graph nodes should be created by using one of the provided "create..." methods. // This class (and nobody else) manages the memory of the created nodes. // Nodes may not be removed after being added, so all created nodes will exist while the // TDependencyGraph instance exists. // class TDependencyGraph { public: TDependencyGraph(TIntermNode* intermNode); ~TDependencyGraph(); TGraphNodeVector::const_iterator begin() const { return mAllNodes.begin(); } TGraphNodeVector::const_iterator end() const { return mAllNodes.end(); } TGraphSymbolVector::const_iterator beginSamplerSymbols() const { return mSamplerSymbols.begin(); } TGraphSymbolVector::const_iterator endSamplerSymbols() const { return mSamplerSymbols.end(); } TFunctionCallVector::const_iterator beginUserDefinedFunctionCalls() const { return mUserDefinedFunctionCalls.begin(); } TFunctionCallVector::const_iterator endUserDefinedFunctionCalls() const { return mUserDefinedFunctionCalls.end(); } TGraphArgument* createArgument(TIntermAggregate* intermFunctionCall, int argumentNumber); TGraphFunctionCall* createFunctionCall(TIntermAggregate* intermFunctionCall); TGraphSymbol* getOrCreateSymbol(TIntermSymbol* intermSymbol); TGraphSelection* createSelection(TIntermSelection* intermSelection); TGraphLoop* createLoop(TIntermLoop* intermLoop); TGraphLogicalOp* createLogicalOp(TIntermBinary* intermLogicalOp); private: typedef TMap<int, TGraphSymbol*> TSymbolIdMap; typedef std::pair<int, TGraphSymbol*> TSymbolIdPair; TGraphNodeVector mAllNodes; TGraphSymbolVector mSamplerSymbols; TFunctionCallVector mUserDefinedFunctionCalls; TSymbolIdMap mSymbolIdMap; }; // // For traversing the dependency graph. Users should derive from this, // put their traversal specific data in it, and then pass it to a // traverse method. // // When using this, just fill in the methods for nodes you want visited. // class TDependencyGraphTraverser { public: TDependencyGraphTraverser() : mDepth(0) {} virtual void visitSymbol(TGraphSymbol* symbol) {}; virtual void visitArgument(TGraphArgument* selection) {}; virtual void visitFunctionCall(TGraphFunctionCall* functionCall) {}; virtual void visitSelection(TGraphSelection* selection) {}; virtual void visitLoop(TGraphLoop* loop) {}; virtual void visitLogicalOp(TGraphLogicalOp* logicalOp) {}; int getDepth() const { return mDepth; } void incrementDepth() { ++mDepth; } void decrementDepth() { --mDepth; } void clearVisited() { mVisited.clear(); } void markVisited(TGraphNode* node) { mVisited.insert(node); } bool isVisited(TGraphNode* node) const { return mVisited.find(node) != mVisited.end(); } private: int mDepth; TGraphNodeSet mVisited; }; #endif
010smithzhang-ddd
src/compiler/depgraph/DependencyGraph.h
C++
bsd
7,043
// // Copyright (c) 2012 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. // #pragma warning(disable: 4718) #include "compiler/depgraph/DependencyGraph.h" #include "compiler/depgraph/DependencyGraphBuilder.h" TDependencyGraph::TDependencyGraph(TIntermNode* intermNode) { TDependencyGraphBuilder::build(intermNode, this); } TDependencyGraph::~TDependencyGraph() { for (TGraphNodeVector::const_iterator iter = mAllNodes.begin(); iter != mAllNodes.end(); ++iter) { TGraphNode* node = *iter; delete node; } } TGraphArgument* TDependencyGraph::createArgument(TIntermAggregate* intermFunctionCall, int argumentNumber) { TGraphArgument* argument = new TGraphArgument(intermFunctionCall, argumentNumber); mAllNodes.push_back(argument); return argument; } TGraphFunctionCall* TDependencyGraph::createFunctionCall(TIntermAggregate* intermFunctionCall) { TGraphFunctionCall* functionCall = new TGraphFunctionCall(intermFunctionCall); mAllNodes.push_back(functionCall); if (functionCall->getIntermFunctionCall()->isUserDefined()) mUserDefinedFunctionCalls.push_back(functionCall); return functionCall; } TGraphSymbol* TDependencyGraph::getOrCreateSymbol(TIntermSymbol* intermSymbol) { TSymbolIdMap::const_iterator iter = mSymbolIdMap.find(intermSymbol->getId()); TGraphSymbol* symbol = NULL; if (iter != mSymbolIdMap.end()) { TSymbolIdPair pair = *iter; symbol = pair.second; } else { symbol = new TGraphSymbol(intermSymbol); mAllNodes.push_back(symbol); TSymbolIdPair pair(intermSymbol->getId(), symbol); mSymbolIdMap.insert(pair); // We save all sampler symbols in a collection, so we can start graph traversals from them quickly. if (IsSampler(intermSymbol->getBasicType())) mSamplerSymbols.push_back(symbol); } return symbol; } TGraphSelection* TDependencyGraph::createSelection(TIntermSelection* intermSelection) { TGraphSelection* selection = new TGraphSelection(intermSelection); mAllNodes.push_back(selection); return selection; } TGraphLoop* TDependencyGraph::createLoop(TIntermLoop* intermLoop) { TGraphLoop* loop = new TGraphLoop(intermLoop); mAllNodes.push_back(loop); return loop; } TGraphLogicalOp* TDependencyGraph::createLogicalOp(TIntermBinary* intermLogicalOp) { TGraphLogicalOp* logicalOp = new TGraphLogicalOp(intermLogicalOp); mAllNodes.push_back(logicalOp); return logicalOp; } const char* TGraphLogicalOp::getOpString() const { const char* opString = NULL; switch (getIntermLogicalOp()->getOp()) { case EOpLogicalAnd: opString = "and"; break; case EOpLogicalOr: opString = "or"; break; default: opString = "unknown"; break; } return opString; }
010smithzhang-ddd
src/compiler/depgraph/DependencyGraph.cpp
C++
bsd
2,968
// // Copyright (c) 2002-2010 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. // #include "compiler/InitializeDll.h" #include "compiler/InitializeGlobals.h" #include "compiler/InitializeParseContext.h" #include "compiler/osinclude.h" OS_TLSIndex ThreadInitializeIndex = OS_INVALID_TLS_INDEX; bool InitProcess() { if (ThreadInitializeIndex != OS_INVALID_TLS_INDEX) { // // Function is re-entrant. // return true; } ThreadInitializeIndex = OS_AllocTLSIndex(); if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) { assert(0 && "InitProcess(): Failed to allocate TLS area for init flag"); return false; } if (!InitializePoolIndex()) { assert(0 && "InitProcess(): Failed to initalize global pool"); return false; } if (!InitializeParseContextIndex()) { assert(0 && "InitProcess(): Failed to initalize parse context"); return false; } return InitThread(); } bool DetachProcess() { bool success = true; if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) return true; success = DetachThread(); if (!FreeParseContextIndex()) success = false; FreePoolIndex(); OS_FreeTLSIndex(ThreadInitializeIndex); ThreadInitializeIndex = OS_INVALID_TLS_INDEX; return success; } bool InitThread() { // // This function is re-entrant // if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) { assert(0 && "InitThread(): Process hasn't been initalised."); return false; } if (OS_GetTLSValue(ThreadInitializeIndex) != 0) return true; InitializeGlobalPools(); if (!InitializeGlobalParseContext()) return false; if (!OS_SetTLSValue(ThreadInitializeIndex, (void *)1)) { assert(0 && "InitThread(): Unable to set init flag."); return false; } return true; } bool DetachThread() { bool success = true; if (ThreadInitializeIndex == OS_INVALID_TLS_INDEX) return true; // // Function is re-entrant and this thread may not have been initalised. // if (OS_GetTLSValue(ThreadInitializeIndex) != 0) { if (!OS_SetTLSValue(ThreadInitializeIndex, (void *)0)) { assert(0 && "DetachThread(): Unable to clear init flag."); success = false; } if (!FreeParseContext()) success = false; FreeGlobalPools(); } return success; }
010smithzhang-ddd
src/compiler/InitializeDll.cpp
C++
bsd
2,574
// // Copyright (c) 2002-2010 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. // #include "compiler/InfoSink.h" void TInfoSinkBase::prefix(TPrefixType p) { switch(p) { case EPrefixNone: break; case EPrefixWarning: sink.append("WARNING: "); break; case EPrefixError: sink.append("ERROR: "); break; case EPrefixInternalError: sink.append("INTERNAL ERROR: "); break; case EPrefixUnimplemented: sink.append("UNIMPLEMENTED: "); break; case EPrefixNote: sink.append("NOTE: "); break; default: sink.append("UNKOWN ERROR: "); break; } } void TInfoSinkBase::location(int file, int line) { TPersistStringStream stream; if (line) stream << file << ":" << line; else stream << file << ":? "; stream << ": "; sink.append(stream.str()); } void TInfoSinkBase::location(const TSourceLoc& loc) { location(loc.first_file, loc.first_line); } void TInfoSinkBase::message(TPrefixType p, const TSourceLoc& loc, const char* m) { prefix(p); location(loc); sink.append(m); sink.append("\n"); }
010smithzhang-ddd
src/compiler/InfoSink.cpp
C++
bsd
1,355
// // Copyright (c) 2002-2012 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. // #ifndef _VARIABLEPACKER_INCLUDED_ #define _VARIABLEPACKER_INCLUDED_ #include <vector> #include "compiler/ShHandle.h" class VariablePacker { public: // Returns true if the passed in variables pack in maxVectors following // the packing rules from the GLSL 1.017 spec, Appendix A, section 7. bool CheckVariablesWithinPackingLimits( int maxVectors, const TVariableInfoList& in_variables); // Gets how many components in a row a data type takes. static int GetNumComponentsPerRow(ShDataType type); // Gets how many rows a data type takes. static int GetNumRows(ShDataType type); private: static const int kNumColumns = 4; static const unsigned kColumnMask = (1 << kNumColumns) - 1; unsigned makeColumnFlags(int column, int numComponentsPerRow); void fillColumns(int topRow, int numRows, int column, int numComponentsPerRow); bool searchColumn(int column, int numRows, int* destRow, int* destSize); int topNonFullRow_; int bottomNonFullRow_; int maxRows_; std::vector<unsigned> rows_; }; #endif // _VARIABLEPACKER_INCLUDED_
010smithzhang-ddd
src/compiler/VariablePacker.h
C++
bsd
1,295
// // Copyright (c) 2002-2010 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. // #ifndef __INITIALIZE_PARSE_CONTEXT_INCLUDED_ #define __INITIALIZE_PARSE_CONTEXT_INCLUDED_ bool InitializeParseContextIndex(); bool FreeParseContextIndex(); bool InitializeGlobalParseContext(); bool FreeParseContext(); struct TParseContext; typedef TParseContext* TParseContextPointer; extern TParseContextPointer& GetGlobalParseContext(); #define GlobalParseContext GetGlobalParseContext() typedef struct TThreadParseContextRec { TParseContext *lpGlobalParseContext; } TThreadParseContext; #endif // __INITIALIZE_PARSE_CONTEXT_INCLUDED_
010smithzhang-ddd
src/compiler/InitializeParseContext.h
C
bsd
732
// // Copyright (c) 2002-2010 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. // #ifndef COMPILER_TRANSLATORGLSL_H_ #define COMPILER_TRANSLATORGLSL_H_ #include "compiler/ShHandle.h" class TranslatorGLSL : public TCompiler { public: TranslatorGLSL(ShShaderType type, ShShaderSpec spec); protected: virtual void translate(TIntermNode* root); }; #endif // COMPILER_TRANSLATORGLSL_H_
010smithzhang-ddd
src/compiler/TranslatorGLSL.h
C++
bsd
498
// // Copyright (c) 2002-2011 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. // #include "compiler/DetectCallDepth.h" #include "compiler/InfoSink.h" DetectCallDepth::FunctionNode::FunctionNode(const TString& fname) : name(fname), visit(PreVisit) { } const TString& DetectCallDepth::FunctionNode::getName() const { return name; } void DetectCallDepth::FunctionNode::addCallee( DetectCallDepth::FunctionNode* callee) { for (size_t i = 0; i < callees.size(); ++i) { if (callees[i] == callee) return; } callees.push_back(callee); } int DetectCallDepth::FunctionNode::detectCallDepth(DetectCallDepth* detectCallDepth, int depth) { ASSERT(visit == PreVisit); ASSERT(detectCallDepth); int maxDepth = depth; visit = InVisit; for (size_t i = 0; i < callees.size(); ++i) { switch (callees[i]->visit) { case InVisit: // cycle detected, i.e., recursion detected. return kInfiniteCallDepth; case PostVisit: break; case PreVisit: { // Check before we recurse so we don't go too depth if (detectCallDepth->checkExceedsMaxDepth(depth)) return depth; int callDepth = callees[i]->detectCallDepth(detectCallDepth, depth + 1); // Check after we recurse so we can exit immediately and provide info. if (detectCallDepth->checkExceedsMaxDepth(callDepth)) { detectCallDepth->getInfoSink().info << "<-" << callees[i]->getName(); return callDepth; } maxDepth = std::max(callDepth, maxDepth); break; } default: UNREACHABLE(); break; } } visit = PostVisit; return maxDepth; } void DetectCallDepth::FunctionNode::reset() { visit = PreVisit; } DetectCallDepth::DetectCallDepth(TInfoSink& infoSink, bool limitCallStackDepth, int maxCallStackDepth) : TIntermTraverser(true, false, true, false), currentFunction(NULL), infoSink(infoSink), maxDepth(limitCallStackDepth ? maxCallStackDepth : FunctionNode::kInfiniteCallDepth) { } DetectCallDepth::~DetectCallDepth() { for (size_t i = 0; i < functions.size(); ++i) delete functions[i]; } bool DetectCallDepth::visitAggregate(Visit visit, TIntermAggregate* node) { switch (node->getOp()) { case EOpPrototype: // Function declaration. // Don't add FunctionNode here because node->getName() is the // unmangled function name. break; case EOpFunction: { // Function definition. if (visit == PreVisit) { currentFunction = findFunctionByName(node->getName()); if (currentFunction == NULL) { currentFunction = new FunctionNode(node->getName()); functions.push_back(currentFunction); } } else if (visit == PostVisit) { currentFunction = NULL; } break; } case EOpFunctionCall: { // Function call. if (visit == PreVisit) { FunctionNode* func = findFunctionByName(node->getName()); if (func == NULL) { func = new FunctionNode(node->getName()); functions.push_back(func); } if (currentFunction) currentFunction->addCallee(func); } break; } default: break; } return true; } bool DetectCallDepth::checkExceedsMaxDepth(int depth) { return depth >= maxDepth; } void DetectCallDepth::resetFunctionNodes() { for (size_t i = 0; i < functions.size(); ++i) { functions[i]->reset(); } } DetectCallDepth::ErrorCode DetectCallDepth::detectCallDepthForFunction(FunctionNode* func) { currentFunction = NULL; resetFunctionNodes(); int maxCallDepth = func->detectCallDepth(this, 1); if (maxCallDepth == FunctionNode::kInfiniteCallDepth) return kErrorRecursion; if (maxCallDepth >= maxDepth) return kErrorMaxDepthExceeded; return kErrorNone; } DetectCallDepth::ErrorCode DetectCallDepth::detectCallDepth() { if (maxDepth != FunctionNode::kInfiniteCallDepth) { // Check all functions because the driver may fail on them // TODO: Before detectingRecursion, strip unused functions. for (size_t i = 0; i < functions.size(); ++i) { ErrorCode error = detectCallDepthForFunction(functions[i]); if (error != kErrorNone) return error; } } else { FunctionNode* main = findFunctionByName("main("); if (main == NULL) return kErrorMissingMain; return detectCallDepthForFunction(main); } return kErrorNone; } DetectCallDepth::FunctionNode* DetectCallDepth::findFunctionByName( const TString& name) { for (size_t i = 0; i < functions.size(); ++i) { if (functions[i]->getName() == name) return functions[i]; } return NULL; }
010smithzhang-ddd
src/compiler/DetectCallDepth.cpp
C++
bsd
5,365
// // Copyright (c) 2002-2012 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. // #include "compiler/MapLongVariableNames.h" namespace { TString mapLongName(size_t id, const TString& name, bool isGlobal) { ASSERT(name.size() > MAX_SHORTENED_IDENTIFIER_SIZE); TStringStream stream; stream << "webgl_"; if (isGlobal) stream << "g"; stream << id; if (name[0] != '_') stream << "_"; stream << name.substr(0, MAX_SHORTENED_IDENTIFIER_SIZE - stream.str().size()); return stream.str(); } LongNameMap* gLongNameMapInstance = NULL; } // anonymous namespace LongNameMap::LongNameMap() : refCount(0) { } LongNameMap::~LongNameMap() { } // static LongNameMap* LongNameMap::GetInstance() { if (gLongNameMapInstance == NULL) gLongNameMapInstance = new LongNameMap; gLongNameMapInstance->refCount++; return gLongNameMapInstance; } void LongNameMap::Release() { ASSERT(gLongNameMapInstance == this); ASSERT(refCount > 0); refCount--; if (refCount == 0) { delete gLongNameMapInstance; gLongNameMapInstance = NULL; } } const char* LongNameMap::Find(const char* originalName) const { std::map<std::string, std::string>::const_iterator it = mLongNameMap.find( originalName); if (it != mLongNameMap.end()) return (*it).second.c_str(); return NULL; } void LongNameMap::Insert(const char* originalName, const char* mappedName) { mLongNameMap.insert(std::map<std::string, std::string>::value_type( originalName, mappedName)); } size_t LongNameMap::Size() const { return mLongNameMap.size(); } MapLongVariableNames::MapLongVariableNames(LongNameMap* globalMap) { ASSERT(globalMap); mGlobalMap = globalMap; } void MapLongVariableNames::visitSymbol(TIntermSymbol* symbol) { ASSERT(symbol != NULL); if (symbol->getSymbol().size() > MAX_SHORTENED_IDENTIFIER_SIZE) { switch (symbol->getQualifier()) { case EvqVaryingIn: case EvqVaryingOut: case EvqInvariantVaryingIn: case EvqInvariantVaryingOut: case EvqUniform: symbol->setSymbol( mapGlobalLongName(symbol->getSymbol())); break; default: symbol->setSymbol( mapLongName(symbol->getId(), symbol->getSymbol(), false)); break; }; } } bool MapLongVariableNames::visitLoop(Visit, TIntermLoop* node) { if (node->getInit()) node->getInit()->traverse(this); return true; } TString MapLongVariableNames::mapGlobalLongName(const TString& name) { ASSERT(mGlobalMap); const char* mappedName = mGlobalMap->Find(name.c_str()); if (mappedName != NULL) return mappedName; size_t id = mGlobalMap->Size(); TString rt = mapLongName(id, name, true); mGlobalMap->Insert(name.c_str(), rt.c_str()); return rt; }
010smithzhang-ddd
src/compiler/MapLongVariableNames.cpp
C++
bsd
3,010
# Copyright (c) 2012 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. { 'includes': [ 'build_angle.gypi', ], } # Local Variables: # tab-width:2 # indent-tabs-mode:nil # End: # vim: set expandtab tabstop=2 shiftwidth=2:
010smithzhang-ddd
src/build_angle.gyp
Python
bsd
330
# Copyright (c) 2012 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. { 'variables': { 'angle_code': 1, }, 'target_defaults': { 'defines': [ 'ANGLE_DISABLE_TRACE', 'ANGLE_COMPILE_OPTIMIZATION_LEVEL=D3DCOMPILE_OPTIMIZATION_LEVEL1', 'ANGLE_PRELOADED_D3DCOMPILER_MODULE_NAMES={ TEXT("d3dcompiler_46.dll"), TEXT("d3dcompiler_43.dll") }', ], }, 'targets': [ { 'target_name': 'preprocessor', 'type': 'static_library', 'include_dirs': [ ], 'sources': [ 'compiler/preprocessor/DiagnosticsBase.cpp', 'compiler/preprocessor/DiagnosticsBase.h', 'compiler/preprocessor/DirectiveHandlerBase.cpp', 'compiler/preprocessor/DirectiveHandlerBase.h', 'compiler/preprocessor/DirectiveParser.cpp', 'compiler/preprocessor/DirectiveParser.h', 'compiler/preprocessor/ExpressionParser.cpp', 'compiler/preprocessor/ExpressionParser.h', 'compiler/preprocessor/Input.cpp', 'compiler/preprocessor/Input.h', 'compiler/preprocessor/length_limits.h', 'compiler/preprocessor/Lexer.cpp', 'compiler/preprocessor/Lexer.h', 'compiler/preprocessor/Macro.cpp', 'compiler/preprocessor/Macro.h', 'compiler/preprocessor/MacroExpander.cpp', 'compiler/preprocessor/MacroExpander.h', 'compiler/preprocessor/numeric_lex.h', 'compiler/preprocessor/pp_utils.h', 'compiler/preprocessor/Preprocessor.cpp', 'compiler/preprocessor/Preprocessor.h', 'compiler/preprocessor/SourceLocation.h', 'compiler/preprocessor/Token.cpp', 'compiler/preprocessor/Token.h', 'compiler/preprocessor/Tokenizer.cpp', 'compiler/preprocessor/Tokenizer.h', ], # TODO(jschuh): http://crbug.com/167187 'msvs_disabled_warnings': [ 4267, ], }, { 'target_name': 'translator_common', 'type': 'static_library', 'dependencies': ['preprocessor'], 'include_dirs': [ '.', '../include', ], 'defines': [ 'COMPILER_IMPLEMENTATION', ], 'sources': [ 'compiler/BaseTypes.h', 'compiler/BuiltInFunctionEmulator.cpp', 'compiler/BuiltInFunctionEmulator.h', 'compiler/Common.h', 'compiler/Compiler.cpp', 'compiler/ConstantUnion.h', 'compiler/debug.cpp', 'compiler/debug.h', 'compiler/DetectCallDepth.cpp', 'compiler/DetectCallDepth.h', 'compiler/Diagnostics.h', 'compiler/Diagnostics.cpp', 'compiler/DirectiveHandler.h', 'compiler/DirectiveHandler.cpp', 'compiler/ExtensionBehavior.h', 'compiler/ForLoopUnroll.cpp', 'compiler/ForLoopUnroll.h', 'compiler/glslang.h', 'compiler/glslang_lex.cpp', 'compiler/glslang_tab.cpp', 'compiler/glslang_tab.h', 'compiler/HashNames.h', 'compiler/InfoSink.cpp', 'compiler/InfoSink.h', 'compiler/Initialize.cpp', 'compiler/Initialize.h', 'compiler/InitializeDll.cpp', 'compiler/InitializeDll.h', 'compiler/InitializeGlobals.h', 'compiler/InitializeParseContext.cpp', 'compiler/InitializeParseContext.h', 'compiler/Intermediate.cpp', 'compiler/intermediate.h', 'compiler/intermOut.cpp', 'compiler/IntermTraverse.cpp', 'compiler/localintermediate.h', 'compiler/MapLongVariableNames.cpp', 'compiler/MapLongVariableNames.h', 'compiler/MMap.h', 'compiler/osinclude.h', 'compiler/parseConst.cpp', 'compiler/ParseHelper.cpp', 'compiler/ParseHelper.h', 'compiler/PoolAlloc.cpp', 'compiler/PoolAlloc.h', 'compiler/QualifierAlive.cpp', 'compiler/QualifierAlive.h', 'compiler/RemoveTree.cpp', 'compiler/RemoveTree.h', 'compiler/RenameFunction.h', 'compiler/ShHandle.h', 'compiler/SymbolTable.cpp', 'compiler/SymbolTable.h', 'compiler/Types.h', 'compiler/Uniform.cpp', 'compiler/Uniform.h', 'compiler/util.cpp', 'compiler/util.h', 'compiler/ValidateLimitations.cpp', 'compiler/ValidateLimitations.h', 'compiler/VariableInfo.cpp', 'compiler/VariableInfo.h', 'compiler/VariablePacker.cpp', 'compiler/VariablePacker.h', # Dependency graph 'compiler/depgraph/DependencyGraph.cpp', 'compiler/depgraph/DependencyGraph.h', 'compiler/depgraph/DependencyGraphBuilder.cpp', 'compiler/depgraph/DependencyGraphBuilder.h', 'compiler/depgraph/DependencyGraphOutput.cpp', 'compiler/depgraph/DependencyGraphOutput.h', 'compiler/depgraph/DependencyGraphTraverse.cpp', # Timing restrictions 'compiler/timing/RestrictFragmentShaderTiming.cpp', 'compiler/timing/RestrictFragmentShaderTiming.h', 'compiler/timing/RestrictVertexShaderTiming.cpp', 'compiler/timing/RestrictVertexShaderTiming.h', 'third_party/compiler/ArrayBoundsClamper.cpp', 'third_party/compiler/ArrayBoundsClamper.h', ], 'conditions': [ ['OS=="win"', { # TODO(jschuh): http://crbug.com/167187 size_t -> int 'msvs_disabled_warnings': [ 4267 ], 'sources': ['compiler/ossource_win.cpp'], }, { # else: posix 'sources': ['compiler/ossource_posix.cpp'], }], ], }, { 'target_name': 'translator_glsl', 'type': '<(component)', 'dependencies': ['translator_common'], 'include_dirs': [ '.', '../include', ], 'defines': [ 'COMPILER_IMPLEMENTATION', ], 'sources': [ 'compiler/CodeGenGLSL.cpp', 'compiler/OutputESSL.cpp', 'compiler/OutputESSL.h', 'compiler/OutputGLSLBase.cpp', 'compiler/OutputGLSLBase.h', 'compiler/OutputGLSL.cpp', 'compiler/OutputGLSL.h', 'compiler/ShaderLang.cpp', 'compiler/TranslatorESSL.cpp', 'compiler/TranslatorESSL.h', 'compiler/TranslatorGLSL.cpp', 'compiler/TranslatorGLSL.h', 'compiler/VersionGLSL.cpp', 'compiler/VersionGLSL.h', ], # TODO(jschuh): http://crbug.com/167187 size_t -> int 'msvs_disabled_warnings': [ 4267 ], }, ], 'conditions': [ ['OS=="win"', { 'targets': [ { 'target_name': 'translator_hlsl', 'type': '<(component)', 'dependencies': ['translator_common'], 'include_dirs': [ '.', '../include', ], 'defines': [ 'COMPILER_IMPLEMENTATION', ], 'sources': [ 'compiler/ShaderLang.cpp', 'compiler/DetectDiscontinuity.cpp', 'compiler/DetectDiscontinuity.h', 'compiler/CodeGenHLSL.cpp', 'compiler/OutputHLSL.cpp', 'compiler/OutputHLSL.h', 'compiler/TranslatorHLSL.cpp', 'compiler/TranslatorHLSL.h', 'compiler/UnfoldShortCircuit.cpp', 'compiler/UnfoldShortCircuit.h', 'compiler/SearchSymbol.cpp', 'compiler/SearchSymbol.h', ], # TODO(jschuh): http://crbug.com/167187 size_t -> int 'msvs_disabled_warnings': [ 4267 ], }, { 'target_name': 'libGLESv2', 'type': 'shared_library', 'dependencies': ['translator_hlsl'], 'include_dirs': [ '.', '../include', 'libGLESv2', ], 'sources': [ 'third_party/murmurhash/MurmurHash3.h', 'third_party/murmurhash/MurmurHash3.cpp', 'common/angleutils.h', 'common/debug.cpp', 'common/debug.h', 'common/RefCountObject.cpp', 'common/RefCountObject.h', 'common/version.h', 'libGLESv2/precompiled.h', 'libGLESv2/precompiled.cpp', 'libGLESv2/BinaryStream.h', 'libGLESv2/Buffer.cpp', 'libGLESv2/Buffer.h', 'libGLESv2/constants.h', 'libGLESv2/Context.cpp', 'libGLESv2/Context.h', 'libGLESv2/angletypes.h', 'libGLESv2/Fence.cpp', 'libGLESv2/Fence.h', 'libGLESv2/Float16ToFloat32.cpp', 'libGLESv2/Framebuffer.cpp', 'libGLESv2/Framebuffer.h', 'libGLESv2/HandleAllocator.cpp', 'libGLESv2/HandleAllocator.h', 'libGLESv2/libGLESv2.cpp', 'libGLESv2/libGLESv2.def', 'libGLESv2/libGLESv2.rc', 'libGLESv2/main.cpp', 'libGLESv2/main.h', 'libGLESv2/mathutil.h', 'libGLESv2/Program.cpp', 'libGLESv2/Program.h', 'libGLESv2/ProgramBinary.cpp', 'libGLESv2/ProgramBinary.h', 'libGLESv2/Query.h', 'libGLESv2/Query.cpp', 'libGLESv2/Renderbuffer.cpp', 'libGLESv2/Renderbuffer.h', 'libGLESv2/renderer/Blit.cpp', 'libGLESv2/renderer/Blit.h', 'libGLESv2/renderer/BufferStorage.h', 'libGLESv2/renderer/BufferStorage.cpp', 'libGLESv2/renderer/BufferStorage9.cpp', 'libGLESv2/renderer/BufferStorage9.h', 'libGLESv2/renderer/BufferStorage11.cpp', 'libGLESv2/renderer/BufferStorage11.h', 'libGLESv2/renderer/FenceImpl.h', 'libGLESv2/renderer/Fence9.cpp', 'libGLESv2/renderer/Fence9.h', 'libGLESv2/renderer/Fence11.cpp', 'libGLESv2/renderer/Fence11.h', 'libGLESv2/renderer/generatemip.h', 'libGLESv2/renderer/Image.cpp', 'libGLESv2/renderer/Image.h', 'libGLESv2/renderer/Image11.cpp', 'libGLESv2/renderer/Image11.h', 'libGLESv2/renderer/Image9.cpp', 'libGLESv2/renderer/Image9.h', 'libGLESv2/renderer/ImageSSE2.cpp', 'libGLESv2/renderer/IndexBuffer.cpp', 'libGLESv2/renderer/IndexBuffer.h', 'libGLESv2/renderer/IndexBuffer9.cpp', 'libGLESv2/renderer/IndexBuffer9.h', 'libGLESv2/renderer/IndexBuffer11.cpp', 'libGLESv2/renderer/IndexBuffer11.h', 'libGLESv2/renderer/IndexDataManager.cpp', 'libGLESv2/renderer/IndexDataManager.h', 'libGLESv2/renderer/InputLayoutCache.cpp', 'libGLESv2/renderer/InputLayoutCache.h', 'libGLESv2/renderer/QueryImpl.h', 'libGLESv2/renderer/Query9.cpp', 'libGLESv2/renderer/Query9.h', 'libGLESv2/renderer/Query11.cpp', 'libGLESv2/renderer/Query11.h', 'libGLESv2/renderer/Renderer.cpp', 'libGLESv2/renderer/Renderer.h', 'libGLESv2/renderer/Renderer11.cpp', 'libGLESv2/renderer/Renderer11.h', 'libGLESv2/renderer/renderer11_utils.cpp', 'libGLESv2/renderer/renderer11_utils.h', 'libGLESv2/renderer/Renderer9.cpp', 'libGLESv2/renderer/Renderer9.h', 'libGLESv2/renderer/renderer9_utils.cpp', 'libGLESv2/renderer/renderer9_utils.h', 'libGLESv2/renderer/RenderStateCache.cpp', 'libGLESv2/renderer/RenderStateCache.h', 'libGLESv2/renderer/RenderTarget.h', 'libGLESv2/renderer/RenderTarget11.h', 'libGLESv2/renderer/RenderTarget11.cpp', 'libGLESv2/renderer/RenderTarget9.h', 'libGLESv2/renderer/RenderTarget9.cpp', 'libGLESv2/renderer/ShaderCache.h', 'libGLESv2/renderer/ShaderExecutable.h', 'libGLESv2/renderer/ShaderExecutable9.cpp', 'libGLESv2/renderer/ShaderExecutable9.h', 'libGLESv2/renderer/ShaderExecutable11.cpp', 'libGLESv2/renderer/ShaderExecutable11.h', 'libGLESv2/renderer/SwapChain.h', 'libGLESv2/renderer/SwapChain9.cpp', 'libGLESv2/renderer/SwapChain9.h', 'libGLESv2/renderer/SwapChain11.cpp', 'libGLESv2/renderer/SwapChain11.h', 'libGLESv2/renderer/TextureStorage.cpp', 'libGLESv2/renderer/TextureStorage.h', 'libGLESv2/renderer/TextureStorage11.cpp', 'libGLESv2/renderer/TextureStorage11.h', 'libGLESv2/renderer/TextureStorage9.cpp', 'libGLESv2/renderer/TextureStorage9.h', 'libGLESv2/renderer/VertexBuffer.cpp', 'libGLESv2/renderer/VertexBuffer.h', 'libGLESv2/renderer/VertexBuffer9.cpp', 'libGLESv2/renderer/VertexBuffer9.h', 'libGLESv2/renderer/VertexBuffer11.cpp', 'libGLESv2/renderer/VertexBuffer11.h', 'libGLESv2/renderer/vertexconversion.h', 'libGLESv2/renderer/VertexDataManager.cpp', 'libGLESv2/renderer/VertexDataManager.h', 'libGLESv2/renderer/VertexDeclarationCache.cpp', 'libGLESv2/renderer/VertexDeclarationCache.h', 'libGLESv2/ResourceManager.cpp', 'libGLESv2/ResourceManager.h', 'libGLESv2/Shader.cpp', 'libGLESv2/Shader.h', 'libGLESv2/Texture.cpp', 'libGLESv2/Texture.h', 'libGLESv2/Uniform.cpp', 'libGLESv2/Uniform.h', 'libGLESv2/utilities.cpp', 'libGLESv2/utilities.h', ], # TODO(jschuh): http://crbug.com/167187 size_t -> int 'msvs_disabled_warnings': [ 4267 ], 'msvs_settings': { 'VCLinkerTool': { 'AdditionalDependencies': [ 'd3d9.lib', 'dxguid.lib', ], } }, }, { 'target_name': 'libEGL', 'type': 'shared_library', 'dependencies': ['libGLESv2'], 'include_dirs': [ '.', '../include', 'libGLESv2', ], 'sources': [ 'common/angleutils.h', 'common/debug.cpp', 'common/debug.h', 'common/RefCountObject.cpp', 'common/RefCountObject.h', 'common/version.h', 'libEGL/Config.cpp', 'libEGL/Config.h', 'libEGL/Display.cpp', 'libEGL/Display.h', 'libEGL/libEGL.cpp', 'libEGL/libEGL.def', 'libEGL/libEGL.rc', 'libEGL/main.cpp', 'libEGL/main.h', 'libEGL/Surface.cpp', 'libEGL/Surface.h', ], # TODO(jschuh): http://crbug.com/167187 size_t -> int 'msvs_disabled_warnings': [ 4267 ], 'msvs_settings': { 'VCLinkerTool': { 'AdditionalDependencies': [ 'd3d9.lib', ], } }, }, ], }], ], } # Local Variables: # tab-width:2 # indent-tabs-mode:nil # End: # vim: set expandtab tabstop=2 shiftwidth=2: # Copyright (c) 2012 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.
010smithzhang-ddd
src/build_angle.gypi
Python
bsd
15,485
// // Copyright (c) 2002-2010 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. // // Config.h: Defines the egl::Config class, describing the format, type // and size for an egl::Surface. Implements EGLConfig and related functionality. // [EGL 1.4] section 3.4 page 15. #ifndef INCLUDE_CONFIG_H_ #define INCLUDE_CONFIG_H_ #define EGLAPI #include <EGL/egl.h> #include <set> #include "libGLESv2/renderer/Renderer.h" #include "common/angleutils.h" namespace egl { class Display; class Config { public: Config(rx::ConfigDesc desc, EGLint minSwapInterval, EGLint maxSwapInterval, EGLint texWidth, EGLint texHeight); EGLConfig getHandle() const; const GLenum mRenderTargetFormat; const GLenum mDepthStencilFormat; const GLint mMultiSample; EGLint mBufferSize; // Depth of the color buffer EGLint mRedSize; // Bits of Red in the color buffer EGLint mGreenSize; // Bits of Green in the color buffer EGLint mBlueSize; // Bits of Blue in the color buffer EGLint mLuminanceSize; // Bits of Luminance in the color buffer EGLint mAlphaSize; // Bits of Alpha in the color buffer EGLint mAlphaMaskSize; // Bits of Alpha Mask in the mask buffer EGLBoolean mBindToTextureRGB; // True if bindable to RGB textures. EGLBoolean mBindToTextureRGBA; // True if bindable to RGBA textures. EGLenum mColorBufferType; // Color buffer type EGLenum mConfigCaveat; // Any caveats for the configuration EGLint mConfigID; // Unique EGLConfig identifier EGLint mConformant; // Whether contexts created with this config are conformant EGLint mDepthSize; // Bits of Z in the depth buffer EGLint mLevel; // Frame buffer level EGLBoolean mMatchNativePixmap; // Match the native pixmap format EGLint mMaxPBufferWidth; // Maximum width of pbuffer EGLint mMaxPBufferHeight; // Maximum height of pbuffer EGLint mMaxPBufferPixels; // Maximum size of pbuffer EGLint mMaxSwapInterval; // Maximum swap interval EGLint mMinSwapInterval; // Minimum swap interval EGLBoolean mNativeRenderable; // EGL_TRUE if native rendering APIs can render to surface EGLint mNativeVisualID; // Handle of corresponding native visual EGLint mNativeVisualType; // Native visual type of the associated visual EGLint mRenderableType; // Which client rendering APIs are supported. EGLint mSampleBuffers; // Number of multisample buffers EGLint mSamples; // Number of samples per pixel EGLint mStencilSize; // Bits of Stencil in the stencil buffer EGLint mSurfaceType; // Which types of EGL surfaces are supported. EGLenum mTransparentType; // Type of transparency supported EGLint mTransparentRedValue; // Transparent red value EGLint mTransparentGreenValue; // Transparent green value EGLint mTransparentBlueValue; // Transparent blue value }; // Function object used by STL sorting routines for ordering Configs according to [EGL] section 3.4.1 page 24. class SortConfig { public: explicit SortConfig(const EGLint *attribList); bool operator()(const Config *x, const Config *y) const; bool operator()(const Config &x, const Config &y) const; private: void scanForWantedComponents(const EGLint *attribList); EGLint wantedComponentsSize(const Config &config) const; bool mWantRed; bool mWantGreen; bool mWantBlue; bool mWantAlpha; bool mWantLuminance; }; class ConfigSet { friend Display; public: ConfigSet(); void add(rx::ConfigDesc desc, EGLint minSwapInterval, EGLint maxSwapInterval, EGLint texWidth, EGLint texHeight); size_t size() const; bool getConfigs(EGLConfig *configs, const EGLint *attribList, EGLint configSize, EGLint *numConfig); const egl::Config *get(EGLConfig configHandle); private: DISALLOW_COPY_AND_ASSIGN(ConfigSet); typedef std::set<Config, SortConfig> Set; typedef Set::iterator Iterator; Set mSet; static const EGLint mSortAttribs[]; }; } #endif // INCLUDE_CONFIG_H_
010smithzhang-ddd
src/libEGL/Config.h
C++
bsd
4,404
// // 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. // // Display.h: Defines the egl::Display class, representing the abstract // display on which graphics are drawn. Implements EGLDisplay. // [EGL 1.4] section 2.1.2 page 3. #ifndef LIBEGL_DISPLAY_H_ #define LIBEGL_DISPLAY_H_ #include "common/system.h" #include <set> #include <vector> #include "libEGL/Config.h" namespace gl { class Context; } namespace egl { class Surface; class Display { public: ~Display(); bool initialize(); void terminate(); static egl::Display *getDisplay(EGLNativeDisplayType displayId); bool getConfigs(EGLConfig *configs, const EGLint *attribList, EGLint configSize, EGLint *numConfig); bool getConfigAttrib(EGLConfig config, EGLint attribute, EGLint *value); EGLSurface createWindowSurface(HWND window, EGLConfig config, const EGLint *attribList); EGLSurface createOffscreenSurface(EGLConfig config, HANDLE shareHandle, const EGLint *attribList); EGLContext createContext(EGLConfig configHandle, const gl::Context *shareContext, bool notifyResets, bool robustAccess); void destroySurface(egl::Surface *surface); void destroyContext(gl::Context *context); bool isInitialized() const; bool isValidConfig(EGLConfig config); bool isValidContext(gl::Context *context); bool isValidSurface(egl::Surface *surface); bool hasExistingWindowSurface(HWND window); rx::Renderer *getRenderer() { return mRenderer; }; // exported methods must be virtual virtual void notifyDeviceLost(); virtual void recreateSwapChains(); const char *getExtensionString() const; const char *getVendorString() const; private: DISALLOW_COPY_AND_ASSIGN(Display); Display(EGLNativeDisplayType displayId, HDC deviceContext); bool restoreLostDevice(); EGLNativeDisplayType mDisplayId; const HDC mDc; bool mSoftwareDevice; typedef std::set<Surface*> SurfaceSet; SurfaceSet mSurfaceSet; ConfigSet mConfigSet; typedef std::set<gl::Context*> ContextSet; ContextSet mContextSet; rx::Renderer *mRenderer; void initExtensionString(); void initVendorString(); std::string mExtensionString; std::string mVendorString; }; } #endif // LIBEGL_DISPLAY_H_
010smithzhang-ddd
src/libEGL/Display.h
C++
bsd
2,404
//{{NO_DEPENDENCIES}} // Microsoft Visual C++ generated include file. // Used by libEGL.rc // Next default values for new objects // #ifdef APSTUDIO_INVOKED #ifndef APSTUDIO_READONLY_SYMBOLS #define _APS_NEXT_RESOURCE_VALUE 101 #define _APS_NEXT_COMMAND_VALUE 40001 #define _APS_NEXT_CONTROL_VALUE 1001 #define _APS_NEXT_SYMED_VALUE 101 #endif #endif
010smithzhang-ddd
src/libEGL/resource.h
C
bsd
386
// // 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. // // Display.cpp: Implements the egl::Display class, representing the abstract // display on which graphics are drawn. Implements EGLDisplay. // [EGL 1.4] section 2.1.2 page 3. #include "libEGL/Display.h" #include <algorithm> #include <map> #include <vector> #include "common/debug.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/main.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/SwapChain.h" #include "libEGL/main.h" #include "libEGL/Surface.h" namespace egl { namespace { typedef std::map<EGLNativeDisplayType, Display*> DisplayMap; DisplayMap displays; } egl::Display *Display::getDisplay(EGLNativeDisplayType displayId) { if (displays.find(displayId) != displays.end()) { return displays[displayId]; } // FIXME: Check if displayId is a valid display device context egl::Display *display = new egl::Display(displayId, (HDC)displayId); displays[displayId] = display; return display; } Display::Display(EGLNativeDisplayType displayId, HDC deviceContext) : mDc(deviceContext) { mDisplayId = displayId; mRenderer = NULL; } Display::~Display() { terminate(); DisplayMap::iterator thisDisplay = displays.find(mDisplayId); if (thisDisplay != displays.end()) { displays.erase(thisDisplay); } } bool Display::initialize() { if (isInitialized()) { return true; } mRenderer = glCreateRenderer(this, mDc, mDisplayId); if (!mRenderer) { terminate(); return error(EGL_NOT_INITIALIZED, false); } EGLint minSwapInterval = mRenderer->getMinSwapInterval(); EGLint maxSwapInterval = mRenderer->getMaxSwapInterval(); EGLint maxTextureWidth = mRenderer->getMaxTextureWidth(); EGLint maxTextureHeight = mRenderer->getMaxTextureHeight(); rx::ConfigDesc *descList; int numConfigs = mRenderer->generateConfigs(&descList); ConfigSet configSet; for (int i = 0; i < numConfigs; ++i) configSet.add(descList[i], minSwapInterval, maxSwapInterval, maxTextureWidth, maxTextureHeight); // Give the sorted configs a unique ID and store them internally EGLint index = 1; for (ConfigSet::Iterator config = configSet.mSet.begin(); config != configSet.mSet.end(); config++) { Config configuration = *config; configuration.mConfigID = index; index++; mConfigSet.mSet.insert(configuration); } mRenderer->deleteConfigs(descList); descList = NULL; if (!isInitialized()) { terminate(); return false; } initExtensionString(); initVendorString(); return true; } void Display::terminate() { while (!mSurfaceSet.empty()) { destroySurface(*mSurfaceSet.begin()); } while (!mContextSet.empty()) { destroyContext(*mContextSet.begin()); } glDestroyRenderer(mRenderer); mRenderer = NULL; } bool Display::getConfigs(EGLConfig *configs, const EGLint *attribList, EGLint configSize, EGLint *numConfig) { return mConfigSet.getConfigs(configs, attribList, configSize, numConfig); } bool Display::getConfigAttrib(EGLConfig config, EGLint attribute, EGLint *value) { const egl::Config *configuration = mConfigSet.get(config); switch (attribute) { case EGL_BUFFER_SIZE: *value = configuration->mBufferSize; break; case EGL_ALPHA_SIZE: *value = configuration->mAlphaSize; break; case EGL_BLUE_SIZE: *value = configuration->mBlueSize; break; case EGL_GREEN_SIZE: *value = configuration->mGreenSize; break; case EGL_RED_SIZE: *value = configuration->mRedSize; break; case EGL_DEPTH_SIZE: *value = configuration->mDepthSize; break; case EGL_STENCIL_SIZE: *value = configuration->mStencilSize; break; case EGL_CONFIG_CAVEAT: *value = configuration->mConfigCaveat; break; case EGL_CONFIG_ID: *value = configuration->mConfigID; break; case EGL_LEVEL: *value = configuration->mLevel; break; case EGL_NATIVE_RENDERABLE: *value = configuration->mNativeRenderable; break; case EGL_NATIVE_VISUAL_TYPE: *value = configuration->mNativeVisualType; break; case EGL_SAMPLES: *value = configuration->mSamples; break; case EGL_SAMPLE_BUFFERS: *value = configuration->mSampleBuffers; break; case EGL_SURFACE_TYPE: *value = configuration->mSurfaceType; break; case EGL_TRANSPARENT_TYPE: *value = configuration->mTransparentType; break; case EGL_TRANSPARENT_BLUE_VALUE: *value = configuration->mTransparentBlueValue; break; case EGL_TRANSPARENT_GREEN_VALUE: *value = configuration->mTransparentGreenValue; break; case EGL_TRANSPARENT_RED_VALUE: *value = configuration->mTransparentRedValue; break; case EGL_BIND_TO_TEXTURE_RGB: *value = configuration->mBindToTextureRGB; break; case EGL_BIND_TO_TEXTURE_RGBA: *value = configuration->mBindToTextureRGBA; break; case EGL_MIN_SWAP_INTERVAL: *value = configuration->mMinSwapInterval; break; case EGL_MAX_SWAP_INTERVAL: *value = configuration->mMaxSwapInterval; break; case EGL_LUMINANCE_SIZE: *value = configuration->mLuminanceSize; break; case EGL_ALPHA_MASK_SIZE: *value = configuration->mAlphaMaskSize; break; case EGL_COLOR_BUFFER_TYPE: *value = configuration->mColorBufferType; break; case EGL_RENDERABLE_TYPE: *value = configuration->mRenderableType; break; case EGL_MATCH_NATIVE_PIXMAP: *value = false; UNIMPLEMENTED(); break; case EGL_CONFORMANT: *value = configuration->mConformant; break; case EGL_MAX_PBUFFER_WIDTH: *value = configuration->mMaxPBufferWidth; break; case EGL_MAX_PBUFFER_HEIGHT: *value = configuration->mMaxPBufferHeight; break; case EGL_MAX_PBUFFER_PIXELS: *value = configuration->mMaxPBufferPixels; break; default: return false; } return true; } EGLSurface Display::createWindowSurface(HWND window, EGLConfig config, const EGLint *attribList) { const Config *configuration = mConfigSet.get(config); EGLint postSubBufferSupported = EGL_FALSE; if (attribList) { while (*attribList != EGL_NONE) { switch (attribList[0]) { case EGL_RENDER_BUFFER: switch (attribList[1]) { case EGL_BACK_BUFFER: break; case EGL_SINGLE_BUFFER: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); // Rendering directly to front buffer not supported default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } break; case EGL_POST_SUB_BUFFER_SUPPORTED_NV: postSubBufferSupported = attribList[1]; break; case EGL_VG_COLORSPACE: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); case EGL_VG_ALPHA_FORMAT: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } attribList += 2; } } if (hasExistingWindowSurface(window)) { return error(EGL_BAD_ALLOC, EGL_NO_SURFACE); } if (mRenderer->testDeviceLost(false)) { if (!restoreLostDevice()) return EGL_NO_SURFACE; } Surface *surface = new Surface(this, configuration, window, postSubBufferSupported); if (!surface->initialize()) { delete surface; return EGL_NO_SURFACE; } mSurfaceSet.insert(surface); return success(surface); } EGLSurface Display::createOffscreenSurface(EGLConfig config, HANDLE shareHandle, const EGLint *attribList) { EGLint width = 0, height = 0; EGLenum textureFormat = EGL_NO_TEXTURE; EGLenum textureTarget = EGL_NO_TEXTURE; const Config *configuration = mConfigSet.get(config); if (attribList) { while (*attribList != EGL_NONE) { switch (attribList[0]) { case EGL_WIDTH: width = attribList[1]; break; case EGL_HEIGHT: height = attribList[1]; break; case EGL_LARGEST_PBUFFER: if (attribList[1] != EGL_FALSE) UNIMPLEMENTED(); // FIXME break; case EGL_TEXTURE_FORMAT: switch (attribList[1]) { case EGL_NO_TEXTURE: case EGL_TEXTURE_RGB: case EGL_TEXTURE_RGBA: textureFormat = attribList[1]; break; default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } break; case EGL_TEXTURE_TARGET: switch (attribList[1]) { case EGL_NO_TEXTURE: case EGL_TEXTURE_2D: textureTarget = attribList[1]; break; default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } break; case EGL_MIPMAP_TEXTURE: if (attribList[1] != EGL_FALSE) return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); break; case EGL_VG_COLORSPACE: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); case EGL_VG_ALPHA_FORMAT: return error(EGL_BAD_MATCH, EGL_NO_SURFACE); default: return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } attribList += 2; } } if (width < 0 || height < 0) { return error(EGL_BAD_PARAMETER, EGL_NO_SURFACE); } if (width == 0 || height == 0) { return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } if (textureFormat != EGL_NO_TEXTURE && !mRenderer->getNonPower2TextureSupport() && (!gl::isPow2(width) || !gl::isPow2(height))) { return error(EGL_BAD_MATCH, EGL_NO_SURFACE); } if ((textureFormat != EGL_NO_TEXTURE && textureTarget == EGL_NO_TEXTURE) || (textureFormat == EGL_NO_TEXTURE && textureTarget != EGL_NO_TEXTURE)) { return error(EGL_BAD_MATCH, EGL_NO_SURFACE); } if (!(configuration->mSurfaceType & EGL_PBUFFER_BIT)) { return error(EGL_BAD_MATCH, EGL_NO_SURFACE); } if ((textureFormat == EGL_TEXTURE_RGB && configuration->mBindToTextureRGB != EGL_TRUE) || (textureFormat == EGL_TEXTURE_RGBA && configuration->mBindToTextureRGBA != EGL_TRUE)) { return error(EGL_BAD_ATTRIBUTE, EGL_NO_SURFACE); } if (mRenderer->testDeviceLost(false)) { if (!restoreLostDevice()) return EGL_NO_SURFACE; } Surface *surface = new Surface(this, configuration, shareHandle, width, height, textureFormat, textureTarget); if (!surface->initialize()) { delete surface; return EGL_NO_SURFACE; } mSurfaceSet.insert(surface); return success(surface); } EGLContext Display::createContext(EGLConfig configHandle, const gl::Context *shareContext, bool notifyResets, bool robustAccess) { if (!mRenderer) { return NULL; } else if (mRenderer->testDeviceLost(false)) // Lost device { if (!restoreLostDevice()) return NULL; } gl::Context *context = glCreateContext(shareContext, mRenderer, notifyResets, robustAccess); mContextSet.insert(context); return context; } bool Display::restoreLostDevice() { for (ContextSet::iterator ctx = mContextSet.begin(); ctx != mContextSet.end(); ctx++) { if ((*ctx)->isResetNotificationEnabled()) return false; // If reset notifications have been requested, application must delete all contexts first } // Release surface resources to make the Reset() succeed for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++) { (*surface)->release(); } if (!mRenderer->resetDevice()) { return error(EGL_BAD_ALLOC, false); } // Restore any surfaces that may have been lost for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++) { (*surface)->resetSwapChain(); } return true; } void Display::destroySurface(egl::Surface *surface) { delete surface; mSurfaceSet.erase(surface); } void Display::destroyContext(gl::Context *context) { glDestroyContext(context); mContextSet.erase(context); } void Display::notifyDeviceLost() { for (ContextSet::iterator context = mContextSet.begin(); context != mContextSet.end(); context++) { (*context)->markContextLost(); } egl::error(EGL_CONTEXT_LOST); } void Display::recreateSwapChains() { for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++) { (*surface)->getSwapChain()->recreate(); } } bool Display::isInitialized() const { return mRenderer != NULL && mConfigSet.size() > 0; } bool Display::isValidConfig(EGLConfig config) { return mConfigSet.get(config) != NULL; } bool Display::isValidContext(gl::Context *context) { return mContextSet.find(context) != mContextSet.end(); } bool Display::isValidSurface(egl::Surface *surface) { return mSurfaceSet.find(surface) != mSurfaceSet.end(); } bool Display::hasExistingWindowSurface(HWND window) { for (SurfaceSet::iterator surface = mSurfaceSet.begin(); surface != mSurfaceSet.end(); surface++) { if ((*surface)->getWindowHandle() == window) { return true; } } return false; } void Display::initExtensionString() { HMODULE swiftShader = GetModuleHandle(TEXT("swiftshader_d3d9.dll")); bool shareHandleSupported = mRenderer->getShareHandleSupport(); mExtensionString = ""; // Multi-vendor (EXT) extensions mExtensionString += "EGL_EXT_create_context_robustness "; // ANGLE-specific extensions if (shareHandleSupported) { mExtensionString += "EGL_ANGLE_d3d_share_handle_client_buffer "; } mExtensionString += "EGL_ANGLE_query_surface_pointer "; if (swiftShader) { mExtensionString += "EGL_ANGLE_software_display "; } if (shareHandleSupported) { mExtensionString += "EGL_ANGLE_surface_d3d_texture_2d_share_handle "; } if (mRenderer->getPostSubBufferSupport()) { mExtensionString += "EGL_NV_post_sub_buffer"; } std::string::size_type end = mExtensionString.find_last_not_of(' '); if (end != std::string::npos) { mExtensionString.resize(end+1); } } const char *Display::getExtensionString() const { return mExtensionString.c_str(); } void Display::initVendorString() { mVendorString = "Google Inc."; LUID adapterLuid = {0}; if (mRenderer && mRenderer->getLUID(&adapterLuid)) { char adapterLuidString[64]; sprintf_s(adapterLuidString, sizeof(adapterLuidString), " (adapter LUID: %08x%08x)", adapterLuid.HighPart, adapterLuid.LowPart); mVendorString += adapterLuidString; } } const char *Display::getVendorString() const { return mVendorString.c_str(); } }
010smithzhang-ddd
src/libEGL/Display.cpp
C++
bsd
16,219
// // Copyright (c) 2002-2012 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. // // main.cpp: DLL entry point and management of thread-local data. #include "libEGL/main.h" #include "common/debug.h" static DWORD currentTLS = TLS_OUT_OF_INDEXES; extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) { switch (reason) { case DLL_PROCESS_ATTACH: { #if !defined(ANGLE_DISABLE_TRACE) FILE *debug = fopen(TRACE_OUTPUT_FILE, "rt"); if (debug) { fclose(debug); debug = fopen(TRACE_OUTPUT_FILE, "wt"); // Erase if (debug) { fclose(debug); } } #endif currentTLS = TlsAlloc(); if (currentTLS == TLS_OUT_OF_INDEXES) { return FALSE; } } // Fall throught to initialize index case DLL_THREAD_ATTACH: { egl::Current *current = (egl::Current*)LocalAlloc(LPTR, sizeof(egl::Current)); if (current) { TlsSetValue(currentTLS, current); current->error = EGL_SUCCESS; current->API = EGL_OPENGL_ES_API; current->display = EGL_NO_DISPLAY; current->drawSurface = EGL_NO_SURFACE; current->readSurface = EGL_NO_SURFACE; } } break; case DLL_THREAD_DETACH: { void *current = TlsGetValue(currentTLS); if (current) { LocalFree((HLOCAL)current); } } break; case DLL_PROCESS_DETACH: { void *current = TlsGetValue(currentTLS); if (current) { LocalFree((HLOCAL)current); } TlsFree(currentTLS); } break; default: break; } return TRUE; } namespace egl { void setCurrentError(EGLint error) { Current *current = (Current*)TlsGetValue(currentTLS); current->error = error; } EGLint getCurrentError() { Current *current = (Current*)TlsGetValue(currentTLS); return current->error; } void setCurrentAPI(EGLenum API) { Current *current = (Current*)TlsGetValue(currentTLS); current->API = API; } EGLenum getCurrentAPI() { Current *current = (Current*)TlsGetValue(currentTLS); return current->API; } void setCurrentDisplay(EGLDisplay dpy) { Current *current = (Current*)TlsGetValue(currentTLS); current->display = dpy; } EGLDisplay getCurrentDisplay() { Current *current = (Current*)TlsGetValue(currentTLS); return current->display; } void setCurrentDrawSurface(EGLSurface surface) { Current *current = (Current*)TlsGetValue(currentTLS); current->drawSurface = surface; } EGLSurface getCurrentDrawSurface() { Current *current = (Current*)TlsGetValue(currentTLS); return current->drawSurface; } void setCurrentReadSurface(EGLSurface surface) { Current *current = (Current*)TlsGetValue(currentTLS); current->readSurface = surface; } EGLSurface getCurrentReadSurface() { Current *current = (Current*)TlsGetValue(currentTLS); return current->readSurface; } void error(EGLint errorCode) { egl::setCurrentError(errorCode); } }
010smithzhang-ddd
src/libEGL/main.cpp
C++
bsd
3,490
// // Copyright (c) 2002-2010 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. // // main.h: Management of thread-local data. #ifndef LIBEGL_MAIN_H_ #define LIBEGL_MAIN_H_ #define EGLAPI #include <EGL/egl.h> #include <EGL/eglext.h> namespace egl { struct Current { EGLint error; EGLenum API; EGLDisplay display; EGLSurface drawSurface; EGLSurface readSurface; }; void setCurrentError(EGLint error); EGLint getCurrentError(); void setCurrentAPI(EGLenum API); EGLenum getCurrentAPI(); void setCurrentDisplay(EGLDisplay dpy); EGLDisplay getCurrentDisplay(); void setCurrentDrawSurface(EGLSurface surface); EGLSurface getCurrentDrawSurface(); void setCurrentReadSurface(EGLSurface surface); EGLSurface getCurrentReadSurface(); void error(EGLint errorCode); template<class T> const T &error(EGLint errorCode, const T &returnValue) { error(errorCode); return returnValue; } template<class T> const T &success(const T &returnValue) { egl::setCurrentError(EGL_SUCCESS); return returnValue; } } #endif // LIBEGL_MAIN_H_
010smithzhang-ddd
src/libEGL/main.h
C++
bsd
1,167
// // Copyright (c) 2002-2012 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. // // Surface.cpp: Implements the egl::Surface class, representing a drawing surface // such as the client area of a window, including any back buffers. // Implements EGLSurface and related functionality. [EGL 1.4] section 2.2 page 3. #include <tchar.h> #include "libEGL/Surface.h" #include "common/debug.h" #include "libGLESv2/Texture.h" #include "libGLESv2/renderer/SwapChain.h" #include "libGLESv2/main.h" #include "libEGL/main.h" #include "libEGL/Display.h" namespace egl { Surface::Surface(Display *display, const Config *config, HWND window, EGLint postSubBufferSupported) : mDisplay(display), mConfig(config), mWindow(window), mPostSubBufferSupported(postSubBufferSupported) { mRenderer = mDisplay->getRenderer(); mSwapChain = NULL; mShareHandle = NULL; mTexture = NULL; mTextureFormat = EGL_NO_TEXTURE; mTextureTarget = EGL_NO_TEXTURE; mPixelAspectRatio = (EGLint)(1.0 * EGL_DISPLAY_SCALING); // FIXME: Determine actual pixel aspect ratio mRenderBuffer = EGL_BACK_BUFFER; mSwapBehavior = EGL_BUFFER_PRESERVED; mSwapInterval = -1; mWidth = -1; mHeight = -1; setSwapInterval(1); subclassWindow(); } Surface::Surface(Display *display, const Config *config, HANDLE shareHandle, EGLint width, EGLint height, EGLenum textureFormat, EGLenum textureType) : mDisplay(display), mWindow(NULL), mConfig(config), mShareHandle(shareHandle), mWidth(width), mHeight(height), mPostSubBufferSupported(EGL_FALSE) { mRenderer = mDisplay->getRenderer(); mSwapChain = NULL; mWindowSubclassed = false; mTexture = NULL; mTextureFormat = textureFormat; mTextureTarget = textureType; mPixelAspectRatio = (EGLint)(1.0 * EGL_DISPLAY_SCALING); // FIXME: Determine actual pixel aspect ratio mRenderBuffer = EGL_BACK_BUFFER; mSwapBehavior = EGL_BUFFER_PRESERVED; mSwapInterval = -1; setSwapInterval(1); } Surface::~Surface() { unsubclassWindow(); release(); } bool Surface::initialize() { if (!resetSwapChain()) return false; return true; } void Surface::release() { delete mSwapChain; mSwapChain = NULL; if (mTexture) { mTexture->releaseTexImage(); mTexture = NULL; } } bool Surface::resetSwapChain() { ASSERT(!mSwapChain); int width; int height; if (mWindow) { RECT windowRect; if (!GetClientRect(getWindowHandle(), &windowRect)) { ASSERT(false); ERR("Could not retrieve the window dimensions"); return error(EGL_BAD_SURFACE, false); } width = windowRect.right - windowRect.left; height = windowRect.bottom - windowRect.top; } else { // non-window surface - size is determined at creation width = mWidth; height = mHeight; } mSwapChain = mRenderer->createSwapChain(mWindow, mShareHandle, mConfig->mRenderTargetFormat, mConfig->mDepthStencilFormat); if (!mSwapChain) { return error(EGL_BAD_ALLOC, false); } if (!resetSwapChain(width, height)) { delete mSwapChain; mSwapChain = NULL; return false; } return true; } bool Surface::resizeSwapChain(int backbufferWidth, int backbufferHeight) { ASSERT(backbufferWidth >= 0 && backbufferHeight >= 0); ASSERT(mSwapChain); EGLint status = mSwapChain->resize(backbufferWidth, backbufferHeight); if (status == EGL_CONTEXT_LOST) { mDisplay->notifyDeviceLost(); return false; } else if (status != EGL_SUCCESS) { return error(status, false); } mWidth = backbufferWidth; mHeight = backbufferHeight; return true; } bool Surface::resetSwapChain(int backbufferWidth, int backbufferHeight) { ASSERT(backbufferWidth >= 0 && backbufferHeight >= 0); ASSERT(mSwapChain); EGLint status = mSwapChain->reset(backbufferWidth, backbufferHeight, mSwapInterval); if (status == EGL_CONTEXT_LOST) { mRenderer->notifyDeviceLost(); return false; } else if (status != EGL_SUCCESS) { return error(status, false); } mWidth = backbufferWidth; mHeight = backbufferHeight; mSwapIntervalDirty = false; return true; } bool Surface::swapRect(EGLint x, EGLint y, EGLint width, EGLint height) { if (!mSwapChain) { return true; } if (x + width > mWidth) { width = mWidth - x; } if (y + height > mHeight) { height = mHeight - y; } if (width == 0 || height == 0) { return true; } EGLint status = mSwapChain->swapRect(x, y, width, height); if (status == EGL_CONTEXT_LOST) { mRenderer->notifyDeviceLost(); return false; } else if (status != EGL_SUCCESS) { return error(status, false); } checkForOutOfDateSwapChain(); return true; } HWND Surface::getWindowHandle() { return mWindow; } #define kSurfaceProperty _TEXT("Egl::SurfaceOwner") #define kParentWndProc _TEXT("Egl::SurfaceParentWndProc") static LRESULT CALLBACK SurfaceWindowProc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam) { if (message == WM_SIZE) { Surface* surf = reinterpret_cast<Surface*>(GetProp(hwnd, kSurfaceProperty)); if(surf) { surf->checkForOutOfDateSwapChain(); } } WNDPROC prevWndFunc = reinterpret_cast<WNDPROC >(GetProp(hwnd, kParentWndProc)); return CallWindowProc(prevWndFunc, hwnd, message, wparam, lparam); } void Surface::subclassWindow() { if (!mWindow) { return; } DWORD processId; DWORD threadId = GetWindowThreadProcessId(mWindow, &processId); if (processId != GetCurrentProcessId() || threadId != GetCurrentThreadId()) { return; } SetLastError(0); LONG_PTR oldWndProc = SetWindowLongPtr(mWindow, GWLP_WNDPROC, reinterpret_cast<LONG_PTR>(SurfaceWindowProc)); if(oldWndProc == 0 && GetLastError() != ERROR_SUCCESS) { mWindowSubclassed = false; return; } SetProp(mWindow, kSurfaceProperty, reinterpret_cast<HANDLE>(this)); SetProp(mWindow, kParentWndProc, reinterpret_cast<HANDLE>(oldWndProc)); mWindowSubclassed = true; } void Surface::unsubclassWindow() { if(!mWindowSubclassed) { return; } // un-subclass LONG_PTR parentWndFunc = reinterpret_cast<LONG_PTR>(GetProp(mWindow, kParentWndProc)); // Check the windowproc is still SurfaceWindowProc. // If this assert fails, then it is likely the application has subclassed the // hwnd as well and did not unsubclass before destroying its EGL context. The // application should be modified to either subclass before initializing the // EGL context, or to unsubclass before destroying the EGL context. if(parentWndFunc) { LONG_PTR prevWndFunc = SetWindowLongPtr(mWindow, GWLP_WNDPROC, parentWndFunc); ASSERT(prevWndFunc == reinterpret_cast<LONG_PTR>(SurfaceWindowProc)); } RemoveProp(mWindow, kSurfaceProperty); RemoveProp(mWindow, kParentWndProc); mWindowSubclassed = false; } bool Surface::checkForOutOfDateSwapChain() { RECT client; if (!GetClientRect(getWindowHandle(), &client)) { ASSERT(false); return false; } // Grow the buffer now, if the window has grown. We need to grow now to avoid losing information. int clientWidth = client.right - client.left; int clientHeight = client.bottom - client.top; bool sizeDirty = clientWidth != getWidth() || clientHeight != getHeight(); if (mSwapIntervalDirty) { resetSwapChain(clientWidth, clientHeight); } else if (sizeDirty) { resizeSwapChain(clientWidth, clientHeight); } if (mSwapIntervalDirty || sizeDirty) { if (static_cast<egl::Surface*>(getCurrentDrawSurface()) == this) { glMakeCurrent(glGetCurrentContext(), static_cast<egl::Display*>(getCurrentDisplay()), this); } return true; } return false; } bool Surface::swap() { return swapRect(0, 0, mWidth, mHeight); } bool Surface::postSubBuffer(EGLint x, EGLint y, EGLint width, EGLint height) { if (!mPostSubBufferSupported) { // Spec is not clear about how this should be handled. return true; } return swapRect(x, y, width, height); } EGLint Surface::getWidth() const { return mWidth; } EGLint Surface::getHeight() const { return mHeight; } EGLint Surface::isPostSubBufferSupported() const { return mPostSubBufferSupported; } rx::SwapChain *Surface::getSwapChain() const { return mSwapChain; } void Surface::setSwapInterval(EGLint interval) { if (mSwapInterval == interval) { return; } mSwapInterval = interval; mSwapInterval = std::max(mSwapInterval, mRenderer->getMinSwapInterval()); mSwapInterval = std::min(mSwapInterval, mRenderer->getMaxSwapInterval()); mSwapIntervalDirty = true; } EGLenum Surface::getTextureFormat() const { return mTextureFormat; } EGLenum Surface::getTextureTarget() const { return mTextureTarget; } void Surface::setBoundTexture(gl::Texture2D *texture) { mTexture = texture; } gl::Texture2D *Surface::getBoundTexture() const { return mTexture; } EGLenum Surface::getFormat() const { return mConfig->mRenderTargetFormat; } }
010smithzhang-ddd
src/libEGL/Surface.cpp
C++
bsd
9,680
// // Copyright (c) 2002-2012 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. // // Surface.h: Defines the egl::Surface class, representing a drawing surface // such as the client area of a window, including any back buffers. // Implements EGLSurface and related functionality. [EGL 1.4] section 2.2 page 3. #ifndef LIBEGL_SURFACE_H_ #define LIBEGL_SURFACE_H_ #define EGLAPI #include <EGL/egl.h> #include "common/angleutils.h" namespace gl { class Texture2D; } namespace rx { class Renderer; class SwapChain; } namespace egl { class Display; class Config; class Surface { public: Surface(Display *display, const egl::Config *config, HWND window, EGLint postSubBufferSupported); Surface(Display *display, const egl::Config *config, HANDLE shareHandle, EGLint width, EGLint height, EGLenum textureFormat, EGLenum textureTarget); ~Surface(); bool initialize(); void release(); bool resetSwapChain(); HWND getWindowHandle(); bool swap(); bool postSubBuffer(EGLint x, EGLint y, EGLint width, EGLint height); virtual EGLint getWidth() const; virtual EGLint getHeight() const; virtual EGLint isPostSubBufferSupported() const; virtual rx::SwapChain *getSwapChain() const; void setSwapInterval(EGLint interval); bool checkForOutOfDateSwapChain(); // Returns true if swapchain changed due to resize or interval update virtual EGLenum getTextureFormat() const; virtual EGLenum getTextureTarget() const; virtual EGLenum getFormat() const; virtual void setBoundTexture(gl::Texture2D *texture); virtual gl::Texture2D *getBoundTexture() const; private: DISALLOW_COPY_AND_ASSIGN(Surface); Display *const mDisplay; rx::Renderer *mRenderer; HANDLE mShareHandle; rx::SwapChain *mSwapChain; void subclassWindow(); void unsubclassWindow(); bool resizeSwapChain(int backbufferWidth, int backbufferHeight); bool resetSwapChain(int backbufferWidth, int backbufferHeight); bool swapRect(EGLint x, EGLint y, EGLint width, EGLint height); const HWND mWindow; // Window that the surface is created for. bool mWindowSubclassed; // Indicates whether we successfully subclassed mWindow for WM_RESIZE hooking const egl::Config *mConfig; // EGL config surface was created with EGLint mHeight; // Height of surface EGLint mWidth; // Width of surface // EGLint horizontalResolution; // Horizontal dot pitch // EGLint verticalResolution; // Vertical dot pitch // EGLBoolean largestPBuffer; // If true, create largest pbuffer possible // EGLBoolean mipmapTexture; // True if texture has mipmaps // EGLint mipmapLevel; // Mipmap level to render to // EGLenum multisampleResolve; // Multisample resolve behavior EGLint mPixelAspectRatio; // Display aspect ratio EGLenum mRenderBuffer; // Render buffer EGLenum mSwapBehavior; // Buffer swap behavior EGLenum mTextureFormat; // Format of texture: RGB, RGBA, or no texture EGLenum mTextureTarget; // Type of texture: 2D or no texture // EGLenum vgAlphaFormat; // Alpha format for OpenVG // EGLenum vgColorSpace; // Color space for OpenVG EGLint mSwapInterval; EGLint mPostSubBufferSupported; bool mSwapIntervalDirty; gl::Texture2D *mTexture; }; } #endif // LIBEGL_SURFACE_H_
010smithzhang-ddd
src/libEGL/Surface.h
C++
bsd
3,537
// // Copyright (c) 2002-2010 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. // // Config.cpp: Implements the egl::Config class, describing the format, type // and size for an egl::Surface. Implements EGLConfig and related functionality. // [EGL 1.4] section 3.4 page 15. #include "libEGL/Config.h" #include <algorithm> #include <vector> #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include "common/debug.h" using namespace std; namespace egl { Config::Config(rx::ConfigDesc desc, EGLint minInterval, EGLint maxInterval, EGLint texWidth, EGLint texHeight) : mRenderTargetFormat(desc.renderTargetFormat), mDepthStencilFormat(desc.depthStencilFormat), mMultiSample(desc.multiSample) { mBindToTextureRGB = EGL_FALSE; mBindToTextureRGBA = EGL_FALSE; switch (desc.renderTargetFormat) { case GL_RGB5_A1: mBufferSize = 16; mRedSize = 5; mGreenSize = 5; mBlueSize = 5; mAlphaSize = 1; break; case GL_RGBA8_OES: mBufferSize = 32; mRedSize = 8; mGreenSize = 8; mBlueSize = 8; mAlphaSize = 8; mBindToTextureRGBA = true; break; case GL_RGB565: mBufferSize = 16; mRedSize = 5; mGreenSize = 6; mBlueSize = 5; mAlphaSize = 0; break; case GL_RGB8_OES: mBufferSize = 32; mRedSize = 8; mGreenSize = 8; mBlueSize = 8; mAlphaSize = 0; mBindToTextureRGB = true; break; case GL_BGRA8_EXT: mBufferSize = 32; mRedSize = 8; mGreenSize = 8; mBlueSize = 8; mAlphaSize = 8; mBindToTextureRGBA = true; break; default: UNREACHABLE(); // Other formats should not be valid } mLuminanceSize = 0; mAlphaMaskSize = 0; mColorBufferType = EGL_RGB_BUFFER; mConfigCaveat = (desc.fastConfig) ? EGL_NONE : EGL_SLOW_CONFIG; mConfigID = 0; mConformant = EGL_OPENGL_ES2_BIT; switch (desc.depthStencilFormat) { case GL_NONE: mDepthSize = 0; mStencilSize = 0; break; case GL_DEPTH_COMPONENT32_OES: mDepthSize = 32; mStencilSize = 0; break; case GL_DEPTH24_STENCIL8_OES: mDepthSize = 24; mStencilSize = 8; break; case GL_DEPTH_COMPONENT24_OES: mDepthSize = 24; mStencilSize = 0; break; case GL_DEPTH_COMPONENT16: mDepthSize = 16; mStencilSize = 0; break; default: UNREACHABLE(); } mLevel = 0; mMatchNativePixmap = EGL_NONE; mMaxPBufferWidth = texWidth; mMaxPBufferHeight = texHeight; mMaxPBufferPixels = texWidth*texHeight; mMaxSwapInterval = maxInterval; mMinSwapInterval = minInterval; mNativeRenderable = EGL_FALSE; mNativeVisualID = 0; mNativeVisualType = 0; mRenderableType = EGL_OPENGL_ES2_BIT; mSampleBuffers = desc.multiSample ? 1 : 0; mSamples = desc.multiSample; mSurfaceType = EGL_PBUFFER_BIT | EGL_WINDOW_BIT | EGL_SWAP_BEHAVIOR_PRESERVED_BIT; mTransparentType = EGL_NONE; mTransparentRedValue = 0; mTransparentGreenValue = 0; mTransparentBlueValue = 0; } EGLConfig Config::getHandle() const { return (EGLConfig)(size_t)mConfigID; } SortConfig::SortConfig(const EGLint *attribList) : mWantRed(false), mWantGreen(false), mWantBlue(false), mWantAlpha(false), mWantLuminance(false) { scanForWantedComponents(attribList); } void SortConfig::scanForWantedComponents(const EGLint *attribList) { // [EGL] section 3.4.1 page 24 // Sorting rule #3: by larger total number of color bits, not considering // components that are 0 or don't-care. for (const EGLint *attr = attribList; attr[0] != EGL_NONE; attr += 2) { if (attr[1] != 0 && attr[1] != EGL_DONT_CARE) { switch (attr[0]) { case EGL_RED_SIZE: mWantRed = true; break; case EGL_GREEN_SIZE: mWantGreen = true; break; case EGL_BLUE_SIZE: mWantBlue = true; break; case EGL_ALPHA_SIZE: mWantAlpha = true; break; case EGL_LUMINANCE_SIZE: mWantLuminance = true; break; } } } } EGLint SortConfig::wantedComponentsSize(const Config &config) const { EGLint total = 0; if (mWantRed) total += config.mRedSize; if (mWantGreen) total += config.mGreenSize; if (mWantBlue) total += config.mBlueSize; if (mWantAlpha) total += config.mAlphaSize; if (mWantLuminance) total += config.mLuminanceSize; return total; } bool SortConfig::operator()(const Config *x, const Config *y) const { return (*this)(*x, *y); } bool SortConfig::operator()(const Config &x, const Config &y) const { #define SORT(attribute) \ if (x.attribute != y.attribute) \ { \ return x.attribute < y.attribute; \ } META_ASSERT(EGL_NONE < EGL_SLOW_CONFIG && EGL_SLOW_CONFIG < EGL_NON_CONFORMANT_CONFIG); SORT(mConfigCaveat); META_ASSERT(EGL_RGB_BUFFER < EGL_LUMINANCE_BUFFER); SORT(mColorBufferType); // By larger total number of color bits, only considering those that are requested to be > 0. EGLint xComponentsSize = wantedComponentsSize(x); EGLint yComponentsSize = wantedComponentsSize(y); if (xComponentsSize != yComponentsSize) { return xComponentsSize > yComponentsSize; } SORT(mBufferSize); SORT(mSampleBuffers); SORT(mSamples); SORT(mDepthSize); SORT(mStencilSize); SORT(mAlphaMaskSize); SORT(mNativeVisualType); SORT(mConfigID); #undef SORT return false; } // We'd like to use SortConfig to also eliminate duplicate configs. // This works as long as we never have two configs with different per-RGB-component layouts, // but the same total. // 5551 and 565 are different because R+G+B is different. // 5551 and 555 are different because bufferSize is different. const EGLint ConfigSet::mSortAttribs[] = { EGL_RED_SIZE, 1, EGL_GREEN_SIZE, 1, EGL_BLUE_SIZE, 1, EGL_LUMINANCE_SIZE, 1, // BUT NOT ALPHA EGL_NONE }; ConfigSet::ConfigSet() : mSet(SortConfig(mSortAttribs)) { } void ConfigSet::add(rx::ConfigDesc desc, EGLint minSwapInterval, EGLint maxSwapInterval, EGLint texWidth, EGLint texHeight) { Config config(desc, minSwapInterval, maxSwapInterval, texWidth, texHeight); mSet.insert(config); } size_t ConfigSet::size() const { return mSet.size(); } bool ConfigSet::getConfigs(EGLConfig *configs, const EGLint *attribList, EGLint configSize, EGLint *numConfig) { vector<const Config*> passed; passed.reserve(mSet.size()); for (Iterator config = mSet.begin(); config != mSet.end(); config++) { bool match = true; const EGLint *attribute = attribList; while (attribute[0] != EGL_NONE) { switch (attribute[0]) { case EGL_BUFFER_SIZE: match = config->mBufferSize >= attribute[1]; break; case EGL_ALPHA_SIZE: match = config->mAlphaSize >= attribute[1]; break; case EGL_BLUE_SIZE: match = config->mBlueSize >= attribute[1]; break; case EGL_GREEN_SIZE: match = config->mGreenSize >= attribute[1]; break; case EGL_RED_SIZE: match = config->mRedSize >= attribute[1]; break; case EGL_DEPTH_SIZE: match = config->mDepthSize >= attribute[1]; break; case EGL_STENCIL_SIZE: match = config->mStencilSize >= attribute[1]; break; case EGL_CONFIG_CAVEAT: match = config->mConfigCaveat == (EGLenum) attribute[1]; break; case EGL_CONFIG_ID: match = config->mConfigID == attribute[1]; break; case EGL_LEVEL: match = config->mLevel >= attribute[1]; break; case EGL_NATIVE_RENDERABLE: match = config->mNativeRenderable == (EGLBoolean) attribute[1]; break; case EGL_NATIVE_VISUAL_TYPE: match = config->mNativeVisualType == attribute[1]; break; case EGL_SAMPLES: match = config->mSamples >= attribute[1]; break; case EGL_SAMPLE_BUFFERS: match = config->mSampleBuffers >= attribute[1]; break; case EGL_SURFACE_TYPE: match = (config->mSurfaceType & attribute[1]) == attribute[1]; break; case EGL_TRANSPARENT_TYPE: match = config->mTransparentType == (EGLenum) attribute[1]; break; case EGL_TRANSPARENT_BLUE_VALUE: match = config->mTransparentBlueValue == attribute[1]; break; case EGL_TRANSPARENT_GREEN_VALUE: match = config->mTransparentGreenValue == attribute[1]; break; case EGL_TRANSPARENT_RED_VALUE: match = config->mTransparentRedValue == attribute[1]; break; case EGL_BIND_TO_TEXTURE_RGB: match = config->mBindToTextureRGB == (EGLBoolean) attribute[1]; break; case EGL_BIND_TO_TEXTURE_RGBA: match = config->mBindToTextureRGBA == (EGLBoolean) attribute[1]; break; case EGL_MIN_SWAP_INTERVAL: match = config->mMinSwapInterval == attribute[1]; break; case EGL_MAX_SWAP_INTERVAL: match = config->mMaxSwapInterval == attribute[1]; break; case EGL_LUMINANCE_SIZE: match = config->mLuminanceSize >= attribute[1]; break; case EGL_ALPHA_MASK_SIZE: match = config->mAlphaMaskSize >= attribute[1]; break; case EGL_COLOR_BUFFER_TYPE: match = config->mColorBufferType == (EGLenum) attribute[1]; break; case EGL_RENDERABLE_TYPE: match = (config->mRenderableType & attribute[1]) == attribute[1]; break; case EGL_MATCH_NATIVE_PIXMAP: match = false; UNIMPLEMENTED(); break; case EGL_CONFORMANT: match = (config->mConformant & attribute[1]) == attribute[1]; break; case EGL_MAX_PBUFFER_WIDTH: match = config->mMaxPBufferWidth >= attribute[1]; break; case EGL_MAX_PBUFFER_HEIGHT: match = config->mMaxPBufferHeight >= attribute[1]; break; case EGL_MAX_PBUFFER_PIXELS: match = config->mMaxPBufferPixels >= attribute[1]; break; default: return false; } if (!match) { break; } attribute += 2; } if (match) { passed.push_back(&*config); } } if (configs) { sort(passed.begin(), passed.end(), SortConfig(attribList)); EGLint index; for (index = 0; index < configSize && index < static_cast<EGLint>(passed.size()); index++) { configs[index] = passed[index]->getHandle(); } *numConfig = index; } else { *numConfig = passed.size(); } return true; } const egl::Config *ConfigSet::get(EGLConfig configHandle) { for (Iterator config = mSet.begin(); config != mSet.end(); config++) { if (config->getHandle() == configHandle) { return &(*config); } } return NULL; } }
010smithzhang-ddd
src/libEGL/Config.cpp
C++
bsd
12,060
// // Copyright (c) 2002-2010 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. // // libEGL.cpp: Implements the exported EGL functions. #include <exception> #include "common/debug.h" #include "common/version.h" #include "libGLESv2/Context.h" #include "libGLESv2/Texture.h" #include "libGLESv2/main.h" #include "libGLESv2/renderer/SwapChain.h" #include "libEGL/main.h" #include "libEGL/Display.h" #include "libEGL/Surface.h" bool validateDisplay(egl::Display *display) { if (display == EGL_NO_DISPLAY) { return egl::error(EGL_BAD_DISPLAY, false); } if (!display->isInitialized()) { return egl::error(EGL_NOT_INITIALIZED, false); } return true; } bool validateConfig(egl::Display *display, EGLConfig config) { if (!validateDisplay(display)) { return false; } if (!display->isValidConfig(config)) { return egl::error(EGL_BAD_CONFIG, false); } return true; } bool validateContext(egl::Display *display, gl::Context *context) { if (!validateDisplay(display)) { return false; } if (!display->isValidContext(context)) { return egl::error(EGL_BAD_CONTEXT, false); } return true; } bool validateSurface(egl::Display *display, egl::Surface *surface) { if (!validateDisplay(display)) { return false; } if (!display->isValidSurface(surface)) { return egl::error(EGL_BAD_SURFACE, false); } return true; } extern "C" { EGLint __stdcall eglGetError(void) { EVENT("()"); EGLint error = egl::getCurrentError(); if (error != EGL_SUCCESS) { egl::setCurrentError(EGL_SUCCESS); } return error; } EGLDisplay __stdcall eglGetDisplay(EGLNativeDisplayType display_id) { EVENT("(EGLNativeDisplayType display_id = 0x%0.8p)", display_id); try { return egl::Display::getDisplay(display_id); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_DISPLAY); } } EGLBoolean __stdcall eglInitialize(EGLDisplay dpy, EGLint *major, EGLint *minor) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLint *major = 0x%0.8p, EGLint *minor = 0x%0.8p)", dpy, major, minor); try { if (dpy == EGL_NO_DISPLAY) { return egl::error(EGL_BAD_DISPLAY, EGL_FALSE); } egl::Display *display = static_cast<egl::Display*>(dpy); if (!display->initialize()) { return egl::error(EGL_NOT_INITIALIZED, EGL_FALSE); } if (major) *major = 1; if (minor) *minor = 4; return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglTerminate(EGLDisplay dpy) { EVENT("(EGLDisplay dpy = 0x%0.8p)", dpy); try { if (dpy == EGL_NO_DISPLAY) { return egl::error(EGL_BAD_DISPLAY, EGL_FALSE); } egl::Display *display = static_cast<egl::Display*>(dpy); display->terminate(); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } const char *__stdcall eglQueryString(EGLDisplay dpy, EGLint name) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLint name = %d)", dpy, name); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateDisplay(display)) { return NULL; } switch (name) { case EGL_CLIENT_APIS: return egl::success("OpenGL_ES"); case EGL_EXTENSIONS: return egl::success(display->getExtensionString()); case EGL_VENDOR: return egl::success(display->getVendorString()); case EGL_VERSION: return egl::success("1.4 (ANGLE " VERSION_STRING ")"); } return egl::error(EGL_BAD_PARAMETER, (const char*)NULL); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, (const char*)NULL); } } EGLBoolean __stdcall eglGetConfigs(EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLConfig *configs = 0x%0.8p, " "EGLint config_size = %d, EGLint *num_config = 0x%0.8p)", dpy, configs, config_size, num_config); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateDisplay(display)) { return EGL_FALSE; } if (!num_config) { return egl::error(EGL_BAD_PARAMETER, EGL_FALSE); } const EGLint attribList[] = {EGL_NONE}; if (!display->getConfigs(configs, attribList, config_size, num_config)) { return egl::error(EGL_BAD_ATTRIBUTE, EGL_FALSE); } return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglChooseConfig(EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config) { EVENT("(EGLDisplay dpy = 0x%0.8p, const EGLint *attrib_list = 0x%0.8p, " "EGLConfig *configs = 0x%0.8p, EGLint config_size = %d, EGLint *num_config = 0x%0.8p)", dpy, attrib_list, configs, config_size, num_config); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateDisplay(display)) { return EGL_FALSE; } if (!num_config) { return egl::error(EGL_BAD_PARAMETER, EGL_FALSE); } const EGLint attribList[] = {EGL_NONE}; if (!attrib_list) { attrib_list = attribList; } display->getConfigs(configs, attrib_list, config_size, num_config); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglGetConfigAttrib(EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLConfig config = 0x%0.8p, EGLint attribute = %d, EGLint *value = 0x%0.8p)", dpy, config, attribute, value); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateConfig(display, config)) { return EGL_FALSE; } if (!display->getConfigAttrib(config, attribute, value)) { return egl::error(EGL_BAD_ATTRIBUTE, EGL_FALSE); } return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLSurface __stdcall eglCreateWindowSurface(EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLConfig config = 0x%0.8p, EGLNativeWindowType win = 0x%0.8p, " "const EGLint *attrib_list = 0x%0.8p)", dpy, config, win, attrib_list); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateConfig(display, config)) { return EGL_NO_SURFACE; } HWND window = (HWND)win; if (!IsWindow(window)) { return egl::error(EGL_BAD_NATIVE_WINDOW, EGL_NO_SURFACE); } return display->createWindowSurface(window, config, attrib_list); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_SURFACE); } } EGLSurface __stdcall eglCreatePbufferSurface(EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLConfig config = 0x%0.8p, const EGLint *attrib_list = 0x%0.8p)", dpy, config, attrib_list); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateConfig(display, config)) { return EGL_NO_SURFACE; } return display->createOffscreenSurface(config, NULL, attrib_list); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_SURFACE); } } EGLSurface __stdcall eglCreatePixmapSurface(EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLConfig config = 0x%0.8p, EGLNativePixmapType pixmap = 0x%0.8p, " "const EGLint *attrib_list = 0x%0.8p)", dpy, config, pixmap, attrib_list); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateConfig(display, config)) { return EGL_NO_SURFACE; } UNIMPLEMENTED(); // FIXME return egl::success(EGL_NO_SURFACE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_SURFACE); } } EGLBoolean __stdcall eglDestroySurface(EGLDisplay dpy, EGLSurface surface) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p)", dpy, surface); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = static_cast<egl::Surface*>(surface); if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (surface == EGL_NO_SURFACE) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } display->destroySurface((egl::Surface*)surface); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglQuerySurface(EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p, EGLint attribute = %d, EGLint *value = 0x%0.8p)", dpy, surface, attribute, value); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = (egl::Surface*)surface; if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (surface == EGL_NO_SURFACE) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } switch (attribute) { case EGL_VG_ALPHA_FORMAT: UNIMPLEMENTED(); // FIXME break; case EGL_VG_COLORSPACE: UNIMPLEMENTED(); // FIXME break; case EGL_CONFIG_ID: UNIMPLEMENTED(); // FIXME break; case EGL_HEIGHT: *value = eglSurface->getHeight(); break; case EGL_HORIZONTAL_RESOLUTION: UNIMPLEMENTED(); // FIXME break; case EGL_LARGEST_PBUFFER: UNIMPLEMENTED(); // FIXME break; case EGL_MIPMAP_TEXTURE: UNIMPLEMENTED(); // FIXME break; case EGL_MIPMAP_LEVEL: UNIMPLEMENTED(); // FIXME break; case EGL_MULTISAMPLE_RESOLVE: UNIMPLEMENTED(); // FIXME break; case EGL_PIXEL_ASPECT_RATIO: UNIMPLEMENTED(); // FIXME break; case EGL_RENDER_BUFFER: UNIMPLEMENTED(); // FIXME break; case EGL_SWAP_BEHAVIOR: UNIMPLEMENTED(); // FIXME break; case EGL_TEXTURE_FORMAT: UNIMPLEMENTED(); // FIXME break; case EGL_TEXTURE_TARGET: UNIMPLEMENTED(); // FIXME break; case EGL_VERTICAL_RESOLUTION: UNIMPLEMENTED(); // FIXME break; case EGL_WIDTH: *value = eglSurface->getWidth(); break; case EGL_POST_SUB_BUFFER_SUPPORTED_NV: *value = eglSurface->isPostSubBufferSupported(); break; default: return egl::error(EGL_BAD_ATTRIBUTE, EGL_FALSE); } return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglQuerySurfacePointerANGLE(EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value) { TRACE("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p, EGLint attribute = %d, void **value = 0x%0.8p)", dpy, surface, attribute, value); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = (egl::Surface*)surface; if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (surface == EGL_NO_SURFACE) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } switch (attribute) { case EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE: { rx::SwapChain *swapchain = eglSurface->getSwapChain(); *value = (void*) (swapchain ? swapchain->getShareHandle() : NULL); } break; default: return egl::error(EGL_BAD_ATTRIBUTE, EGL_FALSE); } return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglBindAPI(EGLenum api) { EVENT("(EGLenum api = 0x%X)", api); try { switch (api) { case EGL_OPENGL_API: case EGL_OPENVG_API: return egl::error(EGL_BAD_PARAMETER, EGL_FALSE); // Not supported by this implementation case EGL_OPENGL_ES_API: break; default: return egl::error(EGL_BAD_PARAMETER, EGL_FALSE); } egl::setCurrentAPI(api); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLenum __stdcall eglQueryAPI(void) { EVENT("()"); try { EGLenum API = egl::getCurrentAPI(); return egl::success(API); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglWaitClient(void) { EVENT("()"); try { UNIMPLEMENTED(); // FIXME return egl::success(0); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglReleaseThread(void) { EVENT("()"); try { eglMakeCurrent(EGL_NO_DISPLAY, EGL_NO_CONTEXT, EGL_NO_SURFACE, EGL_NO_SURFACE); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLSurface __stdcall eglCreatePbufferFromClientBuffer(EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLenum buftype = 0x%X, EGLClientBuffer buffer = 0x%0.8p, " "EGLConfig config = 0x%0.8p, const EGLint *attrib_list = 0x%0.8p)", dpy, buftype, buffer, config, attrib_list); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateConfig(display, config)) { return EGL_NO_SURFACE; } if (buftype != EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE || !buffer) { return egl::error(EGL_BAD_PARAMETER, EGL_NO_SURFACE); } return display->createOffscreenSurface(config, (HANDLE)buffer, attrib_list); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_SURFACE); } } EGLBoolean __stdcall eglSurfaceAttrib(EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p, EGLint attribute = %d, EGLint value = %d)", dpy, surface, attribute, value); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = static_cast<egl::Surface*>(surface); if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } UNIMPLEMENTED(); // FIXME return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglBindTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p, EGLint buffer = %d)", dpy, surface, buffer); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = static_cast<egl::Surface*>(surface); if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (buffer != EGL_BACK_BUFFER) { return egl::error(EGL_BAD_PARAMETER, EGL_FALSE); } if (surface == EGL_NO_SURFACE || eglSurface->getWindowHandle()) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } if (eglSurface->getBoundTexture()) { return egl::error(EGL_BAD_ACCESS, EGL_FALSE); } if (eglSurface->getTextureFormat() == EGL_NO_TEXTURE) { return egl::error(EGL_BAD_MATCH, EGL_FALSE); } if (!glBindTexImage(eglSurface)) { return egl::error(EGL_BAD_MATCH, EGL_FALSE); } return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglReleaseTexImage(EGLDisplay dpy, EGLSurface surface, EGLint buffer) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p, EGLint buffer = %d)", dpy, surface, buffer); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = static_cast<egl::Surface*>(surface); if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (buffer != EGL_BACK_BUFFER) { return egl::error(EGL_BAD_PARAMETER, EGL_FALSE); } if (surface == EGL_NO_SURFACE || eglSurface->getWindowHandle()) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } if (eglSurface->getTextureFormat() == EGL_NO_TEXTURE) { return egl::error(EGL_BAD_MATCH, EGL_FALSE); } gl::Texture2D *texture = eglSurface->getBoundTexture(); if (texture) { texture->releaseTexImage(); } return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglSwapInterval(EGLDisplay dpy, EGLint interval) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLint interval = %d)", dpy, interval); try { egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateDisplay(display)) { return EGL_FALSE; } egl::Surface *draw_surface = static_cast<egl::Surface*>(egl::getCurrentDrawSurface()); if (draw_surface == NULL) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } draw_surface->setSwapInterval(interval); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLContext __stdcall eglCreateContext(EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLConfig config = 0x%0.8p, EGLContext share_context = 0x%0.8p, " "const EGLint *attrib_list = 0x%0.8p)", dpy, config, share_context, attrib_list); try { // Get the requested client version (default is 1) and check it is two. EGLint client_version = 1; bool reset_notification = false; bool robust_access = false; if (attrib_list) { for (const EGLint* attribute = attrib_list; attribute[0] != EGL_NONE; attribute += 2) { switch (attribute[0]) { case EGL_CONTEXT_CLIENT_VERSION: client_version = attribute[1]; break; case EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT: if (attribute[1] == EGL_TRUE) { return egl::error(EGL_BAD_CONFIG, EGL_NO_CONTEXT); // Unimplemented // robust_access = true; } else if (attribute[1] != EGL_FALSE) return egl::error(EGL_BAD_ATTRIBUTE, EGL_NO_CONTEXT); break; case EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT: if (attribute[1] == EGL_LOSE_CONTEXT_ON_RESET_EXT) reset_notification = true; else if (attribute[1] != EGL_NO_RESET_NOTIFICATION_EXT) return egl::error(EGL_BAD_ATTRIBUTE, EGL_NO_CONTEXT); break; default: return egl::error(EGL_BAD_ATTRIBUTE, EGL_NO_CONTEXT); } } } if (client_version != 2) { return egl::error(EGL_BAD_CONFIG, EGL_NO_CONTEXT); } if (share_context && static_cast<gl::Context*>(share_context)->isResetNotificationEnabled() != reset_notification) { return egl::error(EGL_BAD_MATCH, EGL_NO_CONTEXT); } egl::Display *display = static_cast<egl::Display*>(dpy); if (!validateConfig(display, config)) { return EGL_NO_CONTEXT; } EGLContext context = display->createContext(config, static_cast<gl::Context*>(share_context), reset_notification, robust_access); if (context) return egl::success(context); else return egl::error(EGL_CONTEXT_LOST, EGL_NO_CONTEXT); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_CONTEXT); } } EGLBoolean __stdcall eglDestroyContext(EGLDisplay dpy, EGLContext ctx) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLContext ctx = 0x%0.8p)", dpy, ctx); try { egl::Display *display = static_cast<egl::Display*>(dpy); gl::Context *context = static_cast<gl::Context*>(ctx); if (!validateContext(display, context)) { return EGL_FALSE; } if (ctx == EGL_NO_CONTEXT) { return egl::error(EGL_BAD_CONTEXT, EGL_FALSE); } display->destroyContext(context); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglMakeCurrent(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface draw = 0x%0.8p, EGLSurface read = 0x%0.8p, EGLContext ctx = 0x%0.8p)", dpy, draw, read, ctx); try { egl::Display *display = static_cast<egl::Display*>(dpy); gl::Context *context = static_cast<gl::Context*>(ctx); if (ctx != EGL_NO_CONTEXT && !validateContext(display, context)) { return EGL_FALSE; } rx::Renderer *renderer = display->getRenderer(); if (renderer->testDeviceLost(true)) { return EGL_FALSE; } if (renderer->isDeviceLost()) { return egl::error(EGL_CONTEXT_LOST, EGL_FALSE); } if ((draw != EGL_NO_SURFACE && !validateSurface(display, static_cast<egl::Surface*>(draw))) || (read != EGL_NO_SURFACE && !validateSurface(display, static_cast<egl::Surface*>(read)))) { return EGL_FALSE; } if (draw != read) { UNIMPLEMENTED(); // FIXME } egl::setCurrentDisplay(dpy); egl::setCurrentDrawSurface(draw); egl::setCurrentReadSurface(read); glMakeCurrent(context, display, static_cast<egl::Surface*>(draw)); return egl::success(EGL_TRUE); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLContext __stdcall eglGetCurrentContext(void) { EVENT("()"); try { EGLContext context = glGetCurrentContext(); return egl::success(context); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_CONTEXT); } } EGLSurface __stdcall eglGetCurrentSurface(EGLint readdraw) { EVENT("(EGLint readdraw = %d)", readdraw); try { if (readdraw == EGL_READ) { EGLSurface read = egl::getCurrentReadSurface(); return egl::success(read); } else if (readdraw == EGL_DRAW) { EGLSurface draw = egl::getCurrentDrawSurface(); return egl::success(draw); } else { return egl::error(EGL_BAD_PARAMETER, EGL_NO_SURFACE); } } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_SURFACE); } } EGLDisplay __stdcall eglGetCurrentDisplay(void) { EVENT("()"); try { EGLDisplay dpy = egl::getCurrentDisplay(); return egl::success(dpy); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_NO_DISPLAY); } } EGLBoolean __stdcall eglQueryContext(EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLContext ctx = 0x%0.8p, EGLint attribute = %d, EGLint *value = 0x%0.8p)", dpy, ctx, attribute, value); try { egl::Display *display = static_cast<egl::Display*>(dpy); gl::Context *context = static_cast<gl::Context*>(ctx); if (!validateContext(display, context)) { return EGL_FALSE; } UNIMPLEMENTED(); // FIXME return egl::success(0); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglWaitGL(void) { EVENT("()"); try { UNIMPLEMENTED(); // FIXME return egl::success(0); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglWaitNative(EGLint engine) { EVENT("(EGLint engine = %d)", engine); try { UNIMPLEMENTED(); // FIXME return egl::success(0); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglSwapBuffers(EGLDisplay dpy, EGLSurface surface) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p)", dpy, surface); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = (egl::Surface*)surface; if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (display->getRenderer()->isDeviceLost()) { return egl::error(EGL_CONTEXT_LOST, EGL_FALSE); } if (surface == EGL_NO_SURFACE) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } if (eglSurface->swap()) { return egl::success(EGL_TRUE); } } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } return EGL_FALSE; } EGLBoolean __stdcall eglCopyBuffers(EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p, EGLNativePixmapType target = 0x%0.8p)", dpy, surface, target); try { egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = static_cast<egl::Surface*>(surface); if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (display->getRenderer()->isDeviceLost()) { return egl::error(EGL_CONTEXT_LOST, EGL_FALSE); } UNIMPLEMENTED(); // FIXME return egl::success(0); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } } EGLBoolean __stdcall eglPostSubBufferNV(EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height) { EVENT("(EGLDisplay dpy = 0x%0.8p, EGLSurface surface = 0x%0.8p, EGLint x = %d, EGLint y = %d, EGLint width = %d, EGLint height = %d)", dpy, surface, x, y, width, height); try { if (x < 0 || y < 0 || width < 0 || height < 0) { return egl::error(EGL_BAD_PARAMETER, EGL_FALSE); } egl::Display *display = static_cast<egl::Display*>(dpy); egl::Surface *eglSurface = static_cast<egl::Surface*>(surface); if (!validateSurface(display, eglSurface)) { return EGL_FALSE; } if (display->getRenderer()->isDeviceLost()) { return egl::error(EGL_CONTEXT_LOST, EGL_FALSE); } if (surface == EGL_NO_SURFACE) { return egl::error(EGL_BAD_SURFACE, EGL_FALSE); } if (eglSurface->postSubBuffer(x, y, width, height)) { return egl::success(EGL_TRUE); } } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, EGL_FALSE); } return EGL_FALSE; } __eglMustCastToProperFunctionPointerType __stdcall eglGetProcAddress(const char *procname) { EVENT("(const char *procname = \"%s\")", procname); try { struct Extension { const char *name; __eglMustCastToProperFunctionPointerType address; }; static const Extension eglExtensions[] = { {"eglQuerySurfacePointerANGLE", (__eglMustCastToProperFunctionPointerType)eglQuerySurfacePointerANGLE}, {"eglPostSubBufferNV", (__eglMustCastToProperFunctionPointerType)eglPostSubBufferNV}, {"", NULL}, }; for (unsigned int ext = 0; ext < ArraySize(eglExtensions); ext++) { if (strcmp(procname, eglExtensions[ext].name) == 0) { return (__eglMustCastToProperFunctionPointerType)eglExtensions[ext].address; } } return glGetProcAddress(procname); } catch(std::bad_alloc&) { return egl::error(EGL_BAD_ALLOC, (__eglMustCastToProperFunctionPointerType)NULL); } } }
010smithzhang-ddd
src/libEGL/libEGL.cpp
C++
bsd
30,822
// // Copyright (c) 2002-2010 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. // // RefCountObject.h: Defines the gl::RefCountObject base class that provides // lifecycle support for GL objects using the traditional BindObject scheme, but // that need to be reference counted for correct cross-context deletion. // (Concretely, textures, buffers and renderbuffers.) #ifndef COMMON_REFCOUNTOBJECT_H_ #define COMMON_REFCOUNTOBJECT_H_ #include <cstddef> #define GL_APICALL #include <GLES2/gl2.h> #include "common/debug.h" class RefCountObject { public: explicit RefCountObject(GLuint id); virtual ~RefCountObject(); virtual void addRef() const; virtual void release() const; GLuint id() const { return mId; } private: GLuint mId; mutable std::size_t mRefCount; }; class RefCountObjectBindingPointer { protected: RefCountObjectBindingPointer() : mObject(NULL) { } ~RefCountObjectBindingPointer() { ASSERT(mObject == NULL); } // Objects have to be released before the resource manager is destroyed, so they must be explicitly cleaned up. void set(RefCountObject *newObject); RefCountObject *get() const { return mObject; } public: GLuint id() const { return (mObject != NULL) ? mObject->id() : 0; } bool operator ! () const { return (get() == NULL); } private: RefCountObject *mObject; }; template <class ObjectType> class BindingPointer : public RefCountObjectBindingPointer { public: void set(ObjectType *newObject) { RefCountObjectBindingPointer::set(newObject); } ObjectType *get() const { return static_cast<ObjectType*>(RefCountObjectBindingPointer::get()); } ObjectType *operator -> () const { return get(); } }; #endif // COMMON_REFCOUNTOBJECT_H_
010smithzhang-ddd
src/common/RefCountObject.h
C++
bsd
1,856
#define MAJOR_VERSION 1 #define MINOR_VERSION 2 #define BUILD_VERSION 0 #define BUILD_REVISION 2423 #define STRINGIFY(x) #x #define MACRO_STRINGIFY(x) STRINGIFY(x) #define REVISION_STRING MACRO_STRINGIFY(BUILD_REVISION) #define VERSION_STRING MACRO_STRINGIFY(MAJOR_VERSION) "." MACRO_STRINGIFY(MINOR_VERSION) "." MACRO_STRINGIFY(BUILD_VERSION) "." MACRO_STRINGIFY(BUILD_REVISION) #define VERSION_DWORD ((MAJOR_VERSION << 24) | (MINOR_VERSION << 16) | BUILD_REVISION)
010smithzhang-ddd
src/common/version.h
C
bsd
470
// // Copyright (c) 2002-2012 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. // // system.h: Includes Windows system headers and undefines macros that conflict. #ifndef COMMON_SYSTEM_H #define COMMON_SYSTEM_H #if !defined(WIN32_LEAN_AND_MEAN) #define WIN32_LEAN_AND_MEAN #endif #include <windows.h> #if defined(min) #undef min #endif #if defined(max) #undef max #endif #endif // COMMON_SYSTEM_H
010smithzhang-ddd
src/common/system.h
C
bsd
509
#include "precompiled.h" // // Copyright (c) 2002-2010 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. // // RefCountObject.cpp: Defines the gl::RefCountObject base class that provides // lifecycle support for GL objects using the traditional BindObject scheme, but // that need to be reference counted for correct cross-context deletion. // (Concretely, textures, buffers and renderbuffers.) #include "RefCountObject.h" RefCountObject::RefCountObject(GLuint id) { mId = id; mRefCount = 0; } RefCountObject::~RefCountObject() { ASSERT(mRefCount == 0); } void RefCountObject::addRef() const { mRefCount++; } void RefCountObject::release() const { ASSERT(mRefCount > 0); if (--mRefCount == 0) { delete this; } } void RefCountObjectBindingPointer::set(RefCountObject *newObject) { // addRef first in case newObject == mObject and this is the last reference to it. if (newObject != NULL) newObject->addRef(); if (mObject != NULL) mObject->release(); mObject = newObject; }
010smithzhang-ddd
src/common/RefCountObject.cpp
C++
bsd
1,138
// // Copyright (c) 2002-2010 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. // // debug.cpp: Debugging utilities. #include "common/debug.h" #include "common/system.h" #include <d3d9.h> namespace gl { typedef void (WINAPI *PerfOutputFunction)(D3DCOLOR, LPCWSTR); static void output(bool traceFileDebugOnly, PerfOutputFunction perfFunc, const char *format, va_list vararg) { #if !defined(ANGLE_DISABLE_PERF) if (perfActive()) { char message[32768]; int len = vsprintf_s(message, format, vararg); if (len < 0) { return; } // There are no ASCII variants of these D3DPERF functions. wchar_t wideMessage[32768]; for (int i = 0; i < len; ++i) { wideMessage[i] = message[i]; } wideMessage[len] = 0; perfFunc(0, wideMessage); } #endif #if !defined(ANGLE_DISABLE_TRACE) #if defined(NDEBUG) if (traceFileDebugOnly) { return; } #endif FILE* file = fopen(TRACE_OUTPUT_FILE, "a"); if (file) { vfprintf(file, format, vararg); fclose(file); } #endif } void trace(bool traceFileDebugOnly, const char *format, ...) { va_list vararg; va_start(vararg, format); #if defined(ANGLE_DISABLE_PERF) output(traceFileDebugOnly, NULL, format, vararg); #else output(traceFileDebugOnly, D3DPERF_SetMarker, format, vararg); #endif va_end(vararg); } bool perfActive() { #if defined(ANGLE_DISABLE_PERF) return false; #else static bool active = D3DPERF_GetStatus() != 0; return active; #endif } ScopedPerfEventHelper::ScopedPerfEventHelper(const char* format, ...) { #if !defined(ANGLE_DISABLE_PERF) #if defined(ANGLE_DISABLE_TRACE) if (!perfActive()) { return; } #endif va_list vararg; va_start(vararg, format); output(true, reinterpret_cast<PerfOutputFunction>(D3DPERF_BeginEvent), format, vararg); va_end(vararg); #endif } ScopedPerfEventHelper::~ScopedPerfEventHelper() { #if !defined(ANGLE_DISABLE_PERF) if (perfActive()) { D3DPERF_EndEvent(); } #endif } }
010smithzhang-ddd
src/common/debug.cpp
C++
bsd
2,218
// // Copyright (c) 2002-2010 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. // // angleutils.h: Common ANGLE utilities. #ifndef COMMON_ANGLEUTILS_H_ #define COMMON_ANGLEUTILS_H_ #include <stddef.h> // A macro to disallow the copy constructor and operator= functions // This must be used in the private: declarations for a class #define DISALLOW_COPY_AND_ASSIGN(TypeName) \ TypeName(const TypeName&); \ void operator=(const TypeName&) template <typename T, unsigned int N> inline unsigned int ArraySize(T(&)[N]) { return N; } template <typename T, unsigned int N> void SafeRelease(T (&resourceBlock)[N]) { for (unsigned int i = 0; i < N; i++) { SafeRelease(resourceBlock[i]); } } template <typename T> void SafeRelease(T& resource) { if (resource) { resource->Release(); resource = NULL; } } #if defined(_MSC_VER) #define snprintf _snprintf #endif #define VENDOR_ID_AMD 0x1002 #define VENDOR_ID_INTEL 0x8086 #define VENDOR_ID_NVIDIA 0x10DE #define GL_BGRA4_ANGLEX 0x6ABC #define GL_BGR5_A1_ANGLEX 0x6ABD #endif // COMMON_ANGLEUTILS_H_
010smithzhang-ddd
src/common/angleutils.h
C++
bsd
1,221
// // Copyright (c) 2002-2010 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. // // debug.h: Debugging utilities. #ifndef COMMON_DEBUG_H_ #define COMMON_DEBUG_H_ #include <stdio.h> #include <assert.h> #include "common/angleutils.h" #if !defined(TRACE_OUTPUT_FILE) #define TRACE_OUTPUT_FILE "debug.txt" #endif namespace gl { // Outputs text to the debugging log void trace(bool traceFileDebugOnly, const char *format, ...); // Returns whether D3DPERF is active. bool perfActive(); // Pairs a D3D begin event with an end event. class ScopedPerfEventHelper { public: ScopedPerfEventHelper(const char* format, ...); ~ScopedPerfEventHelper(); private: DISALLOW_COPY_AND_ASSIGN(ScopedPerfEventHelper); }; } // A macro to output a trace of a function call and its arguments to the debugging log #if defined(ANGLE_DISABLE_TRACE) && defined(ANGLE_DISABLE_PERF) #define TRACE(message, ...) (void(0)) #else #define TRACE(message, ...) gl::trace(true, "trace: %s(%d): " message "\n", __FUNCTION__, __LINE__, ##__VA_ARGS__) #endif // A macro to output a function call and its arguments to the debugging log, to denote an item in need of fixing. #if defined(ANGLE_DISABLE_TRACE) && defined(ANGLE_DISABLE_PERF) #define FIXME(message, ...) (void(0)) #else #define FIXME(message, ...) gl::trace(false, "fixme: %s(%d): " message "\n", __FUNCTION__, __LINE__, ##__VA_ARGS__) #endif // A macro to output a function call and its arguments to the debugging log, in case of error. #if defined(ANGLE_DISABLE_TRACE) && defined(ANGLE_DISABLE_PERF) #define ERR(message, ...) (void(0)) #else #define ERR(message, ...) gl::trace(false, "err: %s(%d): " message "\n", __FUNCTION__, __LINE__, ##__VA_ARGS__) #endif // A macro to log a performance event around a scope. #if defined(ANGLE_DISABLE_TRACE) && defined(ANGLE_DISABLE_PERF) #define EVENT(message, ...) (void(0)) #elif defined(_MSC_VER) #define EVENT(message, ...) gl::ScopedPerfEventHelper scopedPerfEventHelper ## __LINE__(__FUNCTION__ message "\n", __VA_ARGS__); #else #define EVENT(message, ...) gl::ScopedPerfEventHelper scopedPerfEventHelper(message "\n", ##__VA_ARGS__); #endif // A macro asserting a condition and outputting failures to the debug log #if !defined(NDEBUG) #define ASSERT(expression) do { \ if(!(expression)) \ ERR("\t! Assert failed in %s(%d): "#expression"\n", __FUNCTION__, __LINE__); \ assert(expression); \ } while(0) #else #define ASSERT(expression) (void(0)) #endif // A macro to indicate unimplemented functionality #if !defined(NDEBUG) #define UNIMPLEMENTED() do { \ FIXME("\t! Unimplemented: %s(%d)\n", __FUNCTION__, __LINE__); \ assert(false); \ } while(0) #else #define UNIMPLEMENTED() FIXME("\t! Unimplemented: %s(%d)\n", __FUNCTION__, __LINE__) #endif // A macro for code which is not expected to be reached under valid assumptions #if !defined(NDEBUG) #define UNREACHABLE() do { \ ERR("\t! Unreachable reached: %s(%d)\n", __FUNCTION__, __LINE__); \ assert(false); \ } while(0) #else #define UNREACHABLE() ERR("\t! Unreachable reached: %s(%d)\n", __FUNCTION__, __LINE__) #endif // A macro that determines whether an object has a given runtime type. #if !defined(NDEBUG) && (!defined(_MSC_VER) || defined(_CPPRTTI)) #define HAS_DYNAMIC_TYPE(type, obj) (dynamic_cast<type >(obj) != NULL) #else #define HAS_DYNAMIC_TYPE(type, obj) true #endif // A macro functioning as a compile-time assert to validate constant conditions #define META_ASSERT(condition) typedef int COMPILE_TIME_ASSERT_##__LINE__[static_cast<bool>(condition)?1:-1] #endif // COMMON_DEBUG_H_
010smithzhang-ddd
src/common/debug.h
C++
bsd
3,767
// // Copyright (c) 2012 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. // // BinaryStream.h: Provides binary serialization of simple types. #ifndef LIBGLESV2_BINARYSTREAM_H_ #define LIBGLESV2_BINARYSTREAM_H_ #include "common/angleutils.h" namespace gl { class BinaryInputStream { public: BinaryInputStream(const void *data, size_t length) { mError = false; mOffset = 0; mData = static_cast<const char*>(data); mLength = length; } template <typename T> void read(T *v, size_t num) { union { T dummy; // Compilation error for non-trivial types } dummy; (void) dummy; if (mError) { return; } size_t length = num * sizeof(T); if (mOffset + length > mLength) { mError = true; return; } memcpy(v, mData + mOffset, length); mOffset += length; } template <typename T> void read(T * v) { read(v, 1); } void read(std::string *v) { size_t length; read(&length); if (mError) { return; } if (mOffset + length > mLength) { mError = true; return; } v->assign(mData + mOffset, length); mOffset += length; } void skip(size_t length) { if (mOffset + length > mLength) { mError = true; return; } mOffset += length; } size_t offset() const { return mOffset; } bool error() const { return mError; } bool endOfStream() const { return mOffset == mLength; } private: DISALLOW_COPY_AND_ASSIGN(BinaryInputStream); bool mError; size_t mOffset; const char *mData; size_t mLength; }; class BinaryOutputStream { public: BinaryOutputStream() { } template <typename T> void write(const T *v, size_t num) { union { T dummy; // Compilation error for non-trivial types } dummy; (void) dummy; const char *asBytes = reinterpret_cast<const char*>(v); mData.insert(mData.end(), asBytes, asBytes + num * sizeof(T)); } template <typename T> void write(const T &v) { write(&v, 1); } void write(const std::string &v) { size_t length = v.length(); write(length); write(v.c_str(), length); } size_t length() const { return mData.size(); } const void* data() const { return mData.size() ? &mData[0] : NULL; } private: DISALLOW_COPY_AND_ASSIGN(BinaryOutputStream); std::vector<char> mData; }; } #endif // LIBGLESV2_BINARYSTREAM_H_
010smithzhang-ddd
src/libGLESv2/BinaryStream.h
C++
bsd
2,940
# Copyright (c) 2012 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. # # This script generates a function that converts 16-bit precision floating # point numbers to 32-bit. # It is based on ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf. def convertMantissa(i): if i == 0: return 0 elif i < 1024: m = i << 13 e = 0 while not (m & 0x00800000): e -= 0x00800000 m = m << 1 m &= ~0x00800000 e += 0x38800000 return m | e else: return 0x38000000 + ((i - 1024) << 13) def convertExponent(i): if i == 0: return 0 elif i in range(1, 31): return i << 23 elif i == 31: return 0x47800000 elif i == 32: return 0x80000000 elif i in range(33, 63): return 0x80000000 + ((i - 32) << 23) else: return 0xC7800000 def convertOffset(i): if i == 0 or i == 32: return 0 else: return 1024 print """// // Copyright (c) 2012 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. // // This file is automatically generated. namespace gl { """ print "const static unsigned g_mantissa[2048] = {" for i in range(0, 2048): print " %#010x," % convertMantissa(i) print "};\n" print "const static unsigned g_exponent[64] = {" for i in range(0, 64): print " %#010x," % convertExponent(i) print "};\n" print "const static unsigned g_offset[64] = {" for i in range(0, 64): print " %#010x," % convertOffset(i) print "};\n" print """float float16ToFloat32(unsigned short h) { unsigned i32 = g_mantissa[g_offset[h >> 10] + (h & 0x3ff)] + g_exponent[h >> 10]; return *(float*) &i32; } } """
010smithzhang-ddd
src/libGLESv2/Float16ToFloat32.py
Python
bsd
1,897
// // Copyright (c) 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. // // precompiled.cpp: Precompiled header source file for libGLESv2. #include "precompiled.h"
010smithzhang-ddd
src/libGLESv2/precompiled.cpp
C++
bsd
273
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // Renderbuffer.cpp: the gl::Renderbuffer class and its derived classes // Colorbuffer, Depthbuffer and Stencilbuffer. Implements GL renderbuffer // objects and related functionality. [OpenGL ES 2.0.24] section 4.4.3 page 108. #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/renderer/RenderTarget.h" #include "libGLESv2/Texture.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/utilities.h" namespace gl { unsigned int RenderbufferStorage::mCurrentSerial = 1; RenderbufferInterface::RenderbufferInterface() { } // The default case for classes inherited from RenderbufferInterface is not to // need to do anything upon the reference count to the parent Renderbuffer incrementing // or decrementing. void RenderbufferInterface::addProxyRef(const Renderbuffer *proxy) { } void RenderbufferInterface::releaseProxy(const Renderbuffer *proxy) { } GLuint RenderbufferInterface::getRedSize() const { return gl::GetRedSize(getActualFormat()); } GLuint RenderbufferInterface::getGreenSize() const { return gl::GetGreenSize(getActualFormat()); } GLuint RenderbufferInterface::getBlueSize() const { return gl::GetBlueSize(getActualFormat()); } GLuint RenderbufferInterface::getAlphaSize() const { return gl::GetAlphaSize(getActualFormat()); } GLuint RenderbufferInterface::getDepthSize() const { return gl::GetDepthSize(getActualFormat()); } GLuint RenderbufferInterface::getStencilSize() const { return gl::GetStencilSize(getActualFormat()); } ///// RenderbufferTexture2D Implementation //////// RenderbufferTexture2D::RenderbufferTexture2D(Texture2D *texture, GLenum target) : mTarget(target) { mTexture2D.set(texture); } RenderbufferTexture2D::~RenderbufferTexture2D() { mTexture2D.set(NULL); } // Textures need to maintain their own reference count for references via // Renderbuffers acting as proxies. Here, we notify the texture of a reference. void RenderbufferTexture2D::addProxyRef(const Renderbuffer *proxy) { mTexture2D->addProxyRef(proxy); } void RenderbufferTexture2D::releaseProxy(const Renderbuffer *proxy) { mTexture2D->releaseProxy(proxy); } rx::RenderTarget *RenderbufferTexture2D::getRenderTarget() { return mTexture2D->getRenderTarget(mTarget); } rx::RenderTarget *RenderbufferTexture2D::getDepthStencil() { return mTexture2D->getDepthStencil(mTarget); } GLsizei RenderbufferTexture2D::getWidth() const { return mTexture2D->getWidth(0); } GLsizei RenderbufferTexture2D::getHeight() const { return mTexture2D->getHeight(0); } GLenum RenderbufferTexture2D::getInternalFormat() const { return mTexture2D->getInternalFormat(0); } GLenum RenderbufferTexture2D::getActualFormat() const { return mTexture2D->getActualFormat(0); } GLsizei RenderbufferTexture2D::getSamples() const { return 0; } unsigned int RenderbufferTexture2D::getSerial() const { return mTexture2D->getRenderTargetSerial(mTarget); } ///// RenderbufferTextureCubeMap Implementation //////// RenderbufferTextureCubeMap::RenderbufferTextureCubeMap(TextureCubeMap *texture, GLenum target) : mTarget(target) { mTextureCubeMap.set(texture); } RenderbufferTextureCubeMap::~RenderbufferTextureCubeMap() { mTextureCubeMap.set(NULL); } // Textures need to maintain their own reference count for references via // Renderbuffers acting as proxies. Here, we notify the texture of a reference. void RenderbufferTextureCubeMap::addProxyRef(const Renderbuffer *proxy) { mTextureCubeMap->addProxyRef(proxy); } void RenderbufferTextureCubeMap::releaseProxy(const Renderbuffer *proxy) { mTextureCubeMap->releaseProxy(proxy); } rx::RenderTarget *RenderbufferTextureCubeMap::getRenderTarget() { return mTextureCubeMap->getRenderTarget(mTarget); } rx::RenderTarget *RenderbufferTextureCubeMap::getDepthStencil() { return NULL; } GLsizei RenderbufferTextureCubeMap::getWidth() const { return mTextureCubeMap->getWidth(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0); } GLsizei RenderbufferTextureCubeMap::getHeight() const { return mTextureCubeMap->getHeight(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0); } GLenum RenderbufferTextureCubeMap::getInternalFormat() const { return mTextureCubeMap->getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0); } GLenum RenderbufferTextureCubeMap::getActualFormat() const { return mTextureCubeMap->getActualFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0); } GLsizei RenderbufferTextureCubeMap::getSamples() const { return 0; } unsigned int RenderbufferTextureCubeMap::getSerial() const { return mTextureCubeMap->getRenderTargetSerial(mTarget); } ////// Renderbuffer Implementation ////// Renderbuffer::Renderbuffer(rx::Renderer *renderer, GLuint id, RenderbufferInterface *instance) : RefCountObject(id) { ASSERT(instance != NULL); mInstance = instance; } Renderbuffer::~Renderbuffer() { delete mInstance; } // The RenderbufferInterface contained in this Renderbuffer may need to maintain // its own reference count, so we pass it on here. void Renderbuffer::addRef() const { mInstance->addProxyRef(this); RefCountObject::addRef(); } void Renderbuffer::release() const { mInstance->releaseProxy(this); RefCountObject::release(); } rx::RenderTarget *Renderbuffer::getRenderTarget() { return mInstance->getRenderTarget(); } rx::RenderTarget *Renderbuffer::getDepthStencil() { return mInstance->getDepthStencil(); } GLsizei Renderbuffer::getWidth() const { return mInstance->getWidth(); } GLsizei Renderbuffer::getHeight() const { return mInstance->getHeight(); } GLenum Renderbuffer::getInternalFormat() const { return mInstance->getInternalFormat(); } GLenum Renderbuffer::getActualFormat() const { return mInstance->getActualFormat(); } GLuint Renderbuffer::getRedSize() const { return mInstance->getRedSize(); } GLuint Renderbuffer::getGreenSize() const { return mInstance->getGreenSize(); } GLuint Renderbuffer::getBlueSize() const { return mInstance->getBlueSize(); } GLuint Renderbuffer::getAlphaSize() const { return mInstance->getAlphaSize(); } GLuint Renderbuffer::getDepthSize() const { return mInstance->getDepthSize(); } GLuint Renderbuffer::getStencilSize() const { return mInstance->getStencilSize(); } GLsizei Renderbuffer::getSamples() const { return mInstance->getSamples(); } unsigned int Renderbuffer::getSerial() const { return mInstance->getSerial(); } void Renderbuffer::setStorage(RenderbufferStorage *newStorage) { ASSERT(newStorage != NULL); delete mInstance; mInstance = newStorage; } RenderbufferStorage::RenderbufferStorage() : mSerial(issueSerial()) { mWidth = 0; mHeight = 0; mInternalFormat = GL_RGBA4; mActualFormat = GL_RGBA8_OES; mSamples = 0; } RenderbufferStorage::~RenderbufferStorage() { } rx::RenderTarget *RenderbufferStorage::getRenderTarget() { return NULL; } rx::RenderTarget *RenderbufferStorage::getDepthStencil() { return NULL; } GLsizei RenderbufferStorage::getWidth() const { return mWidth; } GLsizei RenderbufferStorage::getHeight() const { return mHeight; } GLenum RenderbufferStorage::getInternalFormat() const { return mInternalFormat; } GLenum RenderbufferStorage::getActualFormat() const { return mActualFormat; } GLsizei RenderbufferStorage::getSamples() const { return mSamples; } unsigned int RenderbufferStorage::getSerial() const { return mSerial; } unsigned int RenderbufferStorage::issueSerial() { return mCurrentSerial++; } unsigned int RenderbufferStorage::issueCubeSerials() { unsigned int firstSerial = mCurrentSerial; mCurrentSerial += 6; return firstSerial; } Colorbuffer::Colorbuffer(rx::Renderer *renderer, rx::SwapChain *swapChain) { mRenderTarget = renderer->createRenderTarget(swapChain, false); if (mRenderTarget) { mWidth = mRenderTarget->getWidth(); mHeight = mRenderTarget->getHeight(); mInternalFormat = mRenderTarget->getInternalFormat(); mActualFormat = mRenderTarget->getActualFormat(); mSamples = mRenderTarget->getSamples(); } } Colorbuffer::Colorbuffer(rx::Renderer *renderer, int width, int height, GLenum format, GLsizei samples) : mRenderTarget(NULL) { mRenderTarget = renderer->createRenderTarget(width, height, format, samples, false); if (mRenderTarget) { mWidth = width; mHeight = height; mInternalFormat = format; mActualFormat = mRenderTarget->getActualFormat(); mSamples = mRenderTarget->getSamples(); } } Colorbuffer::~Colorbuffer() { if (mRenderTarget) { delete mRenderTarget; } } rx::RenderTarget *Colorbuffer::getRenderTarget() { if (mRenderTarget) { return mRenderTarget; } return NULL; } DepthStencilbuffer::DepthStencilbuffer(rx::Renderer *renderer, rx::SwapChain *swapChain) { mDepthStencil = renderer->createRenderTarget(swapChain, true); if (mDepthStencil) { mWidth = mDepthStencil->getWidth(); mHeight = mDepthStencil->getHeight(); mInternalFormat = mDepthStencil->getInternalFormat(); mSamples = mDepthStencil->getSamples(); mActualFormat = mDepthStencil->getActualFormat(); } } DepthStencilbuffer::DepthStencilbuffer(rx::Renderer *renderer, int width, int height, GLsizei samples) { mDepthStencil = renderer->createRenderTarget(width, height, GL_DEPTH24_STENCIL8_OES, samples, true); mWidth = mDepthStencil->getWidth(); mHeight = mDepthStencil->getHeight(); mInternalFormat = GL_DEPTH24_STENCIL8_OES; mActualFormat = mDepthStencil->getActualFormat(); mSamples = mDepthStencil->getSamples(); } DepthStencilbuffer::~DepthStencilbuffer() { if (mDepthStencil) { delete mDepthStencil; } } rx::RenderTarget *DepthStencilbuffer::getDepthStencil() { if (mDepthStencil) { return mDepthStencil; } return NULL; } Depthbuffer::Depthbuffer(rx::Renderer *renderer, int width, int height, GLsizei samples) : DepthStencilbuffer(renderer, width, height, samples) { if (mDepthStencil) { mInternalFormat = GL_DEPTH_COMPONENT16; // If the renderbuffer parameters are queried, the calling function // will expect one of the valid renderbuffer formats for use in // glRenderbufferStorage } } Depthbuffer::~Depthbuffer() { } Stencilbuffer::Stencilbuffer(rx::Renderer *renderer, int width, int height, GLsizei samples) : DepthStencilbuffer(renderer, width, height, samples) { if (mDepthStencil) { mInternalFormat = GL_STENCIL_INDEX8; // If the renderbuffer parameters are queried, the calling function // will expect one of the valid renderbuffer formats for use in // glRenderbufferStorage } } Stencilbuffer::~Stencilbuffer() { } }
010smithzhang-ddd
src/libGLESv2/Renderbuffer.cpp
C++
bsd
11,201
#include "precompiled.h" // // Copyright (c) 2012 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. // // Query.cpp: Implements the gl::Query class #include "libGLESv2/Query.h" #include "libGLESv2/renderer/QueryImpl.h" #include "libGLESv2/renderer/Renderer.h" namespace gl { Query::Query(rx::Renderer *renderer, GLenum type, GLuint id) : RefCountObject(id) { mQuery = renderer->createQuery(type); } Query::~Query() { delete mQuery; } void Query::begin() { mQuery->begin(); } void Query::end() { mQuery->end(); } GLuint Query::getResult() { return mQuery->getResult(); } GLboolean Query::isResultAvailable() { return mQuery->isResultAvailable(); } GLenum Query::getType() const { return mQuery->getType(); } }
010smithzhang-ddd
src/libGLESv2/Query.cpp
C++
bsd
851
// // 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. // // Framebuffer.h: Defines the gl::Framebuffer class. Implements GL framebuffer // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105. #ifndef LIBGLESV2_FRAMEBUFFER_H_ #define LIBGLESV2_FRAMEBUFFER_H_ #include "common/angleutils.h" #include "common/RefCountObject.h" #include "constants.h" namespace rx { class Renderer; } namespace gl { class Renderbuffer; class Colorbuffer; class Depthbuffer; class Stencilbuffer; class DepthStencilbuffer; class Framebuffer { public: explicit Framebuffer(rx::Renderer *renderer); virtual ~Framebuffer(); void setColorbuffer(unsigned int colorAttachment, GLenum type, GLuint colorbuffer); void setDepthbuffer(GLenum type, GLuint depthbuffer); void setStencilbuffer(GLenum type, GLuint stencilbuffer); void detachTexture(GLuint texture); void detachRenderbuffer(GLuint renderbuffer); unsigned int getRenderTargetSerial(unsigned int colorAttachment) const; unsigned int getDepthbufferSerial() const; unsigned int getStencilbufferSerial() const; Renderbuffer *getColorbuffer(unsigned int colorAttachment) const; Renderbuffer *getDepthbuffer() const; Renderbuffer *getStencilbuffer() const; Renderbuffer *getDepthOrStencilbuffer() const; Renderbuffer *getReadColorbuffer() const; GLenum getReadColorbufferType() const; Renderbuffer *getFirstColorbuffer() const; GLenum getColorbufferType(unsigned int colorAttachment) const; GLenum getDepthbufferType() const; GLenum getStencilbufferType() const; GLuint getColorbufferHandle(unsigned int colorAttachment) const; GLuint getDepthbufferHandle() const; GLuint getStencilbufferHandle() const; GLenum getDrawBufferState(unsigned int colorAttachment) const; void setDrawBufferState(unsigned int colorAttachment, GLenum drawBuffer); bool isEnabledColorAttachment(unsigned int colorAttachment) const; bool hasEnabledColorAttachment() const; bool hasStencil() const; int getSamples() const; bool usingExtendedDrawBuffers() const; virtual GLenum completeness() const; protected: GLenum mColorbufferTypes[IMPLEMENTATION_MAX_DRAW_BUFFERS]; BindingPointer<Renderbuffer> mColorbufferPointers[IMPLEMENTATION_MAX_DRAW_BUFFERS]; GLenum mDrawBufferStates[IMPLEMENTATION_MAX_DRAW_BUFFERS]; GLenum mReadBufferState; GLenum mDepthbufferType; BindingPointer<Renderbuffer> mDepthbufferPointer; GLenum mStencilbufferType; BindingPointer<Renderbuffer> mStencilbufferPointer; rx::Renderer *mRenderer; private: DISALLOW_COPY_AND_ASSIGN(Framebuffer); Renderbuffer *lookupRenderbuffer(GLenum type, GLuint handle) const; }; class DefaultFramebuffer : public Framebuffer { public: DefaultFramebuffer(rx::Renderer *Renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil); virtual GLenum completeness() const; private: DISALLOW_COPY_AND_ASSIGN(DefaultFramebuffer); }; } #endif // LIBGLESV2_FRAMEBUFFER_H_
010smithzhang-ddd
src/libGLESv2/Framebuffer.h
C++
bsd
3,194
#include "precompiled.h" // // Copyright (c) 2002-2010 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. // // ResourceManager.cpp: Implements the gl::ResourceManager class, which tracks and // retrieves objects which may be shared by multiple Contexts. #include "libGLESv2/ResourceManager.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/Program.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/Shader.h" #include "libGLESv2/Texture.h" namespace gl { ResourceManager::ResourceManager(rx::Renderer *renderer) { mRefCount = 1; mRenderer = renderer; } ResourceManager::~ResourceManager() { while (!mBufferMap.empty()) { deleteBuffer(mBufferMap.begin()->first); } while (!mProgramMap.empty()) { deleteProgram(mProgramMap.begin()->first); } while (!mShaderMap.empty()) { deleteShader(mShaderMap.begin()->first); } while (!mRenderbufferMap.empty()) { deleteRenderbuffer(mRenderbufferMap.begin()->first); } while (!mTextureMap.empty()) { deleteTexture(mTextureMap.begin()->first); } } void ResourceManager::addRef() { mRefCount++; } void ResourceManager::release() { if (--mRefCount == 0) { delete this; } } // Returns an unused buffer name GLuint ResourceManager::createBuffer() { GLuint handle = mBufferHandleAllocator.allocate(); mBufferMap[handle] = NULL; return handle; } // Returns an unused shader/program name GLuint ResourceManager::createShader(GLenum type) { GLuint handle = mProgramShaderHandleAllocator.allocate(); if (type == GL_VERTEX_SHADER) { mShaderMap[handle] = new VertexShader(this, mRenderer, handle); } else if (type == GL_FRAGMENT_SHADER) { mShaderMap[handle] = new FragmentShader(this, mRenderer, handle); } else UNREACHABLE(); return handle; } // Returns an unused program/shader name GLuint ResourceManager::createProgram() { GLuint handle = mProgramShaderHandleAllocator.allocate(); mProgramMap[handle] = new Program(mRenderer, this, handle); return handle; } // Returns an unused texture name GLuint ResourceManager::createTexture() { GLuint handle = mTextureHandleAllocator.allocate(); mTextureMap[handle] = NULL; return handle; } // Returns an unused renderbuffer name GLuint ResourceManager::createRenderbuffer() { GLuint handle = mRenderbufferHandleAllocator.allocate(); mRenderbufferMap[handle] = NULL; return handle; } void ResourceManager::deleteBuffer(GLuint buffer) { BufferMap::iterator bufferObject = mBufferMap.find(buffer); if (bufferObject != mBufferMap.end()) { mBufferHandleAllocator.release(bufferObject->first); if (bufferObject->second) bufferObject->second->release(); mBufferMap.erase(bufferObject); } } void ResourceManager::deleteShader(GLuint shader) { ShaderMap::iterator shaderObject = mShaderMap.find(shader); if (shaderObject != mShaderMap.end()) { if (shaderObject->second->getRefCount() == 0) { mProgramShaderHandleAllocator.release(shaderObject->first); delete shaderObject->second; mShaderMap.erase(shaderObject); } else { shaderObject->second->flagForDeletion(); } } } void ResourceManager::deleteProgram(GLuint program) { ProgramMap::iterator programObject = mProgramMap.find(program); if (programObject != mProgramMap.end()) { if (programObject->second->getRefCount() == 0) { mProgramShaderHandleAllocator.release(programObject->first); delete programObject->second; mProgramMap.erase(programObject); } else { programObject->second->flagForDeletion(); } } } void ResourceManager::deleteTexture(GLuint texture) { TextureMap::iterator textureObject = mTextureMap.find(texture); if (textureObject != mTextureMap.end()) { mTextureHandleAllocator.release(textureObject->first); if (textureObject->second) textureObject->second->release(); mTextureMap.erase(textureObject); } } void ResourceManager::deleteRenderbuffer(GLuint renderbuffer) { RenderbufferMap::iterator renderbufferObject = mRenderbufferMap.find(renderbuffer); if (renderbufferObject != mRenderbufferMap.end()) { mRenderbufferHandleAllocator.release(renderbufferObject->first); if (renderbufferObject->second) renderbufferObject->second->release(); mRenderbufferMap.erase(renderbufferObject); } } Buffer *ResourceManager::getBuffer(unsigned int handle) { BufferMap::iterator buffer = mBufferMap.find(handle); if (buffer == mBufferMap.end()) { return NULL; } else { return buffer->second; } } Shader *ResourceManager::getShader(unsigned int handle) { ShaderMap::iterator shader = mShaderMap.find(handle); if (shader == mShaderMap.end()) { return NULL; } else { return shader->second; } } Texture *ResourceManager::getTexture(unsigned int handle) { if (handle == 0) return NULL; TextureMap::iterator texture = mTextureMap.find(handle); if (texture == mTextureMap.end()) { return NULL; } else { return texture->second; } } Program *ResourceManager::getProgram(unsigned int handle) { ProgramMap::iterator program = mProgramMap.find(handle); if (program == mProgramMap.end()) { return NULL; } else { return program->second; } } Renderbuffer *ResourceManager::getRenderbuffer(unsigned int handle) { RenderbufferMap::iterator renderbuffer = mRenderbufferMap.find(handle); if (renderbuffer == mRenderbufferMap.end()) { return NULL; } else { return renderbuffer->second; } } void ResourceManager::setRenderbuffer(GLuint handle, Renderbuffer *buffer) { mRenderbufferMap[handle] = buffer; } void ResourceManager::checkBufferAllocation(unsigned int buffer) { if (buffer != 0 && !getBuffer(buffer)) { Buffer *bufferObject = new Buffer(mRenderer, buffer); mBufferMap[buffer] = bufferObject; bufferObject->addRef(); } } void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type) { if (!getTexture(texture) && texture != 0) { Texture *textureObject; if (type == TEXTURE_2D) { textureObject = new Texture2D(mRenderer, texture); } else if (type == TEXTURE_CUBE) { textureObject = new TextureCubeMap(mRenderer, texture); } else { UNREACHABLE(); return; } mTextureMap[texture] = textureObject; textureObject->addRef(); } } void ResourceManager::checkRenderbufferAllocation(GLuint renderbuffer) { if (renderbuffer != 0 && !getRenderbuffer(renderbuffer)) { Renderbuffer *renderbufferObject = new Renderbuffer(mRenderer, renderbuffer, new Colorbuffer(mRenderer, 0, 0, GL_RGBA4, 0)); mRenderbufferMap[renderbuffer] = renderbufferObject; renderbufferObject->addRef(); } } }
010smithzhang-ddd
src/libGLESv2/ResourceManager.cpp
C++
bsd
7,390
// // 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. // // Shader.h: Defines the abstract gl::Shader class and its concrete derived // classes VertexShader and FragmentShader. Implements GL shader objects and // related functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section // 3.8 page 84. #ifndef LIBGLESV2_SHADER_H_ #define LIBGLESV2_SHADER_H_ #define GL_APICALL #include <GLES2/gl2.h> #include <string> #include <list> #include <vector> #include "compiler/Uniform.h" #include "common/angleutils.h" namespace rx { class Renderer; } namespace gl { class ResourceManager; struct Varying { Varying(GLenum type, const std::string &name, int size, bool array) : type(type), name(name), size(size), array(array), reg(-1), col(-1) { } GLenum type; std::string name; int size; // Number of 'type' elements bool array; int reg; // First varying register, assigned during link int col; // First register element, assigned during link }; typedef std::list<Varying> VaryingList; class Shader { friend class ProgramBinary; public: Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle); virtual ~Shader(); virtual GLenum getType() = 0; GLuint getHandle() const; void deleteSource(); void setSource(GLsizei count, const char **string, const GLint *length); int getInfoLogLength() const; void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog); int getSourceLength() const; void getSource(GLsizei bufSize, GLsizei *length, char *buffer); int getTranslatedSourceLength() const; void getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer); const sh::ActiveUniforms &getUniforms(); virtual void compile() = 0; virtual void uncompile(); bool isCompiled(); const char *getHLSL(); void addRef(); void release(); unsigned int getRefCount() const; bool isFlaggedForDeletion() const; void flagForDeletion(); static void releaseCompiler(); protected: void parseVaryings(); void resetVaryingsRegisterAssignment(); void compileToHLSL(void *compiler); void getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer); static GLenum parseType(const std::string &type); static bool compareVarying(const Varying &x, const Varying &y); const rx::Renderer *const mRenderer; VaryingList mVaryings; bool mUsesMultipleRenderTargets; bool mUsesFragColor; bool mUsesFragData; bool mUsesFragCoord; bool mUsesFrontFacing; bool mUsesPointSize; bool mUsesPointCoord; bool mUsesDepthRange; bool mUsesFragDepth; static void *mFragmentCompiler; static void *mVertexCompiler; private: DISALLOW_COPY_AND_ASSIGN(Shader); void initializeCompiler(); const GLuint mHandle; unsigned int mRefCount; // Number of program objects this shader is attached to bool mDeleteStatus; // Flag to indicate that the shader can be deleted when no longer in use char *mSource; char *mHlsl; char *mInfoLog; sh::ActiveUniforms mActiveUniforms; ResourceManager *mResourceManager; }; struct Attribute { Attribute() : type(GL_NONE), name("") { } Attribute(GLenum type, const std::string &name) : type(type), name(name) { } GLenum type; std::string name; }; typedef std::vector<Attribute> AttributeArray; class VertexShader : public Shader { friend class ProgramBinary; public: VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle); ~VertexShader(); virtual GLenum getType(); virtual void compile(); virtual void uncompile(); int getSemanticIndex(const std::string &attributeName); private: DISALLOW_COPY_AND_ASSIGN(VertexShader); void parseAttributes(); AttributeArray mAttributes; }; class FragmentShader : public Shader { public: FragmentShader(ResourceManager *manager,const rx::Renderer *renderer, GLuint handle); ~FragmentShader(); virtual GLenum getType(); virtual void compile(); private: DISALLOW_COPY_AND_ASSIGN(FragmentShader); }; } #endif // LIBGLESV2_SHADER_H_
010smithzhang-ddd
src/libGLESv2/Shader.h
C++
bsd
4,367
#include "precompiled.h" // // 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. // // Buffer.cpp: Implements the gl::Buffer class, representing storage of vertex and/or // index data. Implements GL buffer objects and related functionality. // [OpenGL ES 2.0.24] section 2.9 page 21. #include "libGLESv2/Buffer.h" #include "libGLESv2/renderer/VertexBuffer.h" #include "libGLESv2/renderer/IndexBuffer.h" #include "libGLESv2/renderer/BufferStorage.h" #include "libGLESv2/renderer/Renderer.h" namespace gl { Buffer::Buffer(rx::Renderer *renderer, GLuint id) : RefCountObject(id) { mRenderer = renderer; mUsage = GL_DYNAMIC_DRAW; mBufferStorage = renderer->createBufferStorage(); mStaticVertexBuffer = NULL; mStaticIndexBuffer = NULL; mUnmodifiedDataUse = 0; } Buffer::~Buffer() { delete mBufferStorage; delete mStaticVertexBuffer; delete mStaticIndexBuffer; } void Buffer::bufferData(const void *data, GLsizeiptr size, GLenum usage) { mBufferStorage->clear(); mBufferStorage->setData(data, size, 0); mUsage = usage; invalidateStaticData(); if (usage == GL_STATIC_DRAW) { mStaticVertexBuffer = new rx::StaticVertexBufferInterface(mRenderer); mStaticIndexBuffer = new rx::StaticIndexBufferInterface(mRenderer); } } void Buffer::bufferSubData(const void *data, GLsizeiptr size, GLintptr offset) { mBufferStorage->setData(data, size, offset); if ((mStaticVertexBuffer && mStaticVertexBuffer->getBufferSize() != 0) || (mStaticIndexBuffer && mStaticIndexBuffer->getBufferSize() != 0)) { invalidateStaticData(); } mUnmodifiedDataUse = 0; } rx::BufferStorage *Buffer::getStorage() const { return mBufferStorage; } unsigned int Buffer::size() { return mBufferStorage->getSize(); } GLenum Buffer::usage() const { return mUsage; } rx::StaticVertexBufferInterface *Buffer::getStaticVertexBuffer() { return mStaticVertexBuffer; } rx::StaticIndexBufferInterface *Buffer::getStaticIndexBuffer() { return mStaticIndexBuffer; } void Buffer::invalidateStaticData() { delete mStaticVertexBuffer; mStaticVertexBuffer = NULL; delete mStaticIndexBuffer; mStaticIndexBuffer = NULL; mUnmodifiedDataUse = 0; } // Creates static buffers if sufficient used data has been left unmodified void Buffer::promoteStaticUsage(int dataSize) { if (!mStaticVertexBuffer && !mStaticIndexBuffer) { mUnmodifiedDataUse += dataSize; if (mUnmodifiedDataUse > 3 * mBufferStorage->getSize()) { mStaticVertexBuffer = new rx::StaticVertexBufferInterface(mRenderer); mStaticIndexBuffer = new rx::StaticIndexBufferInterface(mRenderer); } } } }
010smithzhang-ddd
src/libGLESv2/Buffer.cpp
C++
bsd
2,859
#include "precompiled.h" // // 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. // // Framebuffer.cpp: Implements the gl::Framebuffer class. Implements GL framebuffer // objects and related functionality. [OpenGL ES 2.0.24] section 4.4 page 105. #include "libGLESv2/Framebuffer.h" #include "libGLESv2/main.h" #include "libGLESv2/utilities.h" #include "libGLESv2/Texture.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Renderbuffer.h" namespace gl { Framebuffer::Framebuffer(rx::Renderer *renderer) : mRenderer(renderer) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { mColorbufferTypes[colorAttachment] = GL_NONE; mDrawBufferStates[colorAttachment] = GL_NONE; } mDrawBufferStates[0] = GL_COLOR_ATTACHMENT0_EXT; mReadBufferState = GL_COLOR_ATTACHMENT0_EXT; mDepthbufferType = GL_NONE; mStencilbufferType = GL_NONE; } Framebuffer::~Framebuffer() { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { mColorbufferPointers[colorAttachment].set(NULL); } mDepthbufferPointer.set(NULL); mStencilbufferPointer.set(NULL); } Renderbuffer *Framebuffer::lookupRenderbuffer(GLenum type, GLuint handle) const { gl::Context *context = gl::getContext(); Renderbuffer *buffer = NULL; if (type == GL_NONE) { buffer = NULL; } else if (type == GL_RENDERBUFFER) { buffer = context->getRenderbuffer(handle); } else if (IsInternalTextureTarget(type)) { buffer = context->getTexture(handle)->getRenderbuffer(type); } else { UNREACHABLE(); } return buffer; } void Framebuffer::setColorbuffer(unsigned int colorAttachment, GLenum type, GLuint colorbuffer) { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); mColorbufferTypes[colorAttachment] = (colorbuffer != 0) ? type : GL_NONE; mColorbufferPointers[colorAttachment].set(lookupRenderbuffer(type, colorbuffer)); } void Framebuffer::setDepthbuffer(GLenum type, GLuint depthbuffer) { mDepthbufferType = (depthbuffer != 0) ? type : GL_NONE; mDepthbufferPointer.set(lookupRenderbuffer(type, depthbuffer)); } void Framebuffer::setStencilbuffer(GLenum type, GLuint stencilbuffer) { mStencilbufferType = (stencilbuffer != 0) ? type : GL_NONE; mStencilbufferPointer.set(lookupRenderbuffer(type, stencilbuffer)); } void Framebuffer::detachTexture(GLuint texture) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferPointers[colorAttachment].id() == texture && IsInternalTextureTarget(mColorbufferTypes[colorAttachment])) { mColorbufferTypes[colorAttachment] = GL_NONE; mColorbufferPointers[colorAttachment].set(NULL); } } if (mDepthbufferPointer.id() == texture && IsInternalTextureTarget(mDepthbufferType)) { mDepthbufferType = GL_NONE; mDepthbufferPointer.set(NULL); } if (mStencilbufferPointer.id() == texture && IsInternalTextureTarget(mStencilbufferType)) { mStencilbufferType = GL_NONE; mStencilbufferPointer.set(NULL); } } void Framebuffer::detachRenderbuffer(GLuint renderbuffer) { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferPointers[colorAttachment].id() == renderbuffer && mColorbufferTypes[colorAttachment] == GL_RENDERBUFFER) { mColorbufferTypes[colorAttachment] = GL_NONE; mColorbufferPointers[colorAttachment].set(NULL); } } if (mDepthbufferPointer.id() == renderbuffer && mDepthbufferType == GL_RENDERBUFFER) { mDepthbufferType = GL_NONE; mDepthbufferPointer.set(NULL); } if (mStencilbufferPointer.id() == renderbuffer && mStencilbufferType == GL_RENDERBUFFER) { mStencilbufferType = GL_NONE; mStencilbufferPointer.set(NULL); } } unsigned int Framebuffer::getRenderTargetSerial(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); Renderbuffer *colorbuffer = mColorbufferPointers[colorAttachment].get(); if (colorbuffer) { return colorbuffer->getSerial(); } return 0; } unsigned int Framebuffer::getDepthbufferSerial() const { Renderbuffer *depthbuffer = mDepthbufferPointer.get(); if (depthbuffer) { return depthbuffer->getSerial(); } return 0; } unsigned int Framebuffer::getStencilbufferSerial() const { Renderbuffer *stencilbuffer = mStencilbufferPointer.get(); if (stencilbuffer) { return stencilbuffer->getSerial(); } return 0; } Renderbuffer *Framebuffer::getColorbuffer(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); return mColorbufferPointers[colorAttachment].get(); } Renderbuffer *Framebuffer::getDepthbuffer() const { return mDepthbufferPointer.get(); } Renderbuffer *Framebuffer::getStencilbuffer() const { return mStencilbufferPointer.get(); } Renderbuffer *Framebuffer::getDepthOrStencilbuffer() const { Renderbuffer *depthstencilbuffer = mDepthbufferPointer.get(); if (!depthstencilbuffer) { depthstencilbuffer = mStencilbufferPointer.get(); } return depthstencilbuffer; } Renderbuffer *Framebuffer::getReadColorbuffer() const { // Will require more logic if glReadBuffers is supported return mColorbufferPointers[0].get(); } GLenum Framebuffer::getReadColorbufferType() const { // Will require more logic if glReadBuffers is supported return mColorbufferTypes[0]; } Renderbuffer *Framebuffer::getFirstColorbuffer() const { for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferTypes[colorAttachment] != GL_NONE) { return mColorbufferPointers[colorAttachment].get(); } } return NULL; } GLenum Framebuffer::getColorbufferType(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); return mColorbufferTypes[colorAttachment]; } GLenum Framebuffer::getDepthbufferType() const { return mDepthbufferType; } GLenum Framebuffer::getStencilbufferType() const { return mStencilbufferType; } GLuint Framebuffer::getColorbufferHandle(unsigned int colorAttachment) const { ASSERT(colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS); return mColorbufferPointers[colorAttachment].id(); } GLuint Framebuffer::getDepthbufferHandle() const { return mDepthbufferPointer.id(); } GLuint Framebuffer::getStencilbufferHandle() const { return mStencilbufferPointer.id(); } GLenum Framebuffer::getDrawBufferState(unsigned int colorAttachment) const { return mDrawBufferStates[colorAttachment]; } void Framebuffer::setDrawBufferState(unsigned int colorAttachment, GLenum drawBuffer) { mDrawBufferStates[colorAttachment] = drawBuffer; } bool Framebuffer::isEnabledColorAttachment(unsigned int colorAttachment) const { return (mColorbufferTypes[colorAttachment] != GL_NONE && mDrawBufferStates[colorAttachment] != GL_NONE); } bool Framebuffer::hasEnabledColorAttachment() const { for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (isEnabledColorAttachment(colorAttachment)) { return true; } } return false; } bool Framebuffer::hasStencil() const { if (mStencilbufferType != GL_NONE) { const Renderbuffer *stencilbufferObject = getStencilbuffer(); if (stencilbufferObject) { return stencilbufferObject->getStencilSize() > 0; } } return false; } bool Framebuffer::usingExtendedDrawBuffers() const { for (unsigned int colorAttachment = 1; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (isEnabledColorAttachment(colorAttachment)) { return true; } } return false; } GLenum Framebuffer::completeness() const { int width = 0; int height = 0; int colorbufferSize = 0; int samples = -1; bool missingAttachment = true; for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferTypes[colorAttachment] != GL_NONE) { const Renderbuffer *colorbuffer = getColorbuffer(colorAttachment); if (!colorbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (mColorbufferTypes[colorAttachment] == GL_RENDERBUFFER) { if (!gl::IsColorRenderable(colorbuffer->getInternalFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if (IsInternalTextureTarget(mColorbufferTypes[colorAttachment])) { GLint internalformat = colorbuffer->getInternalFormat(); GLenum format = gl::ExtractFormat(internalformat); if (IsCompressed(format) || format == GL_ALPHA || format == GL_LUMINANCE || format == GL_LUMINANCE_ALPHA) { return GL_FRAMEBUFFER_UNSUPPORTED; } bool filtering, renderable; if ((gl::IsFloat32Format(internalformat) && !mRenderer->getFloat32TextureSupport(&filtering, &renderable)) || (gl::IsFloat16Format(internalformat) && !mRenderer->getFloat16TextureSupport(&filtering, &renderable))) { return GL_FRAMEBUFFER_UNSUPPORTED; } if (gl::IsDepthTexture(internalformat) || gl::IsStencilTexture(internalformat)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (!missingAttachment) { // all color attachments must have the same width and height if (colorbuffer->getWidth() != width || colorbuffer->getHeight() != height) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } // APPLE_framebuffer_multisample, which EXT_draw_buffers refers to, requires that // all color attachments have the same number of samples for the FBO to be complete. if (colorbuffer->getSamples() != samples) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT; } // all color attachments attachments must have the same number of bitplanes if (gl::ComputePixelSize(colorbuffer->getInternalFormat()) != colorbufferSize) { return GL_FRAMEBUFFER_UNSUPPORTED; } // D3D11 does not allow for overlapping RenderTargetViews, so ensure uniqueness for (unsigned int previousColorAttachment = 0; previousColorAttachment < colorAttachment; previousColorAttachment++) { if (mColorbufferPointers[colorAttachment].get() == mColorbufferPointers[previousColorAttachment].get()) { return GL_FRAMEBUFFER_UNSUPPORTED; } } } else { width = colorbuffer->getWidth(); height = colorbuffer->getHeight(); samples = colorbuffer->getSamples(); colorbufferSize = gl::ComputePixelSize(colorbuffer->getInternalFormat()); missingAttachment = false; } } } const Renderbuffer *depthbuffer = NULL; const Renderbuffer *stencilbuffer = NULL; if (mDepthbufferType != GL_NONE) { depthbuffer = getDepthbuffer(); if (!depthbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (depthbuffer->getWidth() == 0 || depthbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (mDepthbufferType == GL_RENDERBUFFER) { if (!gl::IsDepthRenderable(depthbuffer->getInternalFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if (IsInternalTextureTarget(mDepthbufferType)) { GLint internalformat = depthbuffer->getInternalFormat(); // depth texture attachments require OES/ANGLE_depth_texture if (!mRenderer->getDepthTextureSupport()) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (!gl::IsDepthTexture(internalformat)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (missingAttachment) { width = depthbuffer->getWidth(); height = depthbuffer->getHeight(); samples = depthbuffer->getSamples(); missingAttachment = false; } else if (width != depthbuffer->getWidth() || height != depthbuffer->getHeight()) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } else if (samples != depthbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE; } } if (mStencilbufferType != GL_NONE) { stencilbuffer = getStencilbuffer(); if (!stencilbuffer) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (stencilbuffer->getWidth() == 0 || stencilbuffer->getHeight() == 0) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (mStencilbufferType == GL_RENDERBUFFER) { if (!gl::IsStencilRenderable(stencilbuffer->getInternalFormat())) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else if (IsInternalTextureTarget(mStencilbufferType)) { GLint internalformat = stencilbuffer->getInternalFormat(); // texture stencil attachments come along as part // of OES_packed_depth_stencil + OES/ANGLE_depth_texture if (!mRenderer->getDepthTextureSupport()) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (!gl::IsStencilTexture(internalformat)) { return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } } else { UNREACHABLE(); return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; } if (missingAttachment) { width = stencilbuffer->getWidth(); height = stencilbuffer->getHeight(); samples = stencilbuffer->getSamples(); missingAttachment = false; } else if (width != stencilbuffer->getWidth() || height != stencilbuffer->getHeight()) { return GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS; } else if (samples != stencilbuffer->getSamples()) { return GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE; } } // if we have both a depth and stencil buffer, they must refer to the same object // since we only support packed_depth_stencil and not separate depth and stencil if (depthbuffer && stencilbuffer && (depthbuffer != stencilbuffer)) { return GL_FRAMEBUFFER_UNSUPPORTED; } // we need to have at least one attachment to be complete if (missingAttachment) { return GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT; } return GL_FRAMEBUFFER_COMPLETE; } DefaultFramebuffer::DefaultFramebuffer(rx::Renderer *renderer, Colorbuffer *colorbuffer, DepthStencilbuffer *depthStencil) : Framebuffer(renderer) { mColorbufferPointers[0].set(new Renderbuffer(mRenderer, 0, colorbuffer)); Renderbuffer *depthStencilRenderbuffer = new Renderbuffer(mRenderer, 0, depthStencil); mDepthbufferPointer.set(depthStencilRenderbuffer); mStencilbufferPointer.set(depthStencilRenderbuffer); mColorbufferTypes[0] = GL_RENDERBUFFER; mDepthbufferType = (depthStencilRenderbuffer->getDepthSize() != 0) ? GL_RENDERBUFFER : GL_NONE; mStencilbufferType = (depthStencilRenderbuffer->getStencilSize() != 0) ? GL_RENDERBUFFER : GL_NONE; mDrawBufferStates[0] = GL_BACK; mReadBufferState = GL_BACK; } int Framebuffer::getSamples() const { if (completeness() == GL_FRAMEBUFFER_COMPLETE) { // for a complete framebuffer, all attachments must have the same sample count // in this case return the first nonzero sample size for (unsigned int colorAttachment = 0; colorAttachment < IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (mColorbufferTypes[colorAttachment] != GL_NONE) { return getColorbuffer(colorAttachment)->getSamples(); } } } return 0; } GLenum DefaultFramebuffer::completeness() const { // The default framebuffer *must* always be complete, though it may not be // subject to the same rules as application FBOs. ie, it could have 0x0 size. return GL_FRAMEBUFFER_COMPLETE; } }
010smithzhang-ddd
src/libGLESv2/Framebuffer.cpp
C++
bsd
18,265
// // Copyright (c) 2002-2010 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. // // ResourceManager.h : Defines the ResourceManager class, which tracks objects // shared by multiple GL contexts. #ifndef LIBGLESV2_RESOURCEMANAGER_H_ #define LIBGLESV2_RESOURCEMANAGER_H_ #define GL_APICALL #include <GLES2/gl2.h> #ifdef _MSC_VER #include <hash_map> #else #include <unordered_map> #endif #include "common/angleutils.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/HandleAllocator.h" namespace rx { class Renderer; } namespace gl { class Buffer; class Shader; class Program; class Texture; class Renderbuffer; class ResourceManager { public: explicit ResourceManager(rx::Renderer *renderer); ~ResourceManager(); void addRef(); void release(); GLuint createBuffer(); GLuint createShader(GLenum type); GLuint createProgram(); GLuint createTexture(); GLuint createRenderbuffer(); void deleteBuffer(GLuint buffer); void deleteShader(GLuint shader); void deleteProgram(GLuint program); void deleteTexture(GLuint texture); void deleteRenderbuffer(GLuint renderbuffer); Buffer *getBuffer(GLuint handle); Shader *getShader(GLuint handle); Program *getProgram(GLuint handle); Texture *getTexture(GLuint handle); Renderbuffer *getRenderbuffer(GLuint handle); void setRenderbuffer(GLuint handle, Renderbuffer *renderbuffer); void checkBufferAllocation(unsigned int buffer); void checkTextureAllocation(GLuint texture, TextureType type); void checkRenderbufferAllocation(GLuint renderbuffer); private: DISALLOW_COPY_AND_ASSIGN(ResourceManager); std::size_t mRefCount; rx::Renderer *mRenderer; #ifndef HASH_MAP # ifdef _MSC_VER # define HASH_MAP stdext::hash_map # else # define HASH_MAP std::unordered_map # endif #endif typedef HASH_MAP<GLuint, Buffer*> BufferMap; BufferMap mBufferMap; HandleAllocator mBufferHandleAllocator; typedef HASH_MAP<GLuint, Shader*> ShaderMap; ShaderMap mShaderMap; typedef HASH_MAP<GLuint, Program*> ProgramMap; ProgramMap mProgramMap; HandleAllocator mProgramShaderHandleAllocator; typedef HASH_MAP<GLuint, Texture*> TextureMap; TextureMap mTextureMap; HandleAllocator mTextureHandleAllocator; typedef HASH_MAP<GLuint, Renderbuffer*> RenderbufferMap; RenderbufferMap mRenderbufferMap; HandleAllocator mRenderbufferHandleAllocator; }; } #endif // LIBGLESV2_RESOURCEMANAGER_H_
010smithzhang-ddd
src/libGLESv2/ResourceManager.h
C++
bsd
2,597
// // Copyright (c) 2012-2013 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. // // angletypes.h : Defines a variety of structures and enum types that are used throughout libGLESv2 #ifndef LIBGLESV2_ANGLETYPES_H_ #define LIBGLESV2_ANGLETYPES_H_ namespace gl { enum TextureType { TEXTURE_2D, TEXTURE_CUBE, TEXTURE_TYPE_COUNT, TEXTURE_UNKNOWN }; enum SamplerType { SAMPLER_PIXEL, SAMPLER_VERTEX }; struct Color { float red; float green; float blue; float alpha; }; struct Rectangle { int x; int y; int width; int height; }; struct RasterizerState { bool cullFace; GLenum cullMode; GLenum frontFace; bool polygonOffsetFill; GLfloat polygonOffsetFactor; GLfloat polygonOffsetUnits; bool pointDrawMode; bool multiSample; }; struct BlendState { bool blend; GLenum sourceBlendRGB; GLenum destBlendRGB; GLenum sourceBlendAlpha; GLenum destBlendAlpha; GLenum blendEquationRGB; GLenum blendEquationAlpha; bool colorMaskRed; bool colorMaskGreen; bool colorMaskBlue; bool colorMaskAlpha; bool sampleAlphaToCoverage; bool dither; }; struct DepthStencilState { bool depthTest; GLenum depthFunc; bool depthMask; bool stencilTest; GLenum stencilFunc; GLuint stencilMask; GLenum stencilFail; GLenum stencilPassDepthFail; GLenum stencilPassDepthPass; GLuint stencilWritemask; GLenum stencilBackFunc; GLuint stencilBackMask; GLenum stencilBackFail; GLenum stencilBackPassDepthFail; GLenum stencilBackPassDepthPass; GLuint stencilBackWritemask; }; struct SamplerState { GLenum minFilter; GLenum magFilter; GLenum wrapS; GLenum wrapT; float maxAnisotropy; int lodOffset; }; struct ClearParameters { GLbitfield mask; Color colorClearValue; bool colorMaskRed; bool colorMaskGreen; bool colorMaskBlue; bool colorMaskAlpha; float depthClearValue; GLint stencilClearValue; GLuint stencilWriteMask; }; } #endif // LIBGLESV2_ANGLETYPES_H_
010smithzhang-ddd
src/libGLESv2/angletypes.h
C++
bsd
2,203
#include "precompiled.h" // // 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. // // Shader.cpp: Implements the gl::Shader class and its derived classes // VertexShader and FragmentShader. Implements GL shader objects and related // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. #include "libGLESv2/Shader.h" #include "GLSLANG/ShaderLang.h" #include "libGLESv2/utilities.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Constants.h" #include "libGLESv2/ResourceManager.h" namespace gl { void *Shader::mFragmentCompiler = NULL; void *Shader::mVertexCompiler = NULL; Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : mHandle(handle), mRenderer(renderer), mResourceManager(manager) { mSource = NULL; mHlsl = NULL; mInfoLog = NULL; uncompile(); initializeCompiler(); mRefCount = 0; mDeleteStatus = false; } Shader::~Shader() { delete[] mSource; delete[] mHlsl; delete[] mInfoLog; } GLuint Shader::getHandle() const { return mHandle; } void Shader::setSource(GLsizei count, const char **string, const GLint *length) { delete[] mSource; int totalLength = 0; for (int i = 0; i < count; i++) { if (length && length[i] >= 0) { totalLength += length[i]; } else { totalLength += (int)strlen(string[i]); } } mSource = new char[totalLength + 1]; char *code = mSource; for (int i = 0; i < count; i++) { int stringLength; if (length && length[i] >= 0) { stringLength = length[i]; } else { stringLength = (int)strlen(string[i]); } strncpy(code, string[i], stringLength); code += stringLength; } mSource[totalLength] = '\0'; } int Shader::getInfoLogLength() const { if (!mInfoLog) { return 0; } else { return strlen(mInfoLog) + 1; } } void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) { int index = 0; if (bufSize > 0) { if (mInfoLog) { index = std::min(bufSize - 1, (int)strlen(mInfoLog)); memcpy(infoLog, mInfoLog, index); } infoLog[index] = '\0'; } if (length) { *length = index; } } int Shader::getSourceLength() const { if (!mSource) { return 0; } else { return strlen(mSource) + 1; } } int Shader::getTranslatedSourceLength() const { if (!mHlsl) { return 0; } else { return strlen(mHlsl) + 1; } } void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer) { int index = 0; if (bufSize > 0) { if (source) { index = std::min(bufSize - 1, (int)strlen(source)); memcpy(buffer, source, index); } buffer[index] = '\0'; } if (length) { *length = index; } } void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) { getSourceImpl(mSource, bufSize, length, buffer); } void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) { getSourceImpl(mHlsl, bufSize, length, buffer); } const sh::ActiveUniforms &Shader::getUniforms() { return mActiveUniforms; } bool Shader::isCompiled() { return mHlsl != NULL; } const char *Shader::getHLSL() { return mHlsl; } void Shader::addRef() { mRefCount++; } void Shader::release() { mRefCount--; if (mRefCount == 0 && mDeleteStatus) { mResourceManager->deleteShader(mHandle); } } unsigned int Shader::getRefCount() const { return mRefCount; } bool Shader::isFlaggedForDeletion() const { return mDeleteStatus; } void Shader::flagForDeletion() { mDeleteStatus = true; } // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler) void Shader::initializeCompiler() { if (!mFragmentCompiler) { int result = ShInitialize(); if (result) { ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT; ShBuiltInResources resources; ShInitBuiltInResources(&resources); resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors(); resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors(); resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits(); resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits(); resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors(); resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets(); resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport(); resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1; // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported. resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); } } } void Shader::releaseCompiler() { ShDestruct(mFragmentCompiler); ShDestruct(mVertexCompiler); mFragmentCompiler = NULL; mVertexCompiler = NULL; ShFinalize(); } void Shader::parseVaryings() { if (mHlsl) { const char *input = strstr(mHlsl, "// Varyings") + 12; while(true) { char varyingType[256]; char varyingName[256]; int matches = sscanf(input, "static %255s %255s", varyingType, varyingName); if (matches != 2) { break; } char *array = strstr(varyingName, "["); int size = 1; if (array) { size = atoi(array + 1); *array = '\0'; } mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL)); input = strstr(input, ";") + 2; } mUsesMultipleRenderTargets = strstr(mHlsl, "GL_USES_MRT") != NULL; mUsesFragColor = strstr(mHlsl, "GL_USES_FRAG_COLOR") != NULL; mUsesFragData = strstr(mHlsl, "GL_USES_FRAG_DATA") != NULL; mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL; mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL; mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL; mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL; mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL; mUsesFragDepth = strstr(mHlsl, "GL_USES_FRAG_DEPTH") != NULL; } } void Shader::resetVaryingsRegisterAssignment() { for (VaryingList::iterator var = mVaryings.begin(); var != mVaryings.end(); var++) { var->reg = -1; var->col = -1; } } // initialize/clean up previous state void Shader::uncompile() { // set by compileToHLSL delete[] mHlsl; mHlsl = NULL; delete[] mInfoLog; mInfoLog = NULL; // set by parseVaryings mVaryings.clear(); mUsesMultipleRenderTargets = false; mUsesFragColor = false; mUsesFragData = false; mUsesFragCoord = false; mUsesFrontFacing = false; mUsesPointSize = false; mUsesPointCoord = false; mUsesDepthRange = false; mUsesFragDepth = false; mActiveUniforms.clear(); } void Shader::compileToHLSL(void *compiler) { // ensure we don't pass a NULL source to the compiler const char *source = "\0"; if (mSource) { source = mSource; } // ensure the compiler is loaded initializeCompiler(); int compileOptions = SH_OBJECT_CODE; std::string sourcePath; if (perfActive()) { sourcePath = getTempPath(); writeFile(sourcePath.c_str(), source, strlen(source)); compileOptions |= SH_LINE_DIRECTIVES; } int result; if (sourcePath.empty()) { result = ShCompile(compiler, &source, 1, compileOptions); } else { const char* sourceStrings[2] = { sourcePath.c_str(), source }; result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH); } if (result) { size_t objCodeLen = 0; ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen); mHlsl = new char[objCodeLen]; ShGetObjectCode(compiler, mHlsl); void *activeUniforms; ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms); mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms; } else { size_t infoLogLen = 0; ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen); mInfoLog = new char[infoLogLen]; ShGetInfoLog(compiler, mInfoLog); TRACE("\n%s", mInfoLog); } } GLenum Shader::parseType(const std::string &type) { if (type == "float") { return GL_FLOAT; } else if (type == "float2") { return GL_FLOAT_VEC2; } else if (type == "float3") { return GL_FLOAT_VEC3; } else if (type == "float4") { return GL_FLOAT_VEC4; } else if (type == "float2x2") { return GL_FLOAT_MAT2; } else if (type == "float3x3") { return GL_FLOAT_MAT3; } else if (type == "float4x4") { return GL_FLOAT_MAT4; } else UNREACHABLE(); return GL_NONE; } // true if varying x has a higher priority in packing than y bool Shader::compareVarying(const Varying &x, const Varying &y) { if(x.type == y.type) { return x.size > y.size; } switch (x.type) { case GL_FLOAT_MAT4: return true; case GL_FLOAT_MAT2: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return true; case GL_FLOAT_VEC4: return true; case GL_FLOAT_MAT3: return true; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_VEC4: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return true; case GL_FLOAT_MAT3: return true; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_MAT3: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return false; case GL_FLOAT_MAT3: return true; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_VEC3: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return false; case GL_FLOAT_MAT3: return false; case GL_FLOAT_VEC3: return true; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT_VEC2: switch(y.type) { case GL_FLOAT_MAT4: return false; case GL_FLOAT_MAT2: return false; case GL_FLOAT_VEC4: return false; case GL_FLOAT_MAT3: return false; case GL_FLOAT_VEC3: return false; case GL_FLOAT_VEC2: return true; case GL_FLOAT: return true; default: UNREACHABLE(); } break; case GL_FLOAT: return false; default: UNREACHABLE(); } return false; } VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : Shader(manager, renderer, handle) { } VertexShader::~VertexShader() { } GLenum VertexShader::getType() { return GL_VERTEX_SHADER; } void VertexShader::uncompile() { Shader::uncompile(); // set by ParseAttributes mAttributes.clear(); } void VertexShader::compile() { uncompile(); compileToHLSL(mVertexCompiler); parseAttributes(); parseVaryings(); } int VertexShader::getSemanticIndex(const std::string &attributeName) { if (!attributeName.empty()) { int semanticIndex = 0; for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++) { if (attribute->name == attributeName) { return semanticIndex; } semanticIndex += VariableRowCount(attribute->type); } } return -1; } void VertexShader::parseAttributes() { const char *hlsl = getHLSL(); if (hlsl) { const char *input = strstr(hlsl, "// Attributes") + 14; while(true) { char attributeType[256]; char attributeName[256]; int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName); if (matches != 2) { break; } mAttributes.push_back(Attribute(parseType(attributeType), attributeName)); input = strstr(input, ";") + 2; } } } FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) : Shader(manager, renderer, handle) { } FragmentShader::~FragmentShader() { } GLenum FragmentShader::getType() { return GL_FRAGMENT_SHADER; } void FragmentShader::compile() { uncompile(); compileToHLSL(mFragmentCompiler); parseVaryings(); mVaryings.sort(compareVarying); } }
010smithzhang-ddd
src/libGLESv2/Shader.cpp
C++
bsd
14,768
//{{NO_DEPENDENCIES}} // Microsoft Visual C++ generated include file. // Used by libGLESv2.rc // Next default values for new objects // #ifdef APSTUDIO_INVOKED #ifndef APSTUDIO_READONLY_SYMBOLS #define _APS_NEXT_RESOURCE_VALUE 101 #define _APS_NEXT_COMMAND_VALUE 40001 #define _APS_NEXT_CONTROL_VALUE 1001 #define _APS_NEXT_SYMED_VALUE 101 #endif #endif
010smithzhang-ddd
src/libGLESv2/resource.h
C
bsd
389
// // Copyright (c) 2012 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. // // Query.h: Defines the gl::Query class #ifndef LIBGLESV2_QUERY_H_ #define LIBGLESV2_QUERY_H_ #define GL_APICALL #include <GLES2/gl2.h> #include "common/angleutils.h" #include "common/RefCountObject.h" namespace rx { class Renderer; class QueryImpl; } namespace gl { class Query : public RefCountObject { public: Query(rx::Renderer *renderer, GLenum type, GLuint id); virtual ~Query(); void begin(); void end(); GLuint getResult(); GLboolean isResultAvailable(); GLenum getType() const; private: DISALLOW_COPY_AND_ASSIGN(Query); rx::QueryImpl *mQuery; }; } #endif // LIBGLESV2_QUERY_H_
010smithzhang-ddd
src/libGLESv2/Query.h
C++
bsd
822
// // Copyright (c) 2002-2011 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. // // HandleAllocator.h: Defines the gl::HandleAllocator class, which is used to // allocate GL handles. #ifndef LIBGLESV2_HANDLEALLOCATOR_H_ #define LIBGLESV2_HANDLEALLOCATOR_H_ #define GL_APICALL #include <GLES2/gl2.h> #include <vector> #include "common/angleutils.h" namespace gl { class HandleAllocator { public: HandleAllocator(); virtual ~HandleAllocator(); void setBaseHandle(GLuint value); GLuint allocate(); void release(GLuint handle); private: DISALLOW_COPY_AND_ASSIGN(HandleAllocator); GLuint mBaseValue; GLuint mNextValue; typedef std::vector<GLuint> HandleList; HandleList mFreeValues; }; } #endif // LIBGLESV2_HANDLEALLOCATOR_H_
010smithzhang-ddd
src/libGLESv2/HandleAllocator.h
C++
bsd
885
// // 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. // // Texture.h: Defines the abstract gl::Texture class and its concrete derived // classes Texture2D and TextureCubeMap. Implements GL texture objects and // related functionality. [OpenGL ES 2.0.24] section 3.7 page 63. #ifndef LIBGLESV2_TEXTURE_H_ #define LIBGLESV2_TEXTURE_H_ #include <vector> #define GL_APICALL #include <GLES2/gl2.h> #include "common/debug.h" #include "common/RefCountObject.h" #include "libGLESv2/angletypes.h" namespace egl { class Surface; } namespace rx { class Renderer; class TextureStorageInterface; class TextureStorageInterface2D; class TextureStorageInterfaceCube; class RenderTarget; class Image; } namespace gl { class Framebuffer; class Renderbuffer; enum { // These are the maximums the implementation can support // The actual GL caps are limited by the device caps // and should be queried from the Context IMPLEMENTATION_MAX_TEXTURE_SIZE = 16384, IMPLEMENTATION_MAX_CUBE_MAP_TEXTURE_SIZE = 16384, IMPLEMENTATION_MAX_TEXTURE_LEVELS = 15 // 1+log2 of MAX_TEXTURE_SIZE }; class Texture : public RefCountObject { public: Texture(rx::Renderer *renderer, GLuint id); virtual ~Texture(); virtual void addProxyRef(const Renderbuffer *proxy) = 0; virtual void releaseProxy(const Renderbuffer *proxy) = 0; virtual GLenum getTarget() const = 0; bool setMinFilter(GLenum filter); bool setMagFilter(GLenum filter); bool setWrapS(GLenum wrap); bool setWrapT(GLenum wrap); bool setMaxAnisotropy(float textureMaxAnisotropy, float contextMaxAnisotropy); bool setUsage(GLenum usage); GLenum getMinFilter() const; GLenum getMagFilter() const; GLenum getWrapS() const; GLenum getWrapT() const; float getMaxAnisotropy() const; int getLodOffset(); void getSamplerState(SamplerState *sampler); GLenum getUsage() const; bool isMipmapFiltered() const; virtual bool isSamplerComplete() const = 0; rx::TextureStorageInterface *getNativeTexture(); virtual Renderbuffer *getRenderbuffer(GLenum target) = 0; virtual void generateMipmaps() = 0; virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source) = 0; bool hasDirtyParameters() const; bool hasDirtyImages() const; void resetDirty(); unsigned int getTextureSerial(); unsigned int getRenderTargetSerial(GLenum target); bool isImmutable() const; static const GLuint INCOMPLETE_TEXTURE_ID = static_cast<GLuint>(-1); // Every texture takes an id at creation time. The value is arbitrary because it is never registered with the resource manager. protected: void setImage(GLint unpackAlignment, const void *pixels, rx::Image *image); bool subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, rx::Image *image); void setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image); bool subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image); GLint creationLevels(GLsizei width, GLsizei height) const; GLint creationLevels(GLsizei size) const; virtual void createTexture() = 0; virtual void updateTexture() = 0; virtual void convertToRenderTarget() = 0; virtual rx::RenderTarget *getRenderTarget(GLenum target) = 0; virtual int levelCount() = 0; rx::Renderer *mRenderer; SamplerState mSamplerState; GLenum mUsage; bool mDirtyImages; bool mImmutable; private: DISALLOW_COPY_AND_ASSIGN(Texture); virtual rx::TextureStorageInterface *getStorage(bool renderTarget) = 0; }; class Texture2D : public Texture { public: Texture2D(rx::Renderer *renderer, GLuint id); ~Texture2D(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); virtual GLenum getTarget() const; GLsizei getWidth(GLint level) const; GLsizei getHeight(GLint level) const; GLenum getInternalFormat(GLint level) const; GLenum getActualFormat(GLint level) const; bool isCompressed(GLint level) const; bool isDepth(GLint level) const; void setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels); void subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels); void copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); virtual bool isSamplerComplete() const; virtual void bindTexImage(egl::Surface *surface); virtual void releaseTexImage(); virtual void generateMipmaps(); virtual Renderbuffer *getRenderbuffer(GLenum target); protected: friend class RenderbufferTexture2D; virtual rx::RenderTarget *getRenderTarget(GLenum target); virtual rx::RenderTarget *getDepthStencil(GLenum target); virtual int levelCount(); private: DISALLOW_COPY_AND_ASSIGN(Texture2D); virtual void createTexture(); virtual void updateTexture(); virtual void convertToRenderTarget(); virtual rx::TextureStorageInterface *getStorage(bool renderTarget); bool isMipmapComplete() const; void redefineImage(GLint level, GLint internalformat, GLsizei width, GLsizei height); void commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS]; rx::TextureStorageInterface2D *mTexStorage; egl::Surface *mSurface; // A specific internal reference count is kept for colorbuffer proxy references, // because, as the renderbuffer acting as proxy will maintain a binding pointer // back to this texture, there would be a circular reference if we used a binding // pointer here. This reference count will cause the pointer to be set to NULL if // the count drops to zero, but will not cause deletion of the Renderbuffer. Renderbuffer *mColorbufferProxy; unsigned int mProxyRefs; }; class TextureCubeMap : public Texture { public: TextureCubeMap(rx::Renderer *renderer, GLuint id); ~TextureCubeMap(); void addProxyRef(const Renderbuffer *proxy); void releaseProxy(const Renderbuffer *proxy); virtual GLenum getTarget() const; GLsizei getWidth(GLenum target, GLint level) const; GLsizei getHeight(GLenum target, GLint level) const; GLenum getInternalFormat(GLenum target, GLint level) const; GLenum getActualFormat(GLenum target, GLint level) const; bool isCompressed(GLenum target, GLint level) const; void setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels); void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels); void copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source); void storage(GLsizei levels, GLenum internalformat, GLsizei size); virtual bool isSamplerComplete() const; virtual void generateMipmaps(); virtual Renderbuffer *getRenderbuffer(GLenum target); static unsigned int faceIndex(GLenum face); protected: friend class RenderbufferTextureCubeMap; virtual rx::RenderTarget *getRenderTarget(GLenum target); virtual int levelCount(); private: DISALLOW_COPY_AND_ASSIGN(TextureCubeMap); virtual void createTexture(); virtual void updateTexture(); virtual void convertToRenderTarget(); virtual rx::TextureStorageInterface *getStorage(bool renderTarget); bool isCubeComplete() const; bool isMipmapCubeComplete() const; void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels); void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); void redefineImage(int faceIndex, GLint level, GLint internalformat, GLsizei width, GLsizei height); rx::Image *mImageArray[6][IMPLEMENTATION_MAX_TEXTURE_LEVELS]; rx::TextureStorageInterfaceCube *mTexStorage; // A specific internal reference count is kept for colorbuffer proxy references, // because, as the renderbuffer acting as proxy will maintain a binding pointer // back to this texture, there would be a circular reference if we used a binding // pointer here. This reference count will cause the pointer to be set to NULL if // the count drops to zero, but will not cause deletion of the Renderbuffer. Renderbuffer *mFaceProxies[6]; unsigned int *mFaceProxyRefs[6]; }; } #endif // LIBGLESV2_TEXTURE_H_
010smithzhang-ddd
src/libGLESv2/Texture.h
C++
bsd
10,885
// // Copyright (c) 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. // // Contants.h: Defines some implementation specific and gl constants #ifndef LIBGLESV2_CONSTANTS_H_ #define LIBGLESV2_CONSTANTS_H_ namespace gl { enum { MAX_VERTEX_ATTRIBS = 16, MAX_TEXTURE_IMAGE_UNITS = 16, // Implementation upper limits, real maximums depend on the hardware IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16, IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS = MAX_TEXTURE_IMAGE_UNITS + IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS, IMPLEMENTATION_MAX_VARYING_VECTORS = 32, IMPLEMENTATION_MAX_DRAW_BUFFERS = 8 }; const float ALIASED_LINE_WIDTH_RANGE_MIN = 1.0f; const float ALIASED_LINE_WIDTH_RANGE_MAX = 1.0f; const float ALIASED_POINT_SIZE_RANGE_MIN = 1.0f; } #endif // LIBGLESV2_CONSTANTS_H_
010smithzhang-ddd
src/libGLESv2/constants.h
C++
bsd
935
#include "precompiled.h" // // 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. // // utilities.cpp: Conversion functions and other utility routines. #include "libGLESv2/utilities.h" #include "libGLESv2/mathutil.h" namespace gl { int UniformComponentCount(GLenum type) { switch (type) { case GL_BOOL: case GL_FLOAT: case GL_INT: case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: return 1; case GL_BOOL_VEC2: case GL_FLOAT_VEC2: case GL_INT_VEC2: return 2; case GL_INT_VEC3: case GL_FLOAT_VEC3: case GL_BOOL_VEC3: return 3; case GL_BOOL_VEC4: case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_FLOAT_MAT2: return 4; case GL_FLOAT_MAT3: return 9; case GL_FLOAT_MAT4: return 16; default: UNREACHABLE(); } return 0; } GLenum UniformComponentType(GLenum type) { switch(type) { case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: return GL_BOOL; case GL_FLOAT: case GL_FLOAT_VEC2: case GL_FLOAT_VEC3: case GL_FLOAT_VEC4: case GL_FLOAT_MAT2: case GL_FLOAT_MAT3: case GL_FLOAT_MAT4: return GL_FLOAT; case GL_INT: case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: return GL_INT; default: UNREACHABLE(); } return GL_NONE; } size_t UniformComponentSize(GLenum type) { switch(type) { case GL_BOOL: return sizeof(GLint); case GL_FLOAT: return sizeof(GLfloat); case GL_INT: return sizeof(GLint); default: UNREACHABLE(); } return 0; } size_t UniformInternalSize(GLenum type) { // Expanded to 4-element vectors return UniformComponentSize(UniformComponentType(type)) * VariableRowCount(type) * 4; } size_t UniformExternalSize(GLenum type) { return UniformComponentSize(UniformComponentType(type)) * UniformComponentCount(type); } int VariableRowCount(GLenum type) { switch (type) { case GL_NONE: return 0; case GL_BOOL: case GL_FLOAT: case GL_INT: case GL_BOOL_VEC2: case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_INT_VEC3: case GL_FLOAT_VEC3: case GL_BOOL_VEC3: case GL_BOOL_VEC4: case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: return 1; case GL_FLOAT_MAT2: return 2; case GL_FLOAT_MAT3: return 3; case GL_FLOAT_MAT4: return 4; default: UNREACHABLE(); } return 0; } int VariableColumnCount(GLenum type) { switch (type) { case GL_NONE: return 0; case GL_BOOL: case GL_FLOAT: case GL_INT: case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: return 1; case GL_BOOL_VEC2: case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_FLOAT_MAT2: return 2; case GL_INT_VEC3: case GL_FLOAT_VEC3: case GL_BOOL_VEC3: case GL_FLOAT_MAT3: return 3; case GL_BOOL_VEC4: case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_FLOAT_MAT4: return 4; default: UNREACHABLE(); } return 0; } int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize) { ASSERT(allocationSize <= bitsSize); unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize); for (unsigned int i = 0; i < bitsSize - allocationSize + 1; i++) { if ((*bits & mask) == 0) { *bits |= mask; return i; } mask <<= 1; } return -1; } GLsizei ComputePitch(GLsizei width, GLint internalformat, GLint alignment) { ASSERT(alignment > 0 && isPow2(alignment)); GLsizei rawPitch = ComputePixelSize(internalformat) * width; return (rawPitch + alignment - 1) & ~(alignment - 1); } GLsizei ComputeCompressedPitch(GLsizei width, GLenum internalformat) { return ComputeCompressedSize(width, 1, internalformat); } GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum internalformat) { switch (internalformat) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return 8 * ((width + 3) / 4) * ((height + 3) / 4); case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return 16 * ((width + 3) / 4) * ((height + 3) / 4); default: return 0; } } bool IsCompressed(GLenum format) { if(format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE || format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE) { return true; } else { return false; } } bool IsDepthTexture(GLenum format) { if (format == GL_DEPTH_COMPONENT || format == GL_DEPTH_STENCIL_OES || format == GL_DEPTH_COMPONENT16 || format == GL_DEPTH_COMPONENT32_OES || format == GL_DEPTH24_STENCIL8_OES) { return true; } return false; } bool IsStencilTexture(GLenum format) { if (format == GL_DEPTH_STENCIL_OES || format == GL_DEPTH24_STENCIL8_OES) { return true; } return false; } void MakeValidSize(bool isImage, bool isCompressed, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset) { int upsampleCount = 0; if (isCompressed) { // Don't expand the size of full textures that are at least 4x4 // already. if (isImage || *requestWidth < 4 || *requestHeight < 4) { while (*requestWidth % 4 != 0 || *requestHeight % 4 != 0) { *requestWidth <<= 1; *requestHeight <<= 1; upsampleCount++; } } } *levelOffset = upsampleCount; } // Returns the size, in bytes, of a single texel in an Image int ComputePixelSize(GLint internalformat) { switch (internalformat) { case GL_ALPHA8_EXT: return sizeof(unsigned char); case GL_LUMINANCE8_EXT: return sizeof(unsigned char); case GL_ALPHA32F_EXT: return sizeof(float); case GL_LUMINANCE32F_EXT: return sizeof(float); case GL_ALPHA16F_EXT: return sizeof(unsigned short); case GL_LUMINANCE16F_EXT: return sizeof(unsigned short); case GL_LUMINANCE8_ALPHA8_EXT: return sizeof(unsigned char) * 2; case GL_LUMINANCE_ALPHA32F_EXT: return sizeof(float) * 2; case GL_LUMINANCE_ALPHA16F_EXT: return sizeof(unsigned short) * 2; case GL_RGB8_OES: return sizeof(unsigned char) * 3; case GL_RGB565: return sizeof(unsigned short); case GL_RGB32F_EXT: return sizeof(float) * 3; case GL_RGB16F_EXT: return sizeof(unsigned short) * 3; case GL_RGBA8_OES: return sizeof(unsigned char) * 4; case GL_RGBA4: return sizeof(unsigned short); case GL_RGB5_A1: return sizeof(unsigned short); case GL_RGBA32F_EXT: return sizeof(float) * 4; case GL_RGBA16F_EXT: return sizeof(unsigned short) * 4; case GL_BGRA8_EXT: return sizeof(unsigned char) * 4; case GL_BGRA4_ANGLEX: return sizeof(unsigned short); case GL_BGR5_A1_ANGLEX: return sizeof(unsigned short); default: UNREACHABLE(); } return 0; } bool IsCubemapTextureTarget(GLenum target) { return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z); } bool IsInternalTextureTarget(GLenum target) { return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target); } GLint ConvertSizedInternalFormat(GLenum format, GLenum type) { switch (format) { case GL_ALPHA: switch (type) { case GL_UNSIGNED_BYTE: return GL_ALPHA8_EXT; case GL_FLOAT: return GL_ALPHA32F_EXT; case GL_HALF_FLOAT_OES: return GL_ALPHA16F_EXT; default: UNIMPLEMENTED(); } break; case GL_LUMINANCE: switch (type) { case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_EXT; case GL_FLOAT: return GL_LUMINANCE32F_EXT; case GL_HALF_FLOAT_OES: return GL_LUMINANCE16F_EXT; default: UNIMPLEMENTED(); } break; case GL_LUMINANCE_ALPHA: switch (type) { case GL_UNSIGNED_BYTE: return GL_LUMINANCE8_ALPHA8_EXT; case GL_FLOAT: return GL_LUMINANCE_ALPHA32F_EXT; case GL_HALF_FLOAT_OES: return GL_LUMINANCE_ALPHA16F_EXT; default: UNIMPLEMENTED(); } break; case GL_RGB: switch (type) { case GL_UNSIGNED_BYTE: return GL_RGB8_OES; case GL_UNSIGNED_SHORT_5_6_5: return GL_RGB565; case GL_FLOAT: return GL_RGB32F_EXT; case GL_HALF_FLOAT_OES: return GL_RGB16F_EXT; default: UNIMPLEMENTED(); } break; case GL_RGBA: switch (type) { case GL_UNSIGNED_BYTE: return GL_RGBA8_OES; case GL_UNSIGNED_SHORT_4_4_4_4: return GL_RGBA4; case GL_UNSIGNED_SHORT_5_5_5_1: return GL_RGB5_A1; case GL_FLOAT: return GL_RGBA32F_EXT; case GL_HALF_FLOAT_OES: return GL_RGBA16F_EXT; break; default: UNIMPLEMENTED(); } break; case GL_BGRA_EXT: switch (type) { case GL_UNSIGNED_BYTE: return GL_BGRA8_EXT; case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: return GL_BGRA4_ANGLEX; case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: return GL_BGR5_A1_ANGLEX; default: UNIMPLEMENTED(); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return format; case GL_DEPTH_COMPONENT: switch (type) { case GL_UNSIGNED_SHORT: return GL_DEPTH_COMPONENT16; case GL_UNSIGNED_INT: return GL_DEPTH_COMPONENT32_OES; default: UNIMPLEMENTED(); } break; case GL_DEPTH_STENCIL_OES: switch (type) { case GL_UNSIGNED_INT_24_8_OES: return GL_DEPTH24_STENCIL8_OES; default: UNIMPLEMENTED(); } break; default: UNIMPLEMENTED(); } return GL_NONE; } GLenum ExtractFormat(GLenum internalformat) { switch (internalformat) { case GL_RGB565: return GL_RGB; case GL_RGBA4: return GL_RGBA; case GL_RGB5_A1: return GL_RGBA; case GL_RGB8_OES: return GL_RGB; case GL_RGBA8_OES: return GL_RGBA; case GL_LUMINANCE8_ALPHA8_EXT: return GL_LUMINANCE_ALPHA; case GL_LUMINANCE8_EXT: return GL_LUMINANCE; case GL_ALPHA8_EXT: return GL_ALPHA; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_COMPRESSED_RGB_S3TC_DXT1_EXT; case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; case GL_RGBA32F_EXT: return GL_RGBA; case GL_RGB32F_EXT: return GL_RGB; case GL_ALPHA32F_EXT: return GL_ALPHA; case GL_LUMINANCE32F_EXT: return GL_LUMINANCE; case GL_LUMINANCE_ALPHA32F_EXT: return GL_LUMINANCE_ALPHA; case GL_RGBA16F_EXT: return GL_RGBA; case GL_RGB16F_EXT: return GL_RGB; case GL_ALPHA16F_EXT: return GL_ALPHA; case GL_LUMINANCE16F_EXT: return GL_LUMINANCE; case GL_LUMINANCE_ALPHA16F_EXT: return GL_LUMINANCE_ALPHA; case GL_BGRA8_EXT: return GL_BGRA_EXT; case GL_DEPTH_COMPONENT16: return GL_DEPTH_COMPONENT; case GL_DEPTH_COMPONENT32_OES: return GL_DEPTH_COMPONENT; case GL_DEPTH24_STENCIL8_OES: return GL_DEPTH_STENCIL_OES; default: return GL_NONE; // Unsupported } } GLenum ExtractType(GLenum internalformat) { switch (internalformat) { case GL_RGB565: return GL_UNSIGNED_SHORT_5_6_5; case GL_RGBA4: return GL_UNSIGNED_SHORT_4_4_4_4; case GL_RGB5_A1: return GL_UNSIGNED_SHORT_5_5_5_1; case GL_RGB8_OES: return GL_UNSIGNED_BYTE; case GL_RGBA8_OES: return GL_UNSIGNED_BYTE; case GL_LUMINANCE8_ALPHA8_EXT: return GL_UNSIGNED_BYTE; case GL_LUMINANCE8_EXT: return GL_UNSIGNED_BYTE; case GL_ALPHA8_EXT: return GL_UNSIGNED_BYTE; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE; case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return GL_UNSIGNED_BYTE; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return GL_UNSIGNED_BYTE; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return GL_UNSIGNED_BYTE; case GL_RGBA32F_EXT: return GL_FLOAT; case GL_RGB32F_EXT: return GL_FLOAT; case GL_ALPHA32F_EXT: return GL_FLOAT; case GL_LUMINANCE32F_EXT: return GL_FLOAT; case GL_LUMINANCE_ALPHA32F_EXT: return GL_FLOAT; case GL_RGBA16F_EXT: return GL_HALF_FLOAT_OES; case GL_RGB16F_EXT: return GL_HALF_FLOAT_OES; case GL_ALPHA16F_EXT: return GL_HALF_FLOAT_OES; case GL_LUMINANCE16F_EXT: return GL_HALF_FLOAT_OES; case GL_LUMINANCE_ALPHA16F_EXT: return GL_HALF_FLOAT_OES; case GL_BGRA8_EXT: return GL_UNSIGNED_BYTE; case GL_DEPTH_COMPONENT16: return GL_UNSIGNED_SHORT; case GL_DEPTH_COMPONENT32_OES: return GL_UNSIGNED_INT; case GL_DEPTH24_STENCIL8_OES: return GL_UNSIGNED_INT_24_8_OES; default: return GL_NONE; // Unsupported } } bool IsColorRenderable(GLenum internalformat) { switch (internalformat) { case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: return true; case GL_DEPTH_COMPONENT16: case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return false; case GL_BGRA8_EXT: return true; default: UNIMPLEMENTED(); } return false; } bool IsDepthRenderable(GLenum internalformat) { switch (internalformat) { case GL_DEPTH_COMPONENT16: case GL_DEPTH24_STENCIL8_OES: return true; case GL_STENCIL_INDEX8: case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: return false; default: UNIMPLEMENTED(); } return false; } bool IsStencilRenderable(GLenum internalformat) { switch (internalformat) { case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return true; case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: case GL_DEPTH_COMPONENT16: return false; default: UNIMPLEMENTED(); } return false; } bool IsFloat32Format(GLint internalformat) { switch (internalformat) { case GL_RGBA32F_EXT: case GL_RGB32F_EXT: case GL_ALPHA32F_EXT: case GL_LUMINANCE32F_EXT: case GL_LUMINANCE_ALPHA32F_EXT: return true; default: return false; } } bool IsFloat16Format(GLint internalformat) { switch (internalformat) { case GL_RGBA16F_EXT: case GL_RGB16F_EXT: case GL_ALPHA16F_EXT: case GL_LUMINANCE16F_EXT: case GL_LUMINANCE_ALPHA16F_EXT: return true; default: return false; } } unsigned int GetAlphaSize(GLenum colorFormat) { switch (colorFormat) { case GL_RGBA16F_EXT: return 16; case GL_RGBA32F_EXT: return 32; case GL_RGBA4: return 4; case GL_RGBA8_OES: case GL_BGRA8_EXT: return 8; case GL_RGB5_A1: return 1; case GL_RGB8_OES: case GL_RGB565: case GL_RGB32F_EXT: case GL_RGB16F_EXT: return 0; default: return 0; } } unsigned int GetRedSize(GLenum colorFormat) { switch (colorFormat) { case GL_RGBA16F_EXT: case GL_RGB16F_EXT: return 16; case GL_RGBA32F_EXT: case GL_RGB32F_EXT: return 32; case GL_RGBA4: return 4; case GL_RGBA8_OES: case GL_BGRA8_EXT: case GL_RGB8_OES: return 8; case GL_RGB5_A1: case GL_RGB565: return 5; default: return 0; } } unsigned int GetGreenSize(GLenum colorFormat) { switch (colorFormat) { case GL_RGBA16F_EXT: case GL_RGB16F_EXT: return 16; case GL_RGBA32F_EXT: case GL_RGB32F_EXT: return 32; case GL_RGBA4: return 4; case GL_RGBA8_OES: case GL_BGRA8_EXT: case GL_RGB8_OES: return 8; case GL_RGB5_A1: return 5; case GL_RGB565: return 6; default: return 0; } } unsigned int GetBlueSize(GLenum colorFormat) { switch (colorFormat) { case GL_RGBA16F_EXT: case GL_RGB16F_EXT: return 16; case GL_RGBA32F_EXT: case GL_RGB32F_EXT: return 32; case GL_RGBA4: return 4; case GL_RGBA8_OES: case GL_BGRA8_EXT: case GL_RGB8_OES: return 8; case GL_RGB5_A1: case GL_RGB565: return 5; default: return 0; } } unsigned int GetDepthSize(GLenum depthFormat) { switch (depthFormat) { case GL_DEPTH_COMPONENT16: return 16; case GL_DEPTH_COMPONENT32_OES: return 32; case GL_DEPTH24_STENCIL8_OES: return 24; default: return 0; } } unsigned int GetStencilSize(GLenum stencilFormat) { switch (stencilFormat) { case GL_DEPTH24_STENCIL8_OES: return 8; default: return 0; } } bool IsTriangleMode(GLenum drawMode) { switch (drawMode) { case GL_TRIANGLES: case GL_TRIANGLE_FAN: case GL_TRIANGLE_STRIP: return true; case GL_POINTS: case GL_LINES: case GL_LINE_LOOP: case GL_LINE_STRIP: return false; default: UNREACHABLE(); } return false; } } std::string getTempPath() { char path[MAX_PATH]; DWORD pathLen = GetTempPathA(sizeof(path) / sizeof(path[0]), path); if (pathLen == 0) { UNREACHABLE(); return std::string(); } UINT unique = GetTempFileNameA(path, "sh", 0, path); if (unique == 0) { UNREACHABLE(); return std::string(); } return path; } void writeFile(const char* path, const void* content, size_t size) { FILE* file = fopen(path, "w"); if (!file) { UNREACHABLE(); return; } fwrite(content, sizeof(char), size, file); fclose(file); }
010smithzhang-ddd
src/libGLESv2/utilities.cpp
C++
bsd
20,735
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // main.cpp: DLL entry point and management of thread-local data. #include "libGLESv2/main.h" #include "libGLESv2/Context.h" static DWORD currentTLS = TLS_OUT_OF_INDEXES; extern "C" BOOL WINAPI DllMain(HINSTANCE instance, DWORD reason, LPVOID reserved) { switch (reason) { case DLL_PROCESS_ATTACH: { currentTLS = TlsAlloc(); if (currentTLS == TLS_OUT_OF_INDEXES) { return FALSE; } } // Fall throught to initialize index case DLL_THREAD_ATTACH: { gl::Current *current = (gl::Current*)LocalAlloc(LPTR, sizeof(gl::Current)); if (current) { TlsSetValue(currentTLS, current); current->context = NULL; current->display = NULL; } } break; case DLL_THREAD_DETACH: { void *current = TlsGetValue(currentTLS); if (current) { LocalFree((HLOCAL)current); } } break; case DLL_PROCESS_DETACH: { void *current = TlsGetValue(currentTLS); if (current) { LocalFree((HLOCAL)current); } TlsFree(currentTLS); } break; default: break; } return TRUE; } namespace gl { void makeCurrent(Context *context, egl::Display *display, egl::Surface *surface) { Current *current = (Current*)TlsGetValue(currentTLS); current->context = context; current->display = display; if (context && display && surface) { context->makeCurrent(surface); } } Context *getContext() { Current *current = (Current*)TlsGetValue(currentTLS); return current->context; } Context *getNonLostContext() { Context *context = getContext(); if (context) { if (context->isContextLost()) { gl::error(GL_OUT_OF_MEMORY); return NULL; } else { return context; } } return NULL; } egl::Display *getDisplay() { Current *current = (Current*)TlsGetValue(currentTLS); return current->display; } // Records an error code void error(GLenum errorCode) { gl::Context *context = glGetCurrentContext(); if (context) { switch (errorCode) { case GL_INVALID_ENUM: context->recordInvalidEnum(); TRACE("\t! Error generated: invalid enum\n"); break; case GL_INVALID_VALUE: context->recordInvalidValue(); TRACE("\t! Error generated: invalid value\n"); break; case GL_INVALID_OPERATION: context->recordInvalidOperation(); TRACE("\t! Error generated: invalid operation\n"); break; case GL_OUT_OF_MEMORY: context->recordOutOfMemory(); TRACE("\t! Error generated: out of memory\n"); break; case GL_INVALID_FRAMEBUFFER_OPERATION: context->recordInvalidFramebufferOperation(); TRACE("\t! Error generated: invalid framebuffer operation\n"); break; default: UNREACHABLE(); } } } }
010smithzhang-ddd
src/libGLESv2/main.cpp
C++
bsd
3,507
// // 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. // // utilities.h: Conversion functions and other utility routines. #ifndef LIBGLESV2_UTILITIES_H #define LIBGLESV2_UTILITIES_H #define GL_APICALL #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #include <string> namespace gl { struct Color; int UniformComponentCount(GLenum type); GLenum UniformComponentType(GLenum type); size_t UniformInternalSize(GLenum type); size_t UniformExternalSize(GLenum type); int VariableRowCount(GLenum type); int VariableColumnCount(GLenum type); int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize); void MakeValidSize(bool isImage, bool isCompressed, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset); int ComputePixelSize(GLint internalformat); GLsizei ComputePitch(GLsizei width, GLint internalformat, GLint alignment); GLsizei ComputeCompressedPitch(GLsizei width, GLenum format); GLsizei ComputeCompressedSize(GLsizei width, GLsizei height, GLenum format); bool IsCompressed(GLenum format); bool IsDepthTexture(GLenum format); bool IsStencilTexture(GLenum format); bool IsCubemapTextureTarget(GLenum target); bool IsInternalTextureTarget(GLenum target); GLint ConvertSizedInternalFormat(GLenum format, GLenum type); GLenum ExtractFormat(GLenum internalformat); GLenum ExtractType(GLenum internalformat); bool IsColorRenderable(GLenum internalformat); bool IsDepthRenderable(GLenum internalformat); bool IsStencilRenderable(GLenum internalformat); bool IsFloat32Format(GLint internalformat); bool IsFloat16Format(GLint internalformat); GLuint GetAlphaSize(GLenum colorFormat); GLuint GetRedSize(GLenum colorFormat); GLuint GetGreenSize(GLenum colorFormat); GLuint GetBlueSize(GLenum colorFormat); GLuint GetDepthSize(GLenum depthFormat); GLuint GetStencilSize(GLenum stencilFormat); bool IsTriangleMode(GLenum drawMode); } std::string getTempPath(); void writeFile(const char* path, const void* data, size_t size); #endif // LIBGLESV2_UTILITIES_H
010smithzhang-ddd
src/libGLESv2/utilities.h
C++
bsd
2,143
// // 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. // // main.h: Management of thread-local data. #ifndef LIBGLESV2_MAIN_H_ #define LIBGLESV2_MAIN_H_ #include "common/debug.h" #include "common/system.h" namespace egl { class Display; class Surface; } namespace gl { class Context; struct Current { Context *context; egl::Display *display; }; void makeCurrent(Context *context, egl::Display *display, egl::Surface *surface); Context *getContext(); Context *getNonLostContext(); egl::Display *getDisplay(); void error(GLenum errorCode); template<class T> const T &error(GLenum errorCode, const T &returnValue) { error(errorCode); return returnValue; } } namespace rx { class Renderer; } extern "C" { // Exported functions for use by EGL gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess); void glDestroyContext(gl::Context *context); void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface); gl::Context *glGetCurrentContext(); rx::Renderer *glCreateRenderer(egl::Display *display, HDC hDc, EGLNativeDisplayType displayId); void glDestroyRenderer(rx::Renderer *renderer); __eglMustCastToProperFunctionPointerType __stdcall glGetProcAddress(const char *procname); bool __stdcall glBindTexImage(egl::Surface *surface); } #endif // LIBGLESV2_MAIN_H_
010smithzhang-ddd
src/libGLESv2/main.h
C++
bsd
1,517
#include "precompiled.h" // // 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. // // Program.cpp: Implements the gl::Program class. Implements GL program objects // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. #include "libGLESv2/Program.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/ResourceManager.h" namespace gl { const char * const g_fakepath = "C:\\fakepath"; AttributeBindings::AttributeBindings() { } AttributeBindings::~AttributeBindings() { } InfoLog::InfoLog() : mInfoLog(NULL) { } InfoLog::~InfoLog() { delete[] mInfoLog; } int InfoLog::getLength() const { if (!mInfoLog) { return 0; } else { return strlen(mInfoLog) + 1; } } void InfoLog::getLog(GLsizei bufSize, GLsizei *length, char *infoLog) { int index = 0; if (bufSize > 0) { if (mInfoLog) { index = std::min(bufSize - 1, (int)strlen(mInfoLog)); memcpy(infoLog, mInfoLog, index); } infoLog[index] = '\0'; } if (length) { *length = index; } } // append a santized message to the program info log. // The D3D compiler includes a fake file path in some of the warning or error // messages, so lets remove all occurrences of this fake file path from the log. void InfoLog::appendSanitized(const char *message) { std::string msg(message); size_t found; do { found = msg.find(g_fakepath); if (found != std::string::npos) { msg.erase(found, strlen(g_fakepath)); } } while (found != std::string::npos); append("%s", msg.c_str()); } void InfoLog::append(const char *format, ...) { if (!format) { return; } char info[1024]; va_list vararg; va_start(vararg, format); vsnprintf(info, sizeof(info), format, vararg); va_end(vararg); size_t infoLength = strlen(info); if (!mInfoLog) { mInfoLog = new char[infoLength + 2]; strcpy(mInfoLog, info); strcpy(mInfoLog + infoLength, "\n"); } else { size_t logLength = strlen(mInfoLog); char *newLog = new char[logLength + infoLength + 2]; strcpy(newLog, mInfoLog); strcpy(newLog + logLength, info); strcpy(newLog + logLength + infoLength, "\n"); delete[] mInfoLog; mInfoLog = newLog; } } void InfoLog::reset() { if (mInfoLog) { delete [] mInfoLog; mInfoLog = NULL; } } Program::Program(rx::Renderer *renderer, ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle) { mFragmentShader = NULL; mVertexShader = NULL; mProgramBinary.set(NULL); mDeleteStatus = false; mLinked = false; mRefCount = 0; mRenderer = renderer; } Program::~Program() { unlink(true); if (mVertexShader != NULL) { mVertexShader->release(); } if (mFragmentShader != NULL) { mFragmentShader->release(); } } bool Program::attachShader(Shader *shader) { if (shader->getType() == GL_VERTEX_SHADER) { if (mVertexShader) { return false; } mVertexShader = (VertexShader*)shader; mVertexShader->addRef(); } else if (shader->getType() == GL_FRAGMENT_SHADER) { if (mFragmentShader) { return false; } mFragmentShader = (FragmentShader*)shader; mFragmentShader->addRef(); } else UNREACHABLE(); return true; } bool Program::detachShader(Shader *shader) { if (shader->getType() == GL_VERTEX_SHADER) { if (mVertexShader != shader) { return false; } mVertexShader->release(); mVertexShader = NULL; } else if (shader->getType() == GL_FRAGMENT_SHADER) { if (mFragmentShader != shader) { return false; } mFragmentShader->release(); mFragmentShader = NULL; } else UNREACHABLE(); return true; } int Program::getAttachedShadersCount() const { return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0); } void AttributeBindings::bindAttributeLocation(GLuint index, const char *name) { if (index < MAX_VERTEX_ATTRIBS) { for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { mAttributeBinding[i].erase(name); } mAttributeBinding[index].insert(name); } } void Program::bindAttributeLocation(GLuint index, const char *name) { mAttributeBindings.bindAttributeLocation(index, name); } // Links the HLSL code of the vertex and pixel shader by matching up their varyings, // compiling them into binaries, determining the attribute mappings, and collecting // a list of uniforms bool Program::link() { unlink(false); mInfoLog.reset(); mProgramBinary.set(new ProgramBinary(mRenderer)); mLinked = mProgramBinary->link(mInfoLog, mAttributeBindings, mFragmentShader, mVertexShader); return mLinked; } int AttributeBindings::getAttributeBinding(const std::string &name) const { for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++) { if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end()) { return location; } } return -1; } // Returns the program object to an unlinked state, before re-linking, or at destruction void Program::unlink(bool destroy) { if (destroy) // Object being destructed { if (mFragmentShader) { mFragmentShader->release(); mFragmentShader = NULL; } if (mVertexShader) { mVertexShader->release(); mVertexShader = NULL; } } mProgramBinary.set(NULL); mLinked = false; } bool Program::isLinked() { return mLinked; } ProgramBinary* Program::getProgramBinary() { return mProgramBinary.get(); } bool Program::setProgramBinary(const void *binary, GLsizei length) { unlink(false); mInfoLog.reset(); mProgramBinary.set(new ProgramBinary(mRenderer)); mLinked = mProgramBinary->load(mInfoLog, binary, length); if (!mLinked) { mProgramBinary.set(NULL); } return mLinked; } void Program::release() { mRefCount--; if (mRefCount == 0 && mDeleteStatus) { mResourceManager->deleteProgram(mHandle); } } void Program::addRef() { mRefCount++; } unsigned int Program::getRefCount() const { return mRefCount; } GLint Program::getProgramBinaryLength() const { ProgramBinary *programBinary = mProgramBinary.get(); if (programBinary) { return programBinary->getLength(); } else { return 0; } } int Program::getInfoLogLength() const { return mInfoLog.getLength(); } void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) { return mInfoLog.getLog(bufSize, length, infoLog); } void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) { int total = 0; if (mVertexShader) { if (total < maxCount) { shaders[total] = mVertexShader->getHandle(); } total++; } if (mFragmentShader) { if (total < maxCount) { shaders[total] = mFragmentShader->getHandle(); } total++; } if (count) { *count = total; } } void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { ProgramBinary *programBinary = getProgramBinary(); if (programBinary) { programBinary->getActiveAttribute(index, bufsize, length, size, type, name); } else { if (bufsize > 0) { name[0] = '\0'; } if (length) { *length = 0; } *type = GL_NONE; *size = 1; } } GLint Program::getActiveAttributeCount() { ProgramBinary *programBinary = getProgramBinary(); if (programBinary) { return programBinary->getActiveAttributeCount(); } else { return 0; } } GLint Program::getActiveAttributeMaxLength() { ProgramBinary *programBinary = getProgramBinary(); if (programBinary) { return programBinary->getActiveAttributeMaxLength(); } else { return 0; } } void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { ProgramBinary *programBinary = getProgramBinary(); if (programBinary) { return programBinary->getActiveUniform(index, bufsize, length, size, type, name); } else { if (bufsize > 0) { name[0] = '\0'; } if (length) { *length = 0; } *size = 0; *type = GL_NONE; } } GLint Program::getActiveUniformCount() { ProgramBinary *programBinary = getProgramBinary(); if (programBinary) { return programBinary->getActiveUniformCount(); } else { return 0; } } GLint Program::getActiveUniformMaxLength() { ProgramBinary *programBinary = getProgramBinary(); if (programBinary) { return programBinary->getActiveUniformMaxLength(); } else { return 0; } } void Program::flagForDeletion() { mDeleteStatus = true; } bool Program::isFlaggedForDeletion() const { return mDeleteStatus; } void Program::validate() { mInfoLog.reset(); ProgramBinary *programBinary = getProgramBinary(); if (isLinked() && programBinary) { programBinary->validate(mInfoLog); } else { mInfoLog.append("Program has not been successfully linked."); } } bool Program::isValidated() const { ProgramBinary *programBinary = mProgramBinary.get(); if (programBinary) { return programBinary->isValidated(); } else { return false; } } }
010smithzhang-ddd
src/libGLESv2/Program.cpp
C++
bsd
10,217
#include "precompiled.h" // // 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 "libGLESv2/main.h" #include "libGLESv2/utilities.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/Fence.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/Program.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Query.h" #include "libGLESv2/Texture.h" #include "libGLESv2/ResourceManager.h" #include "libGLESv2/renderer/IndexDataManager.h" #include "libGLESv2/renderer/RenderTarget.h" #include "libGLESv2/renderer/Renderer.h" #include "libEGL/Surface.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 gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer) { ASSERT(robustAccess == false); // Unimplemented mFenceHandleAllocator.setBaseHandle(0); setClearColor(0.0f, 0.0f, 0.0f, 0.0f); mState.depthClearValue = 1.0f; mState.stencilClearValue = 0; mState.rasterizer.cullFace = false; mState.rasterizer.cullMode = GL_BACK; mState.rasterizer.frontFace = GL_CCW; mState.rasterizer.polygonOffsetFill = false; mState.rasterizer.polygonOffsetFactor = 0.0f; mState.rasterizer.polygonOffsetUnits = 0.0f; mState.rasterizer.pointDrawMode = false; mState.rasterizer.multiSample = false; mState.scissorTest = false; mState.scissor.x = 0; mState.scissor.y = 0; mState.scissor.width = 0; mState.scissor.height = 0; mState.blend.blend = false; mState.blend.sourceBlendRGB = GL_ONE; mState.blend.sourceBlendAlpha = GL_ONE; mState.blend.destBlendRGB = GL_ZERO; mState.blend.destBlendAlpha = GL_ZERO; mState.blend.blendEquationRGB = GL_FUNC_ADD; mState.blend.blendEquationAlpha = GL_FUNC_ADD; mState.blend.sampleAlphaToCoverage = false; mState.blend.dither = true; mState.blendColor.red = 0; mState.blendColor.green = 0; mState.blendColor.blue = 0; mState.blendColor.alpha = 0; mState.depthStencil.depthTest = false; mState.depthStencil.depthFunc = GL_LESS; mState.depthStencil.depthMask = true; mState.depthStencil.stencilTest = false; mState.depthStencil.stencilFunc = GL_ALWAYS; mState.depthStencil.stencilMask = -1; mState.depthStencil.stencilWritemask = -1; mState.depthStencil.stencilBackFunc = GL_ALWAYS; mState.depthStencil.stencilBackMask = - 1; mState.depthStencil.stencilBackWritemask = -1; mState.depthStencil.stencilFail = GL_KEEP; mState.depthStencil.stencilPassDepthFail = GL_KEEP; mState.depthStencil.stencilPassDepthPass = GL_KEEP; mState.depthStencil.stencilBackFail = GL_KEEP; mState.depthStencil.stencilBackPassDepthFail = GL_KEEP; mState.depthStencil.stencilBackPassDepthPass = GL_KEEP; mState.stencilRef = 0; mState.stencilBackRef = 0; mState.sampleCoverage = false; mState.sampleCoverageValue = 1.0f; mState.sampleCoverageInvert = false; mState.generateMipmapHint = GL_DONT_CARE; mState.fragmentShaderDerivativeHint = GL_DONT_CARE; mState.lineWidth = 1.0f; mState.viewport.x = 0; mState.viewport.y = 0; mState.viewport.width = 0; mState.viewport.height = 0; mState.zNear = 0.0f; mState.zFar = 1.0f; mState.blend.colorMaskRed = true; mState.blend.colorMaskGreen = true; mState.blend.colorMaskBlue = true; mState.blend.colorMaskAlpha = true; if (shareContext != NULL) { mResourceManager = shareContext->mResourceManager; mResourceManager->addRef(); } else { mResourceManager = new ResourceManager(mRenderer); } // [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(mRenderer, 0)); mTextureCubeMapZero.set(new TextureCubeMap(mRenderer, 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; 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; mSupportsBGRATextures = false; mSupportsDXT1Textures = false; mSupportsDXT3Textures = false; mSupportsDXT5Textures = false; mSupportsEventQueries = false; mSupportsOcclusionQueries = false; mNumCompressedTextureFormats = 0; } 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); } for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) { for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; 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); mResourceManager->release(); } void Context::makeCurrent(egl::Surface *surface) { if (!mHasBeenCurrent) { mMajorShaderModel = mRenderer->getMajorShaderModel(); mMaximumPointSize = mRenderer->getMaxPointSize(); mSupportsVertexTexture = mRenderer->getVertexTextureSupport(); mSupportsNonPower2Texture = mRenderer->getNonPower2TextureSupport(); mSupportsInstancing = mRenderer->getInstancingSupport(); mMaxViewportDimension = mRenderer->getMaxViewportDimension(); mMaxTextureDimension = std::min(std::min(mRenderer->getMaxTextureWidth(), mRenderer->getMaxTextureHeight()), (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 = mRenderer->getTextureMaxAnisotropy(); TRACE("MaxTextureDimension=%d, MaxCubeTextureDimension=%d, MaxRenderbufferDimension=%d, MaxTextureLevel=%d, MaxTextureAnisotropy=%f", mMaxTextureDimension, mMaxCubeTextureDimension, mMaxRenderbufferDimension, mMaxTextureLevel, mMaxTextureAnisotropy); mSupportsEventQueries = mRenderer->getEventQuerySupport(); mSupportsOcclusionQueries = mRenderer->getOcclusionQuerySupport(); mSupportsBGRATextures = mRenderer->getBGRATextureSupport(); mSupportsDXT1Textures = mRenderer->getDXT1TextureSupport(); mSupportsDXT3Textures = mRenderer->getDXT3TextureSupport(); mSupportsDXT5Textures = mRenderer->getDXT5TextureSupport(); mSupportsFloat32Textures = mRenderer->getFloat32TextureSupport(&mSupportsFloat32LinearFilter, &mSupportsFloat32RenderableTextures); mSupportsFloat16Textures = mRenderer->getFloat16TextureSupport(&mSupportsFloat16LinearFilter, &mSupportsFloat16RenderableTextures); mSupportsLuminanceTextures = mRenderer->getLuminanceTextureSupport(); mSupportsLuminanceAlphaTextures = mRenderer->getLuminanceAlphaTextureSupport(); mSupportsDepthTextures = mRenderer->getDepthTextureSupport(); mSupportsTextureFilterAnisotropy = mRenderer->getTextureFilterAnisotropySupport(); mSupports32bitIndices = mRenderer->get32BitIndexSupport(); mNumCompressedTextureFormats = 0; if (supportsDXT1Textures()) { mNumCompressedTextureFormats += 2; } if (supportsDXT3Textures()) { mNumCompressedTextureFormats += 1; } if (supportsDXT5Textures()) { mNumCompressedTextureFormats += 1; } initExtensionString(); initRendererString(); mState.viewport.x = 0; mState.viewport.y = 0; mState.viewport.width = surface->getWidth(); mState.viewport.height = surface->getHeight(); mState.scissor.x = 0; mState.scissor.y = 0; mState.scissor.width = surface->getWidth(); mState.scissor.height = surface->getHeight(); mHasBeenCurrent = true; } // Wrap the existing swapchain resources into GL objects and assign them to the '0' names rx::SwapChain *swapchain = surface->getSwapChain(); Colorbuffer *colorbufferZero = new Colorbuffer(mRenderer, swapchain); DepthStencilbuffer *depthStencilbufferZero = new DepthStencilbuffer(mRenderer, swapchain); Framebuffer *framebufferZero = new DefaultFramebuffer(mRenderer, colorbufferZero, depthStencilbufferZero); setFramebufferZero(framebufferZero); } // 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; 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) { mState.rasterizer.cullFace = enabled; } bool Context::isCullFaceEnabled() const { return mState.rasterizer.cullFace; } void Context::setCullMode(GLenum mode) { mState.rasterizer.cullMode = mode; } void Context::setFrontFace(GLenum front) { mState.rasterizer.frontFace = front; } void Context::setDepthTest(bool enabled) { mState.depthStencil.depthTest = enabled; } bool Context::isDepthTestEnabled() const { return mState.depthStencil.depthTest; } void Context::setDepthFunc(GLenum depthFunc) { mState.depthStencil.depthFunc = depthFunc; } void Context::setDepthRange(float zNear, float zFar) { mState.zNear = zNear; mState.zFar = zFar; } void Context::setBlend(bool enabled) { mState.blend.blend = enabled; } bool Context::isBlendEnabled() const { return mState.blend.blend; } void Context::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) { mState.blend.sourceBlendRGB = sourceRGB; mState.blend.destBlendRGB = destRGB; mState.blend.sourceBlendAlpha = sourceAlpha; mState.blend.destBlendAlpha = destAlpha; } void Context::setBlendColor(float red, float green, float blue, float alpha) { mState.blendColor.red = red; mState.blendColor.green = green; mState.blendColor.blue = blue; mState.blendColor.alpha = alpha; } void Context::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) { mState.blend.blendEquationRGB = rgbEquation; mState.blend.blendEquationAlpha = alphaEquation; } void Context::setStencilTest(bool enabled) { mState.depthStencil.stencilTest = enabled; } bool Context::isStencilTestEnabled() const { return mState.depthStencil.stencilTest; } void Context::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) { mState.depthStencil.stencilFunc = stencilFunc; mState.stencilRef = (stencilRef > 0) ? stencilRef : 0; mState.depthStencil.stencilMask = stencilMask; } void Context::setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask) { mState.depthStencil.stencilBackFunc = stencilBackFunc; mState.stencilBackRef = (stencilBackRef > 0) ? stencilBackRef : 0; mState.depthStencil.stencilBackMask = stencilBackMask; } void Context::setStencilWritemask(GLuint stencilWritemask) { mState.depthStencil.stencilWritemask = stencilWritemask; } void Context::setStencilBackWritemask(GLuint stencilBackWritemask) { mState.depthStencil.stencilBackWritemask = stencilBackWritemask; } void Context::setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass) { mState.depthStencil.stencilFail = stencilFail; mState.depthStencil.stencilPassDepthFail = stencilPassDepthFail; mState.depthStencil.stencilPassDepthPass = stencilPassDepthPass; } void Context::setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass) { mState.depthStencil.stencilBackFail = stencilBackFail; mState.depthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail; mState.depthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass; } void Context::setPolygonOffsetFill(bool enabled) { mState.rasterizer.polygonOffsetFill = enabled; } bool Context::isPolygonOffsetFillEnabled() const { return mState.rasterizer.polygonOffsetFill; } void Context::setPolygonOffsetParams(GLfloat factor, GLfloat units) { // An application can pass NaN values here, so handle this gracefully mState.rasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor; mState.rasterizer.polygonOffsetUnits = units != units ? 0.0f : units; } void Context::setSampleAlphaToCoverage(bool enabled) { mState.blend.sampleAlphaToCoverage = enabled; } bool Context::isSampleAlphaToCoverageEnabled() const { return mState.blend.sampleAlphaToCoverage; } void Context::setSampleCoverage(bool enabled) { mState.sampleCoverage = enabled; } bool Context::isSampleCoverageEnabled() const { return mState.sampleCoverage; } void Context::setSampleCoverageParams(GLclampf value, bool invert) { mState.sampleCoverageValue = value; mState.sampleCoverageInvert = invert; } void Context::setScissorTest(bool enabled) { mState.scissorTest = enabled; } bool Context::isScissorTestEnabled() const { return mState.scissorTest; } void Context::setDither(bool enabled) { mState.blend.dither = enabled; } bool Context::isDitherEnabled() const { return mState.blend.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.viewport.x = x; mState.viewport.y = y; mState.viewport.width = width; mState.viewport.height = height; } void Context::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) { mState.scissor.x = x; mState.scissor.y = y; mState.scissor.width = width; mState.scissor.height = height; } void Context::setColorMask(bool red, bool green, bool blue, bool alpha) { mState.blend.colorMaskRed = red; mState.blend.colorMaskGreen = green; mState.blend.colorMaskBlue = blue; mState.blend.colorMaskAlpha = alpha; } void Context::setDepthMask(bool mask) { mState.depthStencil.depthMask = mask; } 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; } 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(mRenderer); 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(mRenderer); } mState.readFramebuffer = framebuffer; } void Context::bindDrawFramebuffer(GLuint framebuffer) { if (!getFramebuffer(framebuffer)) { mFramebufferMap[framebuffer] = new Framebuffer(mRenderer); } 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); 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()); } } 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()); } } 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 gl::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 gl::error(GL_INVALID_OPERATION); } // check for type mismatch if (queryObject->getType() != target) { return gl::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 gl::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(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples) { RenderbufferStorage *renderbuffer = NULL; switch (internalformat) { case GL_DEPTH_COMPONENT16: renderbuffer = new gl::Depthbuffer(mRenderer, width, height, samples); break; case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: renderbuffer = new gl::Colorbuffer(mRenderer,width, height, internalformat, samples); break; case GL_STENCIL_INDEX8: renderbuffer = new gl::Stencilbuffer(mRenderer, width, height, samples); break; case GL_DEPTH24_STENCIL8_OES: renderbuffer = new gl::DepthStencilbuffer(mRenderer, width, height, samples); break; default: UNREACHABLE(); return; } 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(mRenderer, type, handle); 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.depthStencil.depthMask; break; case GL_COLOR_WRITEMASK: params[0] = mState.blend.colorMaskRed; params[1] = mState.blend.colorMaskGreen; params[2] = mState.blend.colorMaskBlue; params[3] = mState.blend.colorMaskAlpha; break; case GL_CULL_FACE: *params = mState.rasterizer.cullFace; break; case GL_POLYGON_OFFSET_FILL: *params = mState.rasterizer.polygonOffsetFill; break; case GL_SAMPLE_ALPHA_TO_COVERAGE: *params = mState.blend.sampleAlphaToCoverage; break; case GL_SAMPLE_COVERAGE: *params = mState.sampleCoverage; break; case GL_SCISSOR_TEST: *params = mState.scissorTest; break; case GL_STENCIL_TEST: *params = mState.depthStencil.stencilTest; break; case GL_DEPTH_TEST: *params = mState.depthStencil.depthTest; break; case GL_BLEND: *params = mState.blend.blend; break; case GL_DITHER: *params = mState.blend.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.rasterizer.polygonOffsetFactor; break; case GL_POLYGON_OFFSET_UNITS: *params = mState.rasterizer.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) { if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) { unsigned int colorAttachment = (pname - GL_DRAW_BUFFER0_EXT); if (colorAttachment >= mRenderer->getMaxRenderTargets()) { // return true to stop further operation in the parent call return gl::error(GL_INVALID_OPERATION, true); } Framebuffer *framebuffer = getDrawFramebuffer(); *params = framebuffer->getDrawBufferState(colorAttachment); return true; } // 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 = mRenderer->getMaxVertexUniformVectors(); break; case GL_MAX_VARYING_VECTORS: *params = mRenderer->getMaxVaryingVectors(); break; case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxCombinedTextureImageUnits(); break; case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = mRenderer->getMaxVertexTextureImageUnits(); break; case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break; case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = mRenderer->getMaxFragmentUniformVectors(); break; case GL_MAX_RENDERBUFFER_SIZE: *params = getMaximumRenderbufferDimension(); break; case GL_MAX_COLOR_ATTACHMENTS_EXT: *params = mRenderer->getMaxRenderTargets(); break; case GL_MAX_DRAW_BUFFERS_EXT: *params = mRenderer->getMaxRenderTargets(); 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.depthStencil.stencilFunc; break; case GL_STENCIL_REF: *params = mState.stencilRef; break; case GL_STENCIL_VALUE_MASK: *params = mState.depthStencil.stencilMask; break; case GL_STENCIL_BACK_FUNC: *params = mState.depthStencil.stencilBackFunc; break; case GL_STENCIL_BACK_REF: *params = mState.stencilBackRef; break; case GL_STENCIL_BACK_VALUE_MASK: *params = mState.depthStencil.stencilBackMask; break; case GL_STENCIL_FAIL: *params = mState.depthStencil.stencilFail; break; case GL_STENCIL_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilPassDepthFail; break; case GL_STENCIL_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilPassDepthPass; break; case GL_STENCIL_BACK_FAIL: *params = mState.depthStencil.stencilBackFail; break; case GL_STENCIL_BACK_PASS_DEPTH_FAIL: *params = mState.depthStencil.stencilBackPassDepthFail; break; case GL_STENCIL_BACK_PASS_DEPTH_PASS: *params = mState.depthStencil.stencilBackPassDepthPass; break; case GL_DEPTH_FUNC: *params = mState.depthStencil.depthFunc; break; case GL_BLEND_SRC_RGB: *params = mState.blend.sourceBlendRGB; break; case GL_BLEND_SRC_ALPHA: *params = mState.blend.sourceBlendAlpha; break; case GL_BLEND_DST_RGB: *params = mState.blend.destBlendRGB; break; case GL_BLEND_DST_ALPHA: *params = mState.blend.destBlendAlpha; break; case GL_BLEND_EQUATION_RGB: *params = mState.blend.blendEquationRGB; break; case GL_BLEND_EQUATION_ALPHA: *params = mState.blend.blendEquationAlpha; break; case GL_STENCIL_WRITEMASK: *params = mState.depthStencil.stencilWritemask; break; case GL_STENCIL_BACK_WRITEMASK: *params = mState.depthStencil.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: { params[0] = mMaxViewportDimension; params[1] = mMaxViewportDimension; } 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.viewport.x; params[1] = mState.viewport.y; params[2] = mState.viewport.width; params[3] = mState.viewport.height; break; case GL_SCISSOR_BOX: params[0] = mState.scissor.x; params[1] = mState.scissor.y; params[2] = mState.scissor.width; params[3] = mState.scissor.height; break; case GL_CULL_FACE_MODE: *params = mState.rasterizer.cullMode; break; case GL_FRONT_FACE: *params = mState.rasterizer.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->getFirstColorbuffer(); 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 > mRenderer->getMaxCombinedTextureImageUnits() - 1) { gl::error(GL_INVALID_OPERATION); return false; } *params = mState.samplerTexture[TEXTURE_2D][mState.activeSampler].id(); } break; case GL_TEXTURE_BINDING_CUBE_MAP: { if (mState.activeSampler > mRenderer->getMaxCombinedTextureImageUnits() - 1) { gl::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) { if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) { *type = GL_INT; *numParams = 1; return true; } // Please note: the query type returned for DEPTH_CLEAR_VALUE in this implementation // is FLOAT rather than INT, as would be suggested by the GL ES 2.0 spec. This is due // to the fact that it is stored internally as a float, and so would require conversion // if returned from Context::getIntegerv. Since this conversion is already implemented // in the case that one calls glGetIntegerv to retrieve a float-typed state variable, we // place DEPTH_CLEAR_VALUE with the floats. This should make no difference to the calling // application. switch (pname) { case GL_COMPRESSED_TEXTURE_FORMATS: { *type = GL_INT; *numParams = 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_MAX_COLOR_ATTACHMENTS_EXT: case GL_MAX_DRAW_BUFFERS_EXT: case GL_NUM_SHADER_BINARY_FORMATS: case GL_NUM_COMPRESSED_TEXTURE_FORMATS: case GL_ARRAY_BUFFER_BINDING: case GL_FRAMEBUFFER_BINDING: 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 renderer bool Context::applyRenderTarget(GLenum drawMode, bool ignoreViewport) { Framebuffer *framebufferObject = getDrawFramebuffer(); if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) { return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION, false); } mRenderer->applyRenderTarget(framebufferObject); if (!mRenderer->setViewport(mState.viewport, mState.zNear, mState.zFar, drawMode, mState.rasterizer.frontFace, ignoreViewport)) { return false; } mRenderer->setScissorRectangle(mState.scissor, mState.scissorTest); return true; } // Applies the fixed-function state (culling, depth test, alpha blending, stenciling, etc) to the Direct3D 9 device void Context::applyState(GLenum drawMode) { Framebuffer *framebufferObject = getDrawFramebuffer(); int samples = framebufferObject->getSamples(); mState.rasterizer.pointDrawMode = (drawMode == GL_POINTS); mState.rasterizer.multiSample = (samples != 0); mRenderer->setRasterizerState(mState.rasterizer); unsigned int mask = 0; if (mState.sampleCoverage) { if (mState.sampleCoverageValue != 0) { float threshold = 0.5f; for (int i = 0; i < samples; ++i) { mask <<= 1; if ((i + 1) * mState.sampleCoverageValue >= threshold) { threshold += 1.0f; mask |= 1; } } } if (mState.sampleCoverageInvert) { mask = ~mask; } } else { mask = 0xFFFFFFFF; } mRenderer->setBlendState(mState.blend, mState.blendColor, mask); mRenderer->setDepthStencilState(mState.depthStencil, mState.stencilRef, mState.stencilBackRef, mState.rasterizer.frontFace == GL_CCW); } // Applies the shaders and shader constants to the Direct3D 9 device void Context::applyShaders() { ProgramBinary *programBinary = getCurrentProgramBinary(); mRenderer->applyShaders(programBinary); 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(); // Range of Direct3D samplers of given sampler type int samplerCount = (type == SAMPLER_PIXEL) ? MAX_TEXTURE_IMAGE_UNITS : mRenderer->getMaxVertexTextureImageUnits(); int samplerRange = programBinary->getUsedSamplerRange(type); for (int samplerIndex = 0; samplerIndex < samplerRange; samplerIndex++) { int textureUnit = programBinary->getSamplerMapping(type, samplerIndex); // OpenGL texture image unit index if (textureUnit != -1) { TextureType textureType = programBinary->getSamplerTextureType(type, samplerIndex); Texture *texture = getSamplerTexture(textureUnit, textureType); if (texture->isSamplerComplete()) { SamplerState samplerState; texture->getSamplerState(&samplerState); mRenderer->setSamplerState(type, samplerIndex, samplerState); mRenderer->setTexture(type, samplerIndex, texture); texture->resetDirty(); } else { mRenderer->setTexture(type, samplerIndex, getIncompleteTexture(textureType)); } } else { mRenderer->setTexture(type, samplerIndex, NULL); } } for (int samplerIndex = samplerRange; samplerIndex < samplerCount; samplerIndex++) { mRenderer->setTexture(type, samplerIndex, NULL); } } 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 gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); } if (getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0) { return gl::error(GL_INVALID_OPERATION); } GLsizei outputPitch = ComputePitch(width, ConvertSizedInternalFormat(format, type), getPackAlignment()); // sized query sanity check if (bufSize) { int requiredSize = outputPitch * height; if (requiredSize > *bufSize) { return gl::error(GL_INVALID_OPERATION); } } mRenderer->readPixels(framebuffer, x, y, width, height, format, type, outputPitch, getPackReverseRowOrder(), getPackAlignment(), pixels); } void Context::clear(GLbitfield mask) { Framebuffer *framebufferObject = getDrawFramebuffer(); if (!framebufferObject || framebufferObject->completeness() != GL_FRAMEBUFFER_COMPLETE) { return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); } DWORD flags = 0; GLbitfield finalMask = 0; if (mask & GL_COLOR_BUFFER_BIT) { mask &= ~GL_COLOR_BUFFER_BIT; if (framebufferObject->hasEnabledColorAttachment()) { finalMask |= GL_COLOR_BUFFER_BIT; } } if (mask & GL_DEPTH_BUFFER_BIT) { mask &= ~GL_DEPTH_BUFFER_BIT; if (mState.depthStencil.depthMask && framebufferObject->getDepthbufferType() != GL_NONE) { finalMask |= GL_DEPTH_BUFFER_BIT; } } if (mask & GL_STENCIL_BUFFER_BIT) { mask &= ~GL_STENCIL_BUFFER_BIT; if (framebufferObject->getStencilbufferType() != GL_NONE) { rx::RenderTarget *depthStencil = framebufferObject->getStencilbuffer()->getDepthStencil(); if (!depthStencil) { ERR("Depth stencil pointer unexpectedly null."); return; } if (GetStencilSize(depthStencil->getActualFormat()) > 0) { finalMask |= GL_STENCIL_BUFFER_BIT; } } } if (mask != 0) { return gl::error(GL_INVALID_VALUE); } if (!applyRenderTarget(GL_TRIANGLES, true)) // Clips the clear to the scissor rectangle but not the viewport { return; } ClearParameters clearParams; clearParams.mask = finalMask; clearParams.colorClearValue = mState.colorClearValue; clearParams.colorMaskRed = mState.blend.colorMaskRed; clearParams.colorMaskGreen = mState.blend.colorMaskGreen; clearParams.colorMaskBlue = mState.blend.colorMaskBlue; clearParams.colorMaskAlpha = mState.blend.colorMaskAlpha; clearParams.depthClearValue = mState.depthClearValue; clearParams.stencilClearValue = mState.stencilClearValue; clearParams.stencilWriteMask = mState.depthStencil.stencilWritemask; mRenderer->clear(clearParams, framebufferObject); } void Context::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances) { if (!mState.currentProgram) { return gl::error(GL_INVALID_OPERATION); } if (!mRenderer->applyPrimitiveType(mode, count)) { return; } if (!applyRenderTarget(mode, false)) { return; } applyState(mode); ProgramBinary *programBinary = getCurrentProgramBinary(); GLenum err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, first, count, instances); if (err != GL_NO_ERROR) { return gl::error(err); } applyShaders(); applyTextures(); if (!programBinary->validateSamplers(NULL)) { return gl::error(GL_INVALID_OPERATION); } if (!skipDraw(mode)) { mRenderer->drawArrays(mode, count, instances); } } void Context::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances) { if (!mState.currentProgram) { return gl::error(GL_INVALID_OPERATION); } if (!indices && !mState.elementArrayBuffer) { return gl::error(GL_INVALID_OPERATION); } if (!mRenderer->applyPrimitiveType(mode, count)) { return; } if (!applyRenderTarget(mode, false)) { return; } applyState(mode); rx::TranslatedIndexData indexInfo; GLenum err = mRenderer->applyIndexBuffer(indices, mState.elementArrayBuffer.get(), count, mode, type, &indexInfo); if (err != GL_NO_ERROR) { return gl::error(err); } ProgramBinary *programBinary = getCurrentProgramBinary(); GLsizei vertexCount = indexInfo.maxIndex - indexInfo.minIndex + 1; err = mRenderer->applyVertexBuffer(programBinary, mState.vertexAttribute, indexInfo.minIndex, vertexCount, instances); if (err != GL_NO_ERROR) { return gl::error(err); } applyShaders(); applyTextures(); if (!programBinary->validateSamplers(NULL)) { return gl::error(GL_INVALID_OPERATION); } if (!skipDraw(mode)) { mRenderer->drawElements(mode, count, type, indices, mState.elementArrayBuffer.get(), indexInfo, instances); } } // Implements glFlush when block is false, glFinish when block is true void Context::sync(bool block) { mRenderer->sync(block); } void Context::recordInvalidEnum() { mInvalidEnum = true; } void Context::recordInvalidValue() { mInvalidValue = true; } void Context::recordInvalidOperation() { mInvalidOperation = true; } void Context::recordOutOfMemory() { mOutOfMemory = true; } void Context::recordInvalidFramebufferOperation() { mInvalidFramebufferOperation = true; } // 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 (mInvalidEnum) { mInvalidEnum = false; return GL_INVALID_ENUM; } if (mInvalidValue) { mInvalidValue = false; return GL_INVALID_VALUE; } if (mInvalidOperation) { mInvalidOperation = false; return GL_INVALID_OPERATION; } if (mOutOfMemory) { mOutOfMemory = false; return GL_OUT_OF_MEMORY; } if (mInvalidFramebufferOperation) { mInvalidFramebufferOperation = false; return GL_INVALID_FRAMEBUFFER_OPERATION; } return GL_NO_ERROR; } GLenum Context::getResetStatus() { if (mResetStatus == GL_NO_ERROR && !mContextLost) { // mResetStatus will be set by the markContextLost callback // in the case a notification is sent mRenderer->testDeviceLost(true); } GLenum status = mResetStatus; if (mResetStatus != GL_NO_ERROR) { ASSERT(mContextLost); if (mRenderer->testDeviceResettable()) { mResetStatus = GL_NO_ERROR; } } return status; } bool Context::isResetNotificationEnabled() { return (mResetStrategy == GL_LOSE_CONTEXT_ON_RESET_EXT); } int Context::getMajorShaderModel() const { return mMajorShaderModel; } float Context::getMaximumPointSize() const { return mMaximumPointSize; } unsigned int Context::getMaximumCombinedTextureImageUnits() const { return mRenderer->getMaxCombinedTextureImageUnits(); } int Context::getMaxSupportedSamples() const { return mRenderer->getMaxSupportedSamples(); } unsigned int Context::getMaximumRenderTargets() const { return mRenderer->getMaxRenderTargets(); } bool Context::supportsEventQueries() const { return mSupportsEventQueries; } bool Context::supportsOcclusionQueries() const { return mSupportsOcclusionQueries; } bool Context::supportsBGRATextures() const { return mSupportsBGRATextures; } bool Context::supportsDXT1Textures() const { return mSupportsDXT1Textures; } bool Context::supportsDXT3Textures() const { return mSupportsDXT3Textures; } bool Context::supportsDXT5Textures() const { return mSupportsDXT5Textures; } bool Context::supportsFloat32Textures() const { return mSupportsFloat32Textures; } bool Context::supportsFloat32LinearFilter() const { return mSupportsFloat32LinearFilter; } bool Context::supportsFloat32RenderableTextures() const { return mSupportsFloat32RenderableTextures; } bool Context::supportsFloat16Textures() const { return mSupportsFloat16Textures; } bool Context::supportsFloat16LinearFilter() const { return mSupportsFloat16LinearFilter; } bool Context::supportsFloat16RenderableTextures() const { return mSupportsFloat16RenderableTextures; } int Context::getMaximumRenderbufferDimension() const { return mMaxRenderbufferDimension; } int Context::getMaximumTextureDimension() const { return mMaxTextureDimension; } int Context::getMaximumCubeTextureDimension() const { return mMaxCubeTextureDimension; } int Context::getMaximumTextureLevel() const { return mMaxTextureLevel; } bool Context::supportsLuminanceTextures() const { return mSupportsLuminanceTextures; } bool Context::supportsLuminanceAlphaTextures() const { return mSupportsLuminanceAlphaTextures; } bool Context::supportsDepthTextures() const { return mSupportsDepthTextures; } bool Context::supports32bitIndices() const { return mSupports32bitIndices; } bool Context::supportsNonPower2Texture() const { return mSupportsNonPower2Texture; } bool Context::supportsInstancing() const { return mSupportsInstancing; } bool Context::supportsTextureFilterAnisotropy() const { return mSupportsTextureFilterAnisotropy; } float Context::getTextureMaxAnisotropy() const { return mMaxTextureAnisotropy; } bool Context::getCurrentReadFormatType(GLenum *format, GLenum *type) { Framebuffer *framebuffer = getReadFramebuffer(); if (!framebuffer || framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) { return gl::error(GL_INVALID_OPERATION, false); } Renderbuffer *renderbuffer = framebuffer->getReadColorbuffer(); if (!renderbuffer) { return gl::error(GL_INVALID_OPERATION, false); } *format = gl::ExtractFormat(renderbuffer->getActualFormat()); *type = gl::ExtractType(renderbuffer->getActualFormat()); return true; } void Context::detachBuffer(GLuint buffer) { // [OpenGL ES 2.0.24] section 2.9 page 22: // If a buffer object is deleted while it is bound, all bindings to that object in the current context // (i.e. in the thread that called Delete-Buffers) are reset to zero. if (mState.arrayBuffer.id() == buffer) { mState.arrayBuffer.set(NULL); } if (mState.elementArrayBuffer.id() == buffer) { mState.elementArrayBuffer.set(NULL); } for (int attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) { if (mState.vertexAttribute[attribute].mBoundBuffer.id() == buffer) { mState.vertexAttribute[attribute].mBoundBuffer.set(NULL); } } } void Context::detachTexture(GLuint texture) { // [OpenGL ES 2.0.24] section 3.8 page 84: // If a texture object is deleted, it is as if all texture units which are bound to that texture object are // rebound to texture object zero for (int type = 0; type < TEXTURE_TYPE_COUNT; type++) { for (int sampler = 0; sampler < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; sampler++) { if (mState.samplerTexture[type][sampler].id() == texture) { mState.samplerTexture[type][sampler].set(NULL); } } } // [OpenGL ES 2.0.24] section 4.4 page 112: // If a texture object is deleted while its image is attached to the currently bound framebuffer, then it is // as if FramebufferTexture2D had been called, with a texture of 0, for each attachment point to which this // image was attached in the currently bound framebuffer. Framebuffer *readFramebuffer = getReadFramebuffer(); Framebuffer *drawFramebuffer = getDrawFramebuffer(); if (readFramebuffer) { readFramebuffer->detachTexture(texture); } if (drawFramebuffer && drawFramebuffer != readFramebuffer) { drawFramebuffer->detachTexture(texture); } } void Context::detachFramebuffer(GLuint framebuffer) { // [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 (mState.readFramebuffer == framebuffer) { bindReadFramebuffer(0); } if (mState.drawFramebuffer == framebuffer) { bindDrawFramebuffer(0); } } void Context::detachRenderbuffer(GLuint renderbuffer) { // [OpenGL ES 2.0.24] section 4.4 page 109: // If a renderbuffer that is currently bound to RENDERBUFFER is deleted, it is as though BindRenderbuffer // had been executed with the target RENDERBUFFER and name of zero. if (mState.renderbuffer.id() == renderbuffer) { bindRenderbuffer(0); } // [OpenGL ES 2.0.24] section 4.4 page 111: // If a renderbuffer object is deleted while its image is attached to the currently bound framebuffer, // then it is as if FramebufferRenderbuffer had been called, with a renderbuffer of 0, for each attachment // point to which this image was attached in the currently bound framebuffer. Framebuffer *readFramebuffer = getReadFramebuffer(); Framebuffer *drawFramebuffer = getDrawFramebuffer(); if (readFramebuffer) { readFramebuffer->detachRenderbuffer(renderbuffer); } if (drawFramebuffer && drawFramebuffer != readFramebuffer) { drawFramebuffer->detachRenderbuffer(renderbuffer); } } Texture *Context::getIncompleteTexture(TextureType type) { Texture *t = mIncompleteTextures[type].get(); if (t == NULL) { static const GLubyte color[] = { 0, 0, 0, 255 }; switch (type) { default: UNREACHABLE(); // default falls through to TEXTURE_2D case TEXTURE_2D: { Texture2D *incomplete2d = new Texture2D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); incomplete2d->setImage(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); t = incomplete2d; } break; case TEXTURE_CUBE: { TextureCubeMap *incompleteCube = new TextureCubeMap(mRenderer, Texture::INCOMPLETE_TEXTURE_ID); incompleteCube->setImagePosX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); incompleteCube->setImageNegX(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); incompleteCube->setImagePosY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); incompleteCube->setImageNegY(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); incompleteCube->setImagePosZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); incompleteCube->setImageNegZ(0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, 1, color); t = incompleteCube; } break; } mIncompleteTextures[type].set(t); } return t; } bool Context::skipDraw(GLenum drawMode) { if (drawMode == GL_POINTS) { // ProgramBinary assumes non-point rendering if gl_PointSize isn't written, // which affects varying interpolation. Since the value of gl_PointSize is // undefined when not written, just skip drawing to avoid unexpected results. if (!getCurrentProgramBinary()->usesPointSize()) { // This is stictly speaking not an error, but developers should be // notified of risking undefined behavior. ERR("Point rendering without writing to gl_PointSize."); return true; } } else if (IsTriangleMode(drawMode)) { if (mState.rasterizer.cullFace && mState.rasterizer.cullMode == GL_FRONT_AND_BACK) { return true; } } return false; } void Context::setVertexAttrib(GLuint index, const GLfloat *values) { ASSERT(index < gl::MAX_VERTEX_ATTRIBS); mState.vertexAttribute[index].mCurrentValue[0] = values[0]; mState.vertexAttribute[index].mCurrentValue[1] = values[1]; mState.vertexAttribute[index].mCurrentValue[2] = values[2]; mState.vertexAttribute[index].mCurrentValue[3] = values[3]; } void Context::setVertexAttribDivisor(GLuint index, GLuint divisor) { ASSERT(index < gl::MAX_VERTEX_ATTRIBS); mState.vertexAttribute[index].mDivisor = divisor; } // keep list sorted in following order // OES extensions // EXT extensions // Vendor extensions void Context::initExtensionString() { std::string extensionString = ""; // OES extensions if (supports32bitIndices()) { extensionString += "GL_OES_element_index_uint "; } extensionString += "GL_OES_packed_depth_stencil "; extensionString += "GL_OES_get_program_binary "; extensionString += "GL_OES_rgb8_rgba8 "; if (mRenderer->getDerivativeInstructionSupport()) { extensionString += "GL_OES_standard_derivatives "; } if (supportsFloat16Textures()) { extensionString += "GL_OES_texture_half_float "; } if (supportsFloat16LinearFilter()) { extensionString += "GL_OES_texture_half_float_linear "; } if (supportsFloat32Textures()) { extensionString += "GL_OES_texture_float "; } if (supportsFloat32LinearFilter()) { extensionString += "GL_OES_texture_float_linear "; } if (supportsNonPower2Texture()) { extensionString += "GL_OES_texture_npot "; } // Multi-vendor (EXT) extensions if (supportsOcclusionQueries()) { extensionString += "GL_EXT_occlusion_query_boolean "; } extensionString += "GL_EXT_read_format_bgra "; extensionString += "GL_EXT_robustness "; if (supportsDXT1Textures()) { extensionString += "GL_EXT_texture_compression_dxt1 "; } if (supportsTextureFilterAnisotropy()) { extensionString += "GL_EXT_texture_filter_anisotropic "; } if (supportsBGRATextures()) { extensionString += "GL_EXT_texture_format_BGRA8888 "; } if (mRenderer->getMaxRenderTargets() > 1) { extensionString += "GL_EXT_draw_buffers "; } extensionString += "GL_EXT_texture_storage "; extensionString += "GL_EXT_frag_depth "; // ANGLE-specific extensions if (supportsDepthTextures()) { extensionString += "GL_ANGLE_depth_texture "; } extensionString += "GL_ANGLE_framebuffer_blit "; if (getMaxSupportedSamples() != 0) { extensionString += "GL_ANGLE_framebuffer_multisample "; } if (supportsInstancing()) { extensionString += "GL_ANGLE_instanced_arrays "; } extensionString += "GL_ANGLE_pack_reverse_row_order "; if (supportsDXT3Textures()) { extensionString += "GL_ANGLE_texture_compression_dxt3 "; } if (supportsDXT5Textures()) { extensionString += "GL_ANGLE_texture_compression_dxt5 "; } extensionString += "GL_ANGLE_texture_usage "; extensionString += "GL_ANGLE_translated_shader_source "; // Other vendor-specific extensions if (supportsEventQueries()) { extensionString += "GL_NV_fence "; } std::string::size_type end = extensionString.find_last_not_of(' '); if (end != std::string::npos) { extensionString.resize(end+1); } mExtensionString = makeStaticString(extensionString); } const char *Context::getExtensionString() const { return mExtensionString; } void Context::initRendererString() { std::ostringstream rendererString; rendererString << "ANGLE ("; rendererString << mRenderer->getRendererDescription(); rendererString << ")"; mRendererString = makeStaticString(rendererString.str()); } const char *Context::getRendererString() const { return mRendererString; } void Context::blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask) { Framebuffer *readFramebuffer = getReadFramebuffer(); Framebuffer *drawFramebuffer = getDrawFramebuffer(); if (!readFramebuffer || readFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE || !drawFramebuffer || drawFramebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) { return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); } if (drawFramebuffer->getSamples() != 0) { return gl::error(GL_INVALID_OPERATION); } Renderbuffer *readColorBuffer = readFramebuffer->getReadColorbuffer(); Renderbuffer *drawColorBuffer = drawFramebuffer->getFirstColorbuffer(); if (drawColorBuffer == NULL) { ERR("Draw buffers formats don't match, which is not supported in this implementation of BlitFramebufferANGLE"); return gl::error(GL_INVALID_OPERATION); } int readBufferWidth = readColorBuffer->getWidth(); int readBufferHeight = readColorBuffer->getHeight(); int drawBufferWidth = drawColorBuffer->getWidth(); int drawBufferHeight = drawColorBuffer->getHeight(); Rectangle sourceRect; Rectangle destRect; if (srcX0 < srcX1) { sourceRect.x = srcX0; destRect.x = dstX0; sourceRect.width = srcX1 - srcX0; destRect.width = dstX1 - dstX0; } else { sourceRect.x = srcX1; destRect.x = dstX1; sourceRect.width = srcX0 - srcX1; destRect.width = dstX0 - dstX1; } if (srcY0 < srcY1) { sourceRect.height = srcY1 - srcY0; destRect.height = dstY1 - dstY0; sourceRect.y = srcY0; destRect.y = dstY0; } else { sourceRect.height = srcY0 - srcY1; destRect.height = dstY0 - srcY1; sourceRect.y = srcY1; destRect.y = dstY1; } Rectangle sourceScissoredRect = sourceRect; Rectangle destScissoredRect = destRect; if (mState.scissorTest) { // Only write to parts of the destination framebuffer which pass the scissor test. if (destRect.x < mState.scissor.x) { int xDiff = mState.scissor.x - destRect.x; destScissoredRect.x = mState.scissor.x; destScissoredRect.width -= xDiff; sourceScissoredRect.x += xDiff; sourceScissoredRect.width -= xDiff; } if (destRect.x + destRect.width > mState.scissor.x + mState.scissor.width) { int xDiff = (destRect.x + destRect.width) - (mState.scissor.x + mState.scissor.width); destScissoredRect.width -= xDiff; sourceScissoredRect.width -= xDiff; } if (destRect.y < mState.scissor.y) { int yDiff = mState.scissor.y - destRect.y; destScissoredRect.y = mState.scissor.y; destScissoredRect.height -= yDiff; sourceScissoredRect.y += yDiff; sourceScissoredRect.height -= yDiff; } if (destRect.y + destRect.height > mState.scissor.y + mState.scissor.height) { int yDiff = (destRect.y + destRect.height) - (mState.scissor.y + mState.scissor.height); destScissoredRect.height -= yDiff; sourceScissoredRect.height -= yDiff; } } bool blitRenderTarget = false; bool blitDepthStencil = false; Rectangle sourceTrimmedRect = sourceScissoredRect; Rectangle destTrimmedRect = destScissoredRect; // The source & destination rectangles also may need to be trimmed if they fall out of the bounds of // the actual draw and read surfaces. if (sourceTrimmedRect.x < 0) { int xDiff = 0 - sourceTrimmedRect.x; sourceTrimmedRect.x = 0; sourceTrimmedRect.width -= xDiff; destTrimmedRect.x += xDiff; destTrimmedRect.width -= xDiff; } if (sourceTrimmedRect.x + sourceTrimmedRect.width > readBufferWidth) { int xDiff = (sourceTrimmedRect.x + sourceTrimmedRect.width) - readBufferWidth; sourceTrimmedRect.width -= xDiff; destTrimmedRect.width -= xDiff; } if (sourceTrimmedRect.y < 0) { int yDiff = 0 - sourceTrimmedRect.y; sourceTrimmedRect.y = 0; sourceTrimmedRect.height -= yDiff; destTrimmedRect.y += yDiff; destTrimmedRect.height -= yDiff; } if (sourceTrimmedRect.y + sourceTrimmedRect.height > readBufferHeight) { int yDiff = (sourceTrimmedRect.y + sourceTrimmedRect.height) - readBufferHeight; sourceTrimmedRect.height -= yDiff; destTrimmedRect.height -= yDiff; } if (destTrimmedRect.x < 0) { int xDiff = 0 - destTrimmedRect.x; destTrimmedRect.x = 0; destTrimmedRect.width -= xDiff; sourceTrimmedRect.x += xDiff; sourceTrimmedRect.width -= xDiff; } if (destTrimmedRect.x + destTrimmedRect.width > drawBufferWidth) { int xDiff = (destTrimmedRect.x + destTrimmedRect.width) - drawBufferWidth; destTrimmedRect.width -= xDiff; sourceTrimmedRect.width -= xDiff; } if (destTrimmedRect.y < 0) { int yDiff = 0 - destTrimmedRect.y; destTrimmedRect.y = 0; destTrimmedRect.height -= yDiff; sourceTrimmedRect.y += yDiff; sourceTrimmedRect.height -= yDiff; } if (destTrimmedRect.y + destTrimmedRect.height > drawBufferHeight) { int yDiff = (destTrimmedRect.y + destTrimmedRect.height) - drawBufferHeight; destTrimmedRect.height -= yDiff; sourceTrimmedRect.height -= yDiff; } bool partialBufferCopy = false; if (sourceTrimmedRect.height < readBufferHeight || sourceTrimmedRect.width < readBufferWidth || destTrimmedRect.height < drawBufferHeight || destTrimmedRect.width < drawBufferWidth || sourceTrimmedRect.y != 0 || destTrimmedRect.y != 0 || sourceTrimmedRect.x != 0 || destTrimmedRect.x != 0) { partialBufferCopy = true; } if (mask & GL_COLOR_BUFFER_BIT) { const GLenum readColorbufferType = readFramebuffer->getReadColorbufferType(); const bool validReadType = (readColorbufferType == GL_TEXTURE_2D) || (readColorbufferType == GL_RENDERBUFFER); bool validDrawType = true; bool validDrawFormat = true; for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (drawFramebuffer->isEnabledColorAttachment(colorAttachment)) { if (drawFramebuffer->getColorbufferType(colorAttachment) != GL_TEXTURE_2D && drawFramebuffer->getColorbufferType(colorAttachment) != GL_RENDERBUFFER) { validDrawType = false; } if (drawFramebuffer->getColorbuffer(colorAttachment)->getActualFormat() != readColorBuffer->getActualFormat()) { validDrawFormat = false; } } } if (!validReadType || !validDrawType || !validDrawFormat) { ERR("Color buffer format conversion in BlitFramebufferANGLE not supported by this implementation"); return gl::error(GL_INVALID_OPERATION); } if (partialBufferCopy && readFramebuffer->getSamples() != 0) { return gl::error(GL_INVALID_OPERATION); } blitRenderTarget = true; } if (mask & (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT)) { Renderbuffer *readDSBuffer = NULL; Renderbuffer *drawDSBuffer = NULL; // We support OES_packed_depth_stencil, and do not support a separately attached depth and stencil buffer, so if we have // both a depth and stencil buffer, it will be the same buffer. if (mask & GL_DEPTH_BUFFER_BIT) { if (readFramebuffer->getDepthbuffer() && drawFramebuffer->getDepthbuffer()) { if (readFramebuffer->getDepthbufferType() != drawFramebuffer->getDepthbufferType() || readFramebuffer->getDepthbuffer()->getActualFormat() != drawFramebuffer->getDepthbuffer()->getActualFormat()) { return gl::error(GL_INVALID_OPERATION); } blitDepthStencil = true; readDSBuffer = readFramebuffer->getDepthbuffer(); drawDSBuffer = drawFramebuffer->getDepthbuffer(); } } if (mask & GL_STENCIL_BUFFER_BIT) { if (readFramebuffer->getStencilbuffer() && drawFramebuffer->getStencilbuffer()) { if (readFramebuffer->getStencilbufferType() != drawFramebuffer->getStencilbufferType() || readFramebuffer->getStencilbuffer()->getActualFormat() != drawFramebuffer->getStencilbuffer()->getActualFormat()) { return gl::error(GL_INVALID_OPERATION); } blitDepthStencil = true; readDSBuffer = readFramebuffer->getStencilbuffer(); drawDSBuffer = drawFramebuffer->getStencilbuffer(); } } if (partialBufferCopy) { ERR("Only whole-buffer depth and stencil blits are supported by this implementation."); return gl::error(GL_INVALID_OPERATION); // only whole-buffer copies are permitted } if ((drawDSBuffer && drawDSBuffer->getSamples() != 0) || (readDSBuffer && readDSBuffer->getSamples() != 0)) { return gl::error(GL_INVALID_OPERATION); } } if (blitRenderTarget || blitDepthStencil) { mRenderer->blitRect(readFramebuffer, sourceTrimmedRect, drawFramebuffer, destTrimmedRect, blitRenderTarget, blitDepthStencil); } } } extern "C" { gl::Context *glCreateContext(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) { return new gl::Context(shareContext, renderer, notifyResets, robustAccess); } void glDestroyContext(gl::Context *context) { delete context; if (context == gl::getContext()) { gl::makeCurrent(NULL, NULL, NULL); } } void glMakeCurrent(gl::Context *context, egl::Display *display, egl::Surface *surface) { gl::makeCurrent(context, display, surface); } gl::Context *glGetCurrentContext() { return gl::getContext(); } }
010smithzhang-ddd
src/libGLESv2/Context.cpp
C++
bsd
88,642
#include "precompiled.h" // // Copyright (c) 2002-2011 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. // // HandleAllocator.cpp: Implements the gl::HandleAllocator class, which is used // to allocate GL handles. #include "libGLESv2/HandleAllocator.h" #include "libGLESv2/main.h" namespace gl { HandleAllocator::HandleAllocator() : mBaseValue(1), mNextValue(1) { } HandleAllocator::~HandleAllocator() { } void HandleAllocator::setBaseHandle(GLuint value) { ASSERT(mBaseValue == mNextValue); mBaseValue = value; mNextValue = value; } GLuint HandleAllocator::allocate() { if (mFreeValues.size()) { GLuint handle = mFreeValues.back(); mFreeValues.pop_back(); return handle; } return mNextValue++; } void HandleAllocator::release(GLuint handle) { if (handle == mNextValue - 1) { // Don't drop below base value if(mNextValue > mBaseValue) { mNextValue--; } } else { // Only free handles that we own - don't drop below the base value if (handle >= mBaseValue) { mFreeValues.push_back(handle); } } } }
010smithzhang-ddd
src/libGLESv2/HandleAllocator.cpp
C++
bsd
1,273
// // 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.h: Defines the gl::Context class, managing all GL state and performing // rendering operations. It is the GLES2 specific implementation of EGLContext. #ifndef LIBGLESV2_CONTEXT_H_ #define LIBGLESV2_CONTEXT_H_ #define GL_APICALL #include <GLES2/gl2.h> #include <GLES2/gl2ext.h> #define EGLAPI #include <EGL/egl.h> #include <string> #include <map> #ifdef _MSC_VER #include <hash_map> #else #include <unordered_map> #endif #include "common/angleutils.h" #include "common/RefCountObject.h" #include "libGLESv2/HandleAllocator.h" #include "libGLESv2/angletypes.h" #include "libGLESv2/Constants.h" namespace rx { class Renderer; } namespace egl { class Display; class Surface; } namespace gl { class Shader; class Program; class ProgramBinary; class Texture; class Texture2D; class TextureCubeMap; class Framebuffer; class Renderbuffer; class RenderbufferStorage; class Colorbuffer; class Depthbuffer; class Stencilbuffer; class DepthStencilbuffer; class Fence; class Query; class ResourceManager; class Buffer; enum QueryType { QUERY_ANY_SAMPLES_PASSED, QUERY_ANY_SAMPLES_PASSED_CONSERVATIVE, QUERY_TYPE_COUNT }; // Helper structure describing a single vertex attribute class VertexAttribute { public: VertexAttribute() : mType(GL_FLOAT), mSize(0), mNormalized(false), mStride(0), mPointer(NULL), mArrayEnabled(false), mDivisor(0) { mCurrentValue[0] = 0.0f; mCurrentValue[1] = 0.0f; mCurrentValue[2] = 0.0f; mCurrentValue[3] = 1.0f; } int typeSize() const { switch (mType) { case GL_BYTE: return mSize * sizeof(GLbyte); case GL_UNSIGNED_BYTE: return mSize * sizeof(GLubyte); case GL_SHORT: return mSize * sizeof(GLshort); case GL_UNSIGNED_SHORT: return mSize * sizeof(GLushort); case GL_FIXED: return mSize * sizeof(GLfixed); case GL_FLOAT: return mSize * sizeof(GLfloat); default: UNREACHABLE(); return mSize * sizeof(GLfloat); } } GLsizei stride() const { return mStride ? mStride : typeSize(); } // From glVertexAttribPointer GLenum mType; GLint mSize; bool mNormalized; GLsizei mStride; // 0 means natural stride union { const void *mPointer; intptr_t mOffset; }; BindingPointer<Buffer> mBoundBuffer; // Captured when glVertexAttribPointer is called. bool mArrayEnabled; // From glEnable/DisableVertexAttribArray float mCurrentValue[4]; // From glVertexAttrib unsigned int mDivisor; }; // Helper structure to store all raw state struct State { Color colorClearValue; GLclampf depthClearValue; int stencilClearValue; RasterizerState rasterizer; bool scissorTest; Rectangle scissor; BlendState blend; Color blendColor; bool sampleCoverage; GLclampf sampleCoverageValue; bool sampleCoverageInvert; DepthStencilState depthStencil; GLint stencilRef; GLint stencilBackRef; GLfloat lineWidth; GLenum generateMipmapHint; GLenum fragmentShaderDerivativeHint; Rectangle viewport; float zNear; float zFar; unsigned int activeSampler; // Active texture unit selector - GL_TEXTURE0 BindingPointer<Buffer> arrayBuffer; BindingPointer<Buffer> elementArrayBuffer; GLuint readFramebuffer; GLuint drawFramebuffer; BindingPointer<Renderbuffer> renderbuffer; GLuint currentProgram; VertexAttribute vertexAttribute[MAX_VERTEX_ATTRIBS]; BindingPointer<Texture> samplerTexture[TEXTURE_TYPE_COUNT][IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; BindingPointer<Query> activeQuery[QUERY_TYPE_COUNT]; GLint unpackAlignment; GLint packAlignment; bool packReverseRowOrder; }; class Context { public: Context(const gl::Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess); ~Context(); void makeCurrent(egl::Surface *surface); virtual void markContextLost(); bool isContextLost(); // State manipulation void setClearColor(float red, float green, float blue, float alpha); void setClearDepth(float depth); void setClearStencil(int stencil); void setCullFace(bool enabled); bool isCullFaceEnabled() const; void setCullMode(GLenum mode); void setFrontFace(GLenum front); void setDepthTest(bool enabled); bool isDepthTestEnabled() const; void setDepthFunc(GLenum depthFunc); void setDepthRange(float zNear, float zFar); void setBlend(bool enabled); bool isBlendEnabled() const; void setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha); void setBlendColor(float red, float green, float blue, float alpha); void setBlendEquation(GLenum rgbEquation, GLenum alphaEquation); void setStencilTest(bool enabled); bool isStencilTestEnabled() const; void setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask); void setStencilBackParams(GLenum stencilBackFunc, GLint stencilBackRef, GLuint stencilBackMask); void setStencilWritemask(GLuint stencilWritemask); void setStencilBackWritemask(GLuint stencilBackWritemask); void setStencilOperations(GLenum stencilFail, GLenum stencilPassDepthFail, GLenum stencilPassDepthPass); void setStencilBackOperations(GLenum stencilBackFail, GLenum stencilBackPassDepthFail, GLenum stencilBackPassDepthPass); void setPolygonOffsetFill(bool enabled); bool isPolygonOffsetFillEnabled() const; void setPolygonOffsetParams(GLfloat factor, GLfloat units); void setSampleAlphaToCoverage(bool enabled); bool isSampleAlphaToCoverageEnabled() const; void setSampleCoverage(bool enabled); bool isSampleCoverageEnabled() const; void setSampleCoverageParams(GLclampf value, bool invert); void setScissorTest(bool enabled); bool isScissorTestEnabled() const; void setDither(bool enabled); bool isDitherEnabled() const; void setLineWidth(GLfloat width); void setGenerateMipmapHint(GLenum hint); void setFragmentShaderDerivativeHint(GLenum hint); void setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height); void setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height); void setColorMask(bool red, bool green, bool blue, bool alpha); void setDepthMask(bool mask); void setActiveSampler(unsigned int active); GLuint getReadFramebufferHandle() const; GLuint getDrawFramebufferHandle() const; GLuint getRenderbufferHandle() const; GLuint getArrayBufferHandle() const; GLuint getActiveQuery(GLenum target) const; void setEnableVertexAttribArray(unsigned int attribNum, bool enabled); const VertexAttribute &getVertexAttribState(unsigned int attribNum); void setVertexAttribState(unsigned int attribNum, Buffer *boundBuffer, GLint size, GLenum type, bool normalized, GLsizei stride, const void *pointer); const void *getVertexAttribPointer(unsigned int attribNum) const; void setUnpackAlignment(GLint alignment); GLint getUnpackAlignment() const; void setPackAlignment(GLint alignment); GLint getPackAlignment() const; void setPackReverseRowOrder(bool reverseRowOrder); bool getPackReverseRowOrder() const; // These create and destroy methods are merely pass-throughs to // ResourceManager, which owns these object types GLuint createBuffer(); GLuint createShader(GLenum type); GLuint createProgram(); GLuint createTexture(); GLuint createRenderbuffer(); void deleteBuffer(GLuint buffer); void deleteShader(GLuint shader); void deleteProgram(GLuint program); void deleteTexture(GLuint texture); void deleteRenderbuffer(GLuint renderbuffer); // Framebuffers are owned by the Context, so these methods do not pass through GLuint createFramebuffer(); void deleteFramebuffer(GLuint framebuffer); // Fences are owned by the Context. GLuint createFence(); void deleteFence(GLuint fence); // Queries are owned by the Context; GLuint createQuery(); void deleteQuery(GLuint query); void bindArrayBuffer(GLuint buffer); void bindElementArrayBuffer(GLuint buffer); void bindTexture2D(GLuint texture); void bindTextureCubeMap(GLuint texture); void bindReadFramebuffer(GLuint framebuffer); void bindDrawFramebuffer(GLuint framebuffer); void bindRenderbuffer(GLuint renderbuffer); void useProgram(GLuint program); void linkProgram(GLuint program); void setProgramBinary(GLuint program, const void *binary, GLint length); void beginQuery(GLenum target, GLuint query); void endQuery(GLenum target); void setFramebufferZero(Framebuffer *framebuffer); void setRenderbufferStorage(GLsizei width, GLsizei height, GLenum internalformat, GLsizei samples); void setVertexAttrib(GLuint index, const GLfloat *values); void setVertexAttribDivisor(GLuint index, GLuint divisor); Buffer *getBuffer(GLuint handle); Fence *getFence(GLuint handle); Shader *getShader(GLuint handle); Program *getProgram(GLuint handle); Texture *getTexture(GLuint handle); Framebuffer *getFramebuffer(GLuint handle); Renderbuffer *getRenderbuffer(GLuint handle); Query *getQuery(GLuint handle, bool create, GLenum type); Buffer *getArrayBuffer(); Buffer *getElementArrayBuffer(); ProgramBinary *getCurrentProgramBinary(); Texture2D *getTexture2D(); TextureCubeMap *getTextureCubeMap(); Texture *getSamplerTexture(unsigned int sampler, TextureType type); Framebuffer *getReadFramebuffer(); Framebuffer *getDrawFramebuffer(); bool getFloatv(GLenum pname, GLfloat *params); bool getIntegerv(GLenum pname, GLint *params); bool getBooleanv(GLenum pname, GLboolean *params); bool getQueryParameterInfo(GLenum pname, GLenum *type, unsigned int *numParams); void readPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei *bufSize, void* pixels); void clear(GLbitfield mask); void drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instances); void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei instances); void sync(bool block); // flush/finish void recordInvalidEnum(); void recordInvalidValue(); void recordInvalidOperation(); void recordOutOfMemory(); void recordInvalidFramebufferOperation(); GLenum getError(); GLenum getResetStatus(); virtual bool isResetNotificationEnabled(); int getMajorShaderModel() const; float getMaximumPointSize() const; unsigned int getMaximumCombinedTextureImageUnits() const; int getMaximumRenderbufferDimension() const; int getMaximumTextureDimension() const; int getMaximumCubeTextureDimension() const; int getMaximumTextureLevel() const; unsigned int getMaximumRenderTargets() const; GLsizei getMaxSupportedSamples() const; const char *getExtensionString() const; const char *getRendererString() const; bool supportsEventQueries() const; bool supportsOcclusionQueries() const; bool supportsBGRATextures() const; bool supportsDXT1Textures() const; bool supportsDXT3Textures() const; bool supportsDXT5Textures() const; bool supportsFloat32Textures() const; bool supportsFloat32LinearFilter() const; bool supportsFloat32RenderableTextures() const; bool supportsFloat16Textures() const; bool supportsFloat16LinearFilter() const; bool supportsFloat16RenderableTextures() const; bool supportsLuminanceTextures() const; bool supportsLuminanceAlphaTextures() const; bool supportsDepthTextures() const; bool supports32bitIndices() const; bool supportsNonPower2Texture() const; bool supportsInstancing() const; bool supportsTextureFilterAnisotropy() const; bool getCurrentReadFormatType(GLenum *format, GLenum *type); float getTextureMaxAnisotropy() const; void blitFramebuffer(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask); private: DISALLOW_COPY_AND_ASSIGN(Context); bool applyRenderTarget(GLenum drawMode, bool ignoreViewport); void applyState(GLenum drawMode); void applyShaders(); void applyTextures(); void applyTextures(SamplerType type); void detachBuffer(GLuint buffer); void detachTexture(GLuint texture); void detachFramebuffer(GLuint framebuffer); void detachRenderbuffer(GLuint renderbuffer); Texture *getIncompleteTexture(TextureType type); bool skipDraw(GLenum drawMode); void initExtensionString(); void initRendererString(); rx::Renderer *const mRenderer; State mState; BindingPointer<Texture2D> mTexture2DZero; BindingPointer<TextureCubeMap> mTextureCubeMapZero; #ifndef HASH_MAP # ifdef _MSC_VER # define HASH_MAP stdext::hash_map # else # define HASH_MAP std::unordered_map # endif #endif typedef HASH_MAP<GLuint, Framebuffer*> FramebufferMap; FramebufferMap mFramebufferMap; HandleAllocator mFramebufferHandleAllocator; typedef HASH_MAP<GLuint, Fence*> FenceMap; FenceMap mFenceMap; HandleAllocator mFenceHandleAllocator; typedef HASH_MAP<GLuint, Query*> QueryMap; QueryMap mQueryMap; HandleAllocator mQueryHandleAllocator; const char *mExtensionString; const char *mRendererString; BindingPointer<Texture> mIncompleteTextures[TEXTURE_TYPE_COUNT]; // Recorded errors bool mInvalidEnum; bool mInvalidValue; bool mInvalidOperation; bool mOutOfMemory; bool mInvalidFramebufferOperation; // Current/lost context flags bool mHasBeenCurrent; bool mContextLost; GLenum mResetStatus; GLenum mResetStrategy; bool mRobustAccess; BindingPointer<ProgramBinary> mCurrentProgramBinary; Framebuffer *mBoundDrawFramebuffer; int mMajorShaderModel; float mMaximumPointSize; bool mSupportsVertexTexture; bool mSupportsNonPower2Texture; bool mSupportsInstancing; int mMaxViewportDimension; int mMaxRenderbufferDimension; int mMaxTextureDimension; int mMaxCubeTextureDimension; int mMaxTextureLevel; float mMaxTextureAnisotropy; bool mSupportsEventQueries; bool mSupportsOcclusionQueries; bool mSupportsBGRATextures; bool mSupportsDXT1Textures; bool mSupportsDXT3Textures; bool mSupportsDXT5Textures; bool mSupportsFloat32Textures; bool mSupportsFloat32LinearFilter; bool mSupportsFloat32RenderableTextures; bool mSupportsFloat16Textures; bool mSupportsFloat16LinearFilter; bool mSupportsFloat16RenderableTextures; bool mSupportsLuminanceTextures; bool mSupportsLuminanceAlphaTextures; bool mSupportsDepthTextures; bool mSupports32bitIndices; bool mSupportsTextureFilterAnisotropy; int mNumCompressedTextureFormats; ResourceManager *mResourceManager; }; } #endif // INCLUDE_CONTEXT_H_
010smithzhang-ddd
src/libGLESv2/Context.h
C++
bsd
15,406
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions. #include "common/version.h" #include "libGLESv2/main.h" #include "libGLESv2/utilities.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/Fence.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/Program.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Texture.h" #include "libGLESv2/Query.h" #include "libGLESv2/Context.h" bool validImageSize(GLint level, GLsizei width, GLsizei height) { if (level < 0 || width < 0 || height < 0) { return false; } if (gl::getContext() && gl::getContext()->supportsNonPower2Texture()) { return true; } if (level == 0) { return true; } if (gl::isPow2(width) && gl::isPow2(height)) { return true; } return false; } // Verify that format/type are one of the combinations from table 3.4. bool checkTextureFormatType(GLenum format, GLenum type) { // validate <format> by itself (used as secondary key below) switch (format) { case GL_RGBA: case GL_BGRA_EXT: case GL_RGB: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: case GL_DEPTH_COMPONENT: case GL_DEPTH_STENCIL_OES: break; default: return gl::error(GL_INVALID_ENUM, false); } // invalid <type> -> sets INVALID_ENUM // invalid <format>+<type> combination -> sets INVALID_OPERATION switch (type) { case GL_UNSIGNED_BYTE: switch (format) { case GL_RGBA: case GL_BGRA_EXT: case GL_RGB: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: return true; default: return gl::error(GL_INVALID_OPERATION, false); } case GL_FLOAT: case GL_HALF_FLOAT_OES: switch (format) { case GL_RGBA: case GL_RGB: case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: return true; default: return gl::error(GL_INVALID_OPERATION, false); } case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: switch (format) { case GL_RGBA: return true; default: return gl::error(GL_INVALID_OPERATION, false); } case GL_UNSIGNED_SHORT_5_6_5: switch (format) { case GL_RGB: return true; default: return gl::error(GL_INVALID_OPERATION, false); } case GL_UNSIGNED_SHORT: case GL_UNSIGNED_INT: switch (format) { case GL_DEPTH_COMPONENT: return true; default: return gl::error(GL_INVALID_OPERATION, false); } case GL_UNSIGNED_INT_24_8_OES: switch (format) { case GL_DEPTH_STENCIL_OES: return true; default: return gl::error(GL_INVALID_OPERATION, false); } default: return gl::error(GL_INVALID_ENUM, false); } } bool validateSubImageParams2D(bool compressed, GLsizei width, GLsizei height, GLint xoffset, GLint yoffset, GLint level, GLenum format, GLenum type, gl::Texture2D *texture) { if (!texture) { return gl::error(GL_INVALID_OPERATION, false); } if (compressed != texture->isCompressed(level)) { return gl::error(GL_INVALID_OPERATION, false); } if (format != GL_NONE) { GLenum internalformat = gl::ConvertSizedInternalFormat(format, type); if (internalformat != texture->getInternalFormat(level)) { return gl::error(GL_INVALID_OPERATION, false); } } if (compressed) { if ((width % 4 != 0 && width != texture->getWidth(0)) || (height % 4 != 0 && height != texture->getHeight(0))) { return gl::error(GL_INVALID_OPERATION, false); } } if (xoffset + width > texture->getWidth(level) || yoffset + height > texture->getHeight(level)) { return gl::error(GL_INVALID_VALUE, false); } return true; } bool validateSubImageParamsCube(bool compressed, GLsizei width, GLsizei height, GLint xoffset, GLint yoffset, GLenum target, GLint level, GLenum format, GLenum type, gl::TextureCubeMap *texture) { if (!texture) { return gl::error(GL_INVALID_OPERATION, false); } if (compressed != texture->isCompressed(target, level)) { return gl::error(GL_INVALID_OPERATION, false); } if (format != GL_NONE) { GLenum internalformat = gl::ConvertSizedInternalFormat(format, type); if (internalformat != texture->getInternalFormat(target, level)) { return gl::error(GL_INVALID_OPERATION, false); } } if (compressed) { if ((width % 4 != 0 && width != texture->getWidth(target, 0)) || (height % 4 != 0 && height != texture->getHeight(target, 0))) { return gl::error(GL_INVALID_OPERATION, false); } } if (xoffset + width > texture->getWidth(target, level) || yoffset + height > texture->getHeight(target, level)) { return gl::error(GL_INVALID_VALUE, false); } return true; } // check for combinations of format and type that are valid for ReadPixels bool validReadFormatType(GLenum format, GLenum type) { switch (format) { case GL_RGBA: switch (type) { case GL_UNSIGNED_BYTE: break; default: return false; } break; case GL_BGRA_EXT: switch (type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: break; default: return false; } break; default: return false; } return true; } extern "C" { void __stdcall glActiveTexture(GLenum texture) { EVENT("(GLenum texture = 0x%X)", texture); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + context->getMaximumCombinedTextureImageUnits() - 1) { return gl::error(GL_INVALID_ENUM); } context->setActiveSampler(texture - GL_TEXTURE0); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glAttachShader(GLuint program, GLuint shader) { EVENT("(GLuint program = %d, GLuint shader = %d)", program, shader); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); gl::Shader *shaderObject = context->getShader(shader); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } if (!shaderObject) { if (context->getProgram(shader)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } if (!programObject->attachShader(shaderObject)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBeginQueryEXT(GLenum target, GLuint id) { EVENT("(GLenum target = 0x%X, GLuint %d)", target, id); try { switch (target) { case GL_ANY_SAMPLES_PASSED_EXT: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: break; default: return gl::error(GL_INVALID_ENUM); } if (id == 0) { return gl::error(GL_INVALID_OPERATION); } gl::Context *context = gl::getNonLostContext(); if (context) { context->beginQuery(target, id); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) { EVENT("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } if (strncmp(name, "gl_", 3) == 0) { return gl::error(GL_INVALID_OPERATION); } programObject->bindAttributeLocation(index, name); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBindBuffer(GLenum target, GLuint buffer) { EVENT("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer); try { gl::Context *context = gl::getNonLostContext(); if (context) { switch (target) { case GL_ARRAY_BUFFER: context->bindArrayBuffer(buffer); return; case GL_ELEMENT_ARRAY_BUFFER: context->bindElementArrayBuffer(buffer); return; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer) { EVENT("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer); try { if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE) { return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { if (target == GL_READ_FRAMEBUFFER_ANGLE || target == GL_FRAMEBUFFER) { context->bindReadFramebuffer(framebuffer); } if (target == GL_DRAW_FRAMEBUFFER_ANGLE || target == GL_FRAMEBUFFER) { context->bindDrawFramebuffer(framebuffer); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer) { EVENT("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer); try { if (target != GL_RENDERBUFFER) { return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { context->bindRenderbuffer(renderbuffer); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBindTexture(GLenum target, GLuint texture) { EVENT("(GLenum target = 0x%X, GLuint texture = %d)", target, texture); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Texture *textureObject = context->getTexture(texture); if (textureObject && textureObject->getTarget() != target && texture != 0) { return gl::error(GL_INVALID_OPERATION); } switch (target) { case GL_TEXTURE_2D: context->bindTexture2D(texture); return; case GL_TEXTURE_CUBE_MAP: context->bindTextureCubeMap(texture); return; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { EVENT("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)", red, green, blue, alpha); try { gl::Context* context = gl::getNonLostContext(); if (context) { context->setBlendColor(gl::clamp01(red), gl::clamp01(green), gl::clamp01(blue), gl::clamp01(alpha)); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBlendEquation(GLenum mode) { glBlendEquationSeparate(mode, mode); } void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) { EVENT("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha); try { switch (modeRGB) { case GL_FUNC_ADD: case GL_FUNC_SUBTRACT: case GL_FUNC_REVERSE_SUBTRACT: break; default: return gl::error(GL_INVALID_ENUM); } switch (modeAlpha) { case GL_FUNC_ADD: case GL_FUNC_SUBTRACT: case GL_FUNC_REVERSE_SUBTRACT: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setBlendEquation(modeRGB, modeAlpha); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor) { glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor); } void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { EVENT("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)", srcRGB, dstRGB, srcAlpha, dstAlpha); try { switch (srcRGB) { case GL_ZERO: case GL_ONE: case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: case GL_SRC_ALPHA_SATURATE: break; default: return gl::error(GL_INVALID_ENUM); } switch (dstRGB) { case GL_ZERO: case GL_ONE: case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: break; default: return gl::error(GL_INVALID_ENUM); } switch (srcAlpha) { case GL_ZERO: case GL_ONE: case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: case GL_SRC_ALPHA_SATURATE: break; default: return gl::error(GL_INVALID_ENUM); } switch (dstAlpha) { case GL_ZERO: case GL_ONE: case GL_SRC_COLOR: case GL_ONE_MINUS_SRC_COLOR: case GL_DST_COLOR: case GL_ONE_MINUS_DST_COLOR: case GL_SRC_ALPHA: case GL_ONE_MINUS_SRC_ALPHA: case GL_DST_ALPHA: case GL_ONE_MINUS_DST_ALPHA: case GL_CONSTANT_COLOR: case GL_ONE_MINUS_CONSTANT_COLOR: case GL_CONSTANT_ALPHA: case GL_ONE_MINUS_CONSTANT_ALPHA: break; default: return gl::error(GL_INVALID_ENUM); } bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR || dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR); bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA || dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA); if (constantColorUsed && constantAlphaUsed) { ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL"); return gl::error(GL_INVALID_OPERATION); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setBlendFactors(srcRGB, dstRGB, srcAlpha, dstAlpha); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) { EVENT("(GLenum target = 0x%X, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p, GLenum usage = %d)", target, size, data, usage); try { if (size < 0) { return gl::error(GL_INVALID_VALUE); } switch (usage) { case GL_STREAM_DRAW: case GL_STATIC_DRAW: case GL_DYNAMIC_DRAW: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Buffer *buffer; switch (target) { case GL_ARRAY_BUFFER: buffer = context->getArrayBuffer(); break; case GL_ELEMENT_ARRAY_BUFFER: buffer = context->getElementArrayBuffer(); break; default: return gl::error(GL_INVALID_ENUM); } if (!buffer) { return gl::error(GL_INVALID_OPERATION); } buffer->bufferData(data, size, usage); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) { EVENT("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p)", target, offset, size, data); try { if (size < 0 || offset < 0) { return gl::error(GL_INVALID_VALUE); } if (data == NULL) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Buffer *buffer; switch (target) { case GL_ARRAY_BUFFER: buffer = context->getArrayBuffer(); break; case GL_ELEMENT_ARRAY_BUFFER: buffer = context->getElementArrayBuffer(); break; default: return gl::error(GL_INVALID_ENUM); } if (!buffer) { return gl::error(GL_INVALID_OPERATION); } if ((size_t)size + offset > buffer->size()) { return gl::error(GL_INVALID_VALUE); } buffer->bufferSubData(data, size, offset); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } GLenum __stdcall glCheckFramebufferStatus(GLenum target) { EVENT("(GLenum target = 0x%X)", target); try { if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE) { return gl::error(GL_INVALID_ENUM, 0); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Framebuffer *framebuffer = NULL; if (target == GL_READ_FRAMEBUFFER_ANGLE) { framebuffer = context->getReadFramebuffer(); } else { framebuffer = context->getDrawFramebuffer(); } return framebuffer->completeness(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, 0); } return 0; } void __stdcall glClear(GLbitfield mask) { EVENT("(GLbitfield mask = %X)", mask); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->clear(mask); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) { EVENT("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)", red, green, blue, alpha); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->setClearColor(red, green, blue, alpha); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glClearDepthf(GLclampf depth) { EVENT("(GLclampf depth = %f)", depth); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->setClearDepth(depth); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glClearStencil(GLint s) { EVENT("(GLint s = %d)", s); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->setClearStencil(s); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { EVENT("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)", red, green, blue, alpha); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->setColorMask(red == GL_TRUE, green == GL_TRUE, blue == GL_TRUE, alpha == GL_TRUE); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glCompileShader(GLuint shader) { EVENT("(GLuint shader = %d)", shader); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Shader *shaderObject = context->getShader(shader); if (!shaderObject) { if (context->getProgram(shader)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } shaderObject->compile(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data) { EVENT("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, " "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)", target, level, internalformat, width, height, border, imageSize, data); try { if (!validImageSize(level, width, height) || border != 0 || imageSize < 0) { return gl::error(GL_INVALID_VALUE); } switch (internalformat) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: break; default: return gl::error(GL_INVALID_ENUM); } if (border != 0) { return gl::error(GL_INVALID_OPERATION); } if (width != 1 && width != 2 && width % 4 != 0) { return gl::error(GL_INVALID_OPERATION); } if (height != 1 && height != 2 && height % 4 != 0) { return gl::error(GL_INVALID_OPERATION); } gl::Context *context = gl::getNonLostContext(); if (context) { if (level > context->getMaximumTextureLevel()) { return gl::error(GL_INVALID_VALUE); } switch (target) { case GL_TEXTURE_2D: if (width > (context->getMaximumTextureDimension() >> level) || height > (context->getMaximumTextureDimension() >> level)) { return gl::error(GL_INVALID_VALUE); } break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: if (width != height) { return gl::error(GL_INVALID_VALUE); } if (width > (context->getMaximumCubeTextureDimension() >> level) || height > (context->getMaximumCubeTextureDimension() >> level)) { return gl::error(GL_INVALID_VALUE); } break; default: return gl::error(GL_INVALID_ENUM); } switch (internalformat) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: if (!context->supportsDXT1Textures()) { return gl::error(GL_INVALID_ENUM); // in this case, it's as though the internal format switch failed } break; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: if (!context->supportsDXT3Textures()) { return gl::error(GL_INVALID_ENUM); // in this case, it's as though the internal format switch failed } break; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: if (!context->supportsDXT5Textures()) { return gl::error(GL_INVALID_ENUM); // in this case, it's as though the internal format switch failed } break; default: UNREACHABLE(); } if (imageSize != gl::ComputeCompressedSize(width, height, internalformat)) { return gl::error(GL_INVALID_VALUE); } if (target == GL_TEXTURE_2D) { gl::Texture2D *texture = context->getTexture2D(); if (!texture) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } texture->setCompressedImage(level, internalformat, width, height, imageSize, data); } else { gl::TextureCubeMap *texture = context->getTextureCubeMap(); if (!texture) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } switch (target) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: texture->setCompressedImage(target, level, internalformat, width, height, imageSize, data); break; default: UNREACHABLE(); } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data) { EVENT("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, " "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, " "GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)", target, level, xoffset, yoffset, width, height, format, imageSize, data); try { if (!gl::IsInternalTextureTarget(target)) { return gl::error(GL_INVALID_ENUM); } if (xoffset < 0 || yoffset < 0 || !validImageSize(level, width, height) || imageSize < 0) { return gl::error(GL_INVALID_VALUE); } switch (format) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: break; default: return gl::error(GL_INVALID_ENUM); } if (width == 0 || height == 0 || data == NULL) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { if (level > context->getMaximumTextureLevel()) { return gl::error(GL_INVALID_VALUE); } switch (format) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: if (!context->supportsDXT1Textures()) { return gl::error(GL_INVALID_ENUM); // in this case, it's as though the internal format switch failed } break; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: if (!context->supportsDXT3Textures()) { return gl::error(GL_INVALID_ENUM); // in this case, it's as though the internal format switch failed } break; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: if (!context->supportsDXT5Textures()) { return gl::error(GL_INVALID_ENUM); // in this case, it's as though the internal format switch failed } break; default: UNREACHABLE(); } if (imageSize != gl::ComputeCompressedSize(width, height, format)) { return gl::error(GL_INVALID_VALUE); } if (xoffset % 4 != 0 || yoffset % 4 != 0) { return gl::error(GL_INVALID_OPERATION); // we wait to check the offsets until this point, because the multiple-of-four restriction // does not exist unless DXT textures are supported. } if (target == GL_TEXTURE_2D) { gl::Texture2D *texture = context->getTexture2D(); if (validateSubImageParams2D(true, width, height, xoffset, yoffset, level, format, GL_NONE, texture)) { texture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, data); } } else if (gl::IsCubemapTextureTarget(target)) { gl::TextureCubeMap *texture = context->getTextureCubeMap(); if (validateSubImageParamsCube(true, width, height, xoffset, yoffset, target, level, format, GL_NONE, texture)) { texture->subImageCompressed(target, level, xoffset, yoffset, width, height, format, imageSize, data); } } else { UNREACHABLE(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { EVENT("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, " "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)", target, level, internalformat, x, y, width, height, border); try { if (!validImageSize(level, width, height)) { return gl::error(GL_INVALID_VALUE); } if (border != 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { if (level > context->getMaximumTextureLevel()) { return gl::error(GL_INVALID_VALUE); } switch (target) { case GL_TEXTURE_2D: if (width > (context->getMaximumTextureDimension() >> level) || height > (context->getMaximumTextureDimension() >> level)) { return gl::error(GL_INVALID_VALUE); } break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: if (width != height) { return gl::error(GL_INVALID_VALUE); } if (width > (context->getMaximumCubeTextureDimension() >> level) || height > (context->getMaximumCubeTextureDimension() >> level)) { return gl::error(GL_INVALID_VALUE); } break; default: return gl::error(GL_INVALID_ENUM); } gl::Framebuffer *framebuffer = context->getReadFramebuffer(); if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) { return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); } if (context->getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0) { return gl::error(GL_INVALID_OPERATION); } gl::Renderbuffer *source = framebuffer->getReadColorbuffer(); GLenum colorbufferFormat = source->getInternalFormat(); // [OpenGL ES 2.0.24] table 3.9 switch (internalformat) { case GL_ALPHA: if (colorbufferFormat != GL_ALPHA8_EXT && colorbufferFormat != GL_RGBA4 && colorbufferFormat != GL_RGB5_A1 && colorbufferFormat != GL_BGRA8_EXT && colorbufferFormat != GL_RGBA8_OES) { return gl::error(GL_INVALID_OPERATION); } break; case GL_LUMINANCE: case GL_RGB: if (colorbufferFormat != GL_RGB565 && colorbufferFormat != GL_RGB8_OES && colorbufferFormat != GL_RGBA4 && colorbufferFormat != GL_RGB5_A1 && colorbufferFormat != GL_BGRA8_EXT && colorbufferFormat != GL_RGBA8_OES) { return gl::error(GL_INVALID_OPERATION); } break; case GL_LUMINANCE_ALPHA: case GL_RGBA: if (colorbufferFormat != GL_RGBA4 && colorbufferFormat != GL_RGB5_A1 && colorbufferFormat != GL_BGRA8_EXT && colorbufferFormat != GL_RGBA8_OES) { return gl::error(GL_INVALID_OPERATION); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: if (context->supportsDXT1Textures()) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_ENUM); } break; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: if (context->supportsDXT3Textures()) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_ENUM); } break; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: if (context->supportsDXT5Textures()) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_ENUM); } break; case GL_DEPTH_COMPONENT: case GL_DEPTH_COMPONENT16: case GL_DEPTH_COMPONENT32_OES: case GL_DEPTH_STENCIL_OES: case GL_DEPTH24_STENCIL8_OES: if (context->supportsDepthTextures()) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_ENUM); } default: return gl::error(GL_INVALID_ENUM); } if (target == GL_TEXTURE_2D) { gl::Texture2D *texture = context->getTexture2D(); if (!texture) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } texture->copyImage(level, internalformat, x, y, width, height, framebuffer); } else if (gl::IsCubemapTextureTarget(target)) { gl::TextureCubeMap *texture = context->getTextureCubeMap(); if (!texture) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } texture->copyImage(target, level, internalformat, x, y, width, height, framebuffer); } else UNREACHABLE(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { EVENT("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, " "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)", target, level, xoffset, yoffset, x, y, width, height); try { if (!gl::IsInternalTextureTarget(target)) { return gl::error(GL_INVALID_ENUM); } if (level < 0 || xoffset < 0 || yoffset < 0 || width < 0 || height < 0) { return gl::error(GL_INVALID_VALUE); } if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height) { return gl::error(GL_INVALID_VALUE); } if (width == 0 || height == 0) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { if (level > context->getMaximumTextureLevel()) { return gl::error(GL_INVALID_VALUE); } gl::Framebuffer *framebuffer = context->getReadFramebuffer(); if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE) { return gl::error(GL_INVALID_FRAMEBUFFER_OPERATION); } if (context->getReadFramebufferHandle() != 0 && framebuffer->getSamples() != 0) { return gl::error(GL_INVALID_OPERATION); } gl::Renderbuffer *source = framebuffer->getReadColorbuffer(); GLenum colorbufferFormat = source->getInternalFormat(); gl::Texture *texture = NULL; GLenum textureFormat = GL_RGBA; if (target == GL_TEXTURE_2D) { gl::Texture2D *tex2d = context->getTexture2D(); if (!validateSubImageParams2D(false, width, height, xoffset, yoffset, level, GL_NONE, GL_NONE, tex2d)) { return; // error already registered by validateSubImageParams } textureFormat = gl::ExtractFormat(tex2d->getInternalFormat(level)); texture = tex2d; } else if (gl::IsCubemapTextureTarget(target)) { gl::TextureCubeMap *texcube = context->getTextureCubeMap(); if (!validateSubImageParamsCube(false, width, height, xoffset, yoffset, target, level, GL_NONE, GL_NONE, texcube)) { return; // error already registered by validateSubImageParams } textureFormat = gl::ExtractFormat(texcube->getInternalFormat(target, level)); texture = texcube; } else UNREACHABLE(); // [OpenGL ES 2.0.24] table 3.9 switch (textureFormat) { case GL_ALPHA: if (colorbufferFormat != GL_ALPHA8_EXT && colorbufferFormat != GL_RGBA4 && colorbufferFormat != GL_RGB5_A1 && colorbufferFormat != GL_RGBA8_OES) { return gl::error(GL_INVALID_OPERATION); } break; case GL_LUMINANCE: case GL_RGB: if (colorbufferFormat != GL_RGB565 && colorbufferFormat != GL_RGB8_OES && colorbufferFormat != GL_RGBA4 && colorbufferFormat != GL_RGB5_A1 && colorbufferFormat != GL_RGBA8_OES) { return gl::error(GL_INVALID_OPERATION); } break; case GL_LUMINANCE_ALPHA: case GL_RGBA: if (colorbufferFormat != GL_RGBA4 && colorbufferFormat != GL_RGB5_A1 && colorbufferFormat != GL_RGBA8_OES) { return gl::error(GL_INVALID_OPERATION); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return gl::error(GL_INVALID_OPERATION); case GL_DEPTH_COMPONENT: case GL_DEPTH_STENCIL_OES: return gl::error(GL_INVALID_OPERATION); default: return gl::error(GL_INVALID_OPERATION); } texture->copySubImage(target, level, xoffset, yoffset, x, y, width, height, framebuffer); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } GLuint __stdcall glCreateProgram(void) { EVENT("()"); try { gl::Context *context = gl::getNonLostContext(); if (context) { return context->createProgram(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, 0); } return 0; } GLuint __stdcall glCreateShader(GLenum type) { EVENT("(GLenum type = 0x%X)", type); try { gl::Context *context = gl::getNonLostContext(); if (context) { switch (type) { case GL_FRAGMENT_SHADER: case GL_VERTEX_SHADER: return context->createShader(type); default: return gl::error(GL_INVALID_ENUM, 0); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, 0); } return 0; } void __stdcall glCullFace(GLenum mode) { EVENT("(GLenum mode = 0x%X)", mode); try { switch (mode) { case GL_FRONT: case GL_BACK: case GL_FRONT_AND_BACK: { gl::Context *context = gl::getNonLostContext(); if (context) { context->setCullMode(mode); } } break; default: return gl::error(GL_INVALID_ENUM); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers) { EVENT("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { context->deleteBuffer(buffers[i]); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteFencesNV(GLsizei n, const GLuint* fences) { EVENT("(GLsizei n = %d, const GLuint* fences = 0x%0.8p)", n, fences); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { context->deleteFence(fences[i]); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers) { EVENT("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { if (framebuffers[i] != 0) { context->deleteFramebuffer(framebuffers[i]); } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteProgram(GLuint program) { EVENT("(GLuint program = %d)", program); try { if (program == 0) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { if (!context->getProgram(program)) { if(context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } context->deleteProgram(program); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteQueriesEXT(GLsizei n, const GLuint *ids) { EVENT("(GLsizei n = %d, const GLuint *ids = 0x%0.8p)", n, ids); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { context->deleteQuery(ids[i]); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers) { EVENT("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { context->deleteRenderbuffer(renderbuffers[i]); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteShader(GLuint shader) { EVENT("(GLuint shader = %d)", shader); try { if (shader == 0) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { if (!context->getShader(shader)) { if(context->getProgram(shader)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } context->deleteShader(shader); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures) { EVENT("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { if (textures[i] != 0) { context->deleteTexture(textures[i]); } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDepthFunc(GLenum func) { EVENT("(GLenum func = 0x%X)", func); try { switch (func) { case GL_NEVER: case GL_ALWAYS: case GL_LESS: case GL_LEQUAL: case GL_EQUAL: case GL_GREATER: case GL_GEQUAL: case GL_NOTEQUAL: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setDepthFunc(func); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDepthMask(GLboolean flag) { EVENT("(GLboolean flag = %d)", flag); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->setDepthMask(flag != GL_FALSE); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar) { EVENT("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->setDepthRange(zNear, zFar); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDetachShader(GLuint program, GLuint shader) { EVENT("(GLuint program = %d, GLuint shader = %d)", program, shader); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); gl::Shader *shaderObject = context->getShader(shader); if (!programObject) { gl::Shader *shaderByProgramHandle; shaderByProgramHandle = context->getShader(program); if (!shaderByProgramHandle) { return gl::error(GL_INVALID_VALUE); } else { return gl::error(GL_INVALID_OPERATION); } } if (!shaderObject) { gl::Program *programByShaderHandle = context->getProgram(shader); if (!programByShaderHandle) { return gl::error(GL_INVALID_VALUE); } else { return gl::error(GL_INVALID_OPERATION); } } if (!programObject->detachShader(shaderObject)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDisable(GLenum cap) { EVENT("(GLenum cap = 0x%X)", cap); try { gl::Context *context = gl::getNonLostContext(); if (context) { switch (cap) { case GL_CULL_FACE: context->setCullFace(false); break; case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(false); break; case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break; case GL_SAMPLE_COVERAGE: context->setSampleCoverage(false); break; case GL_SCISSOR_TEST: context->setScissorTest(false); break; case GL_STENCIL_TEST: context->setStencilTest(false); break; case GL_DEPTH_TEST: context->setDepthTest(false); break; case GL_BLEND: context->setBlend(false); break; case GL_DITHER: context->setDither(false); break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDisableVertexAttribArray(GLuint index) { EVENT("(GLuint index = %d)", index); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setEnableVertexAttribArray(index, false); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count) { EVENT("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count); try { if (count < 0 || first < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->drawArrays(mode, first, count, 0); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDrawArraysInstancedANGLE(GLenum mode, GLint first, GLsizei count, GLsizei primcount) { EVENT("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d, GLsizei primcount = %d)", mode, first, count, primcount); try { if (count < 0 || first < 0 || primcount < 0) { return gl::error(GL_INVALID_VALUE); } if (primcount > 0) { gl::Context *context = gl::getNonLostContext(); if (context) { context->drawArrays(mode, first, count, primcount); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) { EVENT("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = 0x%0.8p)", mode, count, type, indices); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { switch (type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT: break; case GL_UNSIGNED_INT: if (!context->supports32bitIndices()) { return gl::error(GL_INVALID_ENUM); } break; default: return gl::error(GL_INVALID_ENUM); } context->drawElements(mode, count, type, indices, 0); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDrawElementsInstancedANGLE(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount) { EVENT("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = 0x%0.8p, GLsizei primcount = %d)", mode, count, type, indices, primcount); try { if (count < 0 || primcount < 0) { return gl::error(GL_INVALID_VALUE); } if (primcount > 0) { gl::Context *context = gl::getNonLostContext(); if (context) { switch (type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT: break; case GL_UNSIGNED_INT: if (!context->supports32bitIndices()) { return gl::error(GL_INVALID_ENUM); } break; default: return gl::error(GL_INVALID_ENUM); } context->drawElements(mode, count, type, indices, primcount); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glEnable(GLenum cap) { EVENT("(GLenum cap = 0x%X)", cap); try { gl::Context *context = gl::getNonLostContext(); if (context) { switch (cap) { case GL_CULL_FACE: context->setCullFace(true); break; case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(true); break; case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break; case GL_SAMPLE_COVERAGE: context->setSampleCoverage(true); break; case GL_SCISSOR_TEST: context->setScissorTest(true); break; case GL_STENCIL_TEST: context->setStencilTest(true); break; case GL_DEPTH_TEST: context->setDepthTest(true); break; case GL_BLEND: context->setBlend(true); break; case GL_DITHER: context->setDither(true); break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glEnableVertexAttribArray(GLuint index) { EVENT("(GLuint index = %d)", index); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setEnableVertexAttribArray(index, true); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glEndQueryEXT(GLenum target) { EVENT("GLenum target = 0x%X)", target); try { switch (target) { case GL_ANY_SAMPLES_PASSED_EXT: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { context->endQuery(target); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glFinishFenceNV(GLuint fence) { EVENT("(GLuint fence = %d)", fence); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Fence* fenceObject = context->getFence(fence); if (fenceObject == NULL) { return gl::error(GL_INVALID_OPERATION); } fenceObject->finishFence(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glFinish(void) { EVENT("()"); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->sync(true); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glFlush(void) { EVENT("()"); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->sync(false); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { EVENT("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, " "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer); try { if ((target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE) || (renderbuffertarget != GL_RENDERBUFFER && renderbuffer != 0)) { return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Framebuffer *framebuffer = NULL; GLuint framebufferHandle = 0; if (target == GL_READ_FRAMEBUFFER_ANGLE) { framebuffer = context->getReadFramebuffer(); framebufferHandle = context->getReadFramebufferHandle(); } else { framebuffer = context->getDrawFramebuffer(); framebufferHandle = context->getDrawFramebufferHandle(); } if (!framebuffer || (framebufferHandle == 0 && renderbuffer != 0)) { return gl::error(GL_INVALID_OPERATION); } if (attachment >= GL_COLOR_ATTACHMENT0_EXT && attachment <= GL_COLOR_ATTACHMENT15_EXT) { const unsigned int colorAttachment = (attachment - GL_COLOR_ATTACHMENT0_EXT); if (colorAttachment >= context->getMaximumRenderTargets()) { return gl::error(GL_INVALID_VALUE); } framebuffer->setColorbuffer(colorAttachment, GL_RENDERBUFFER, renderbuffer); } else { switch (attachment) { case GL_DEPTH_ATTACHMENT: framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer); break; case GL_STENCIL_ATTACHMENT: framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer); break; default: return gl::error(GL_INVALID_ENUM); } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { EVENT("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, " "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level); try { if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE) { return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { if (attachment >= GL_COLOR_ATTACHMENT0_EXT && attachment <= GL_COLOR_ATTACHMENT15_EXT) { const unsigned int colorAttachment = (attachment - GL_COLOR_ATTACHMENT0_EXT); if (colorAttachment >= context->getMaximumRenderTargets()) { return gl::error(GL_INVALID_VALUE); } } else { switch (attachment) { case GL_DEPTH_ATTACHMENT: case GL_STENCIL_ATTACHMENT: break; default: return gl::error(GL_INVALID_ENUM); } } if (texture == 0) { textarget = GL_NONE; } else { gl::Texture *tex = context->getTexture(texture); if (tex == NULL) { return gl::error(GL_INVALID_OPERATION); } switch (textarget) { case GL_TEXTURE_2D: { if (tex->getTarget() != GL_TEXTURE_2D) { return gl::error(GL_INVALID_OPERATION); } gl::Texture2D *tex2d = static_cast<gl::Texture2D *>(tex); if (tex2d->isCompressed(0)) { return gl::error(GL_INVALID_OPERATION); } break; } case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: { if (tex->getTarget() != GL_TEXTURE_CUBE_MAP) { return gl::error(GL_INVALID_OPERATION); } gl::TextureCubeMap *texcube = static_cast<gl::TextureCubeMap *>(tex); if (texcube->isCompressed(textarget, level)) { return gl::error(GL_INVALID_OPERATION); } break; } default: return gl::error(GL_INVALID_ENUM); } if (level != 0) { return gl::error(GL_INVALID_VALUE); } } gl::Framebuffer *framebuffer = NULL; GLuint framebufferHandle = 0; if (target == GL_READ_FRAMEBUFFER_ANGLE) { framebuffer = context->getReadFramebuffer(); framebufferHandle = context->getReadFramebufferHandle(); } else { framebuffer = context->getDrawFramebuffer(); framebufferHandle = context->getDrawFramebufferHandle(); } if (framebufferHandle == 0 || !framebuffer) { return gl::error(GL_INVALID_OPERATION); } if (attachment >= GL_COLOR_ATTACHMENT0_EXT && attachment <= GL_COLOR_ATTACHMENT15_EXT) { const unsigned int colorAttachment = (attachment - GL_COLOR_ATTACHMENT0_EXT); if (colorAttachment >= context->getMaximumRenderTargets()) { return gl::error(GL_INVALID_VALUE); } framebuffer->setColorbuffer(colorAttachment, textarget, texture); } else { switch (attachment) { case GL_DEPTH_ATTACHMENT: framebuffer->setDepthbuffer(textarget, texture); break; case GL_STENCIL_ATTACHMENT: framebuffer->setStencilbuffer(textarget, texture); break; } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glFrontFace(GLenum mode) { EVENT("(GLenum mode = 0x%X)", mode); try { switch (mode) { case GL_CW: case GL_CCW: { gl::Context *context = gl::getNonLostContext(); if (context) { context->setFrontFace(mode); } } break; default: return gl::error(GL_INVALID_ENUM); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGenBuffers(GLsizei n, GLuint* buffers) { EVENT("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { buffers[i] = context->createBuffer(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGenerateMipmap(GLenum target) { EVENT("(GLenum target = 0x%X)", target); try { gl::Context *context = gl::getNonLostContext(); if (context) { switch (target) { case GL_TEXTURE_2D: { gl::Texture2D *tex2d = context->getTexture2D(); if (tex2d->isCompressed(0)) { return gl::error(GL_INVALID_OPERATION); } if (tex2d->isDepth(0)) { return gl::error(GL_INVALID_OPERATION); } tex2d->generateMipmaps(); break; } case GL_TEXTURE_CUBE_MAP: { gl::TextureCubeMap *texcube = context->getTextureCubeMap(); if (texcube->isCompressed(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)) { return gl::error(GL_INVALID_OPERATION); } texcube->generateMipmaps(); break; } default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGenFencesNV(GLsizei n, GLuint* fences) { EVENT("(GLsizei n = %d, GLuint* fences = 0x%0.8p)", n, fences); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { fences[i] = context->createFence(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers) { EVENT("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { framebuffers[i] = context->createFramebuffer(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGenQueriesEXT(GLsizei n, GLuint* ids) { EVENT("(GLsizei n = %d, GLuint* ids = 0x%0.8p)", n, ids); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { ids[i] = context->createQuery(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers) { EVENT("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { renderbuffers[i] = context->createRenderbuffer(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGenTextures(GLsizei n, GLuint* textures) { EVENT("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures); try { if (n < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { for (int i = 0; i < n; i++) { textures[i] = context->createTexture(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) { EVENT("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei *length = 0x%0.8p, " "GLint *size = 0x%0.8p, GLenum *type = %0.8p, GLchar *name = %0.8p)", program, index, bufsize, length, size, type, name); try { if (bufsize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } if (index >= (GLuint)programObject->getActiveAttributeCount()) { return gl::error(GL_INVALID_VALUE); } programObject->getActiveAttribute(index, bufsize, length, size, type, name); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { EVENT("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, " "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, GLchar* name = 0x%0.8p)", program, index, bufsize, length, size, type, name); try { if (bufsize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } if (index >= (GLuint)programObject->getActiveUniformCount()) { return gl::error(GL_INVALID_VALUE); } programObject->getActiveUniform(index, bufsize, length, size, type, name); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) { EVENT("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)", program, maxcount, count, shaders); try { if (maxcount < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } return programObject->getAttachedShaders(maxcount, count, shaders); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } int __stdcall glGetAttribLocation(GLuint program, const GLchar* name) { EVENT("(GLuint program = %d, const GLchar* name = %s)", program, name); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION, -1); } else { return gl::error(GL_INVALID_VALUE, -1); } } gl::ProgramBinary *programBinary = programObject->getProgramBinary(); if (!programObject->isLinked() || !programBinary) { return gl::error(GL_INVALID_OPERATION, -1); } return programBinary->getAttributeLocation(name); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, -1); } return -1; } void __stdcall glGetBooleanv(GLenum pname, GLboolean* params) { EVENT("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (!(context->getBooleanv(pname, params))) { GLenum nativeType; unsigned int numParams = 0; if (!context->getQueryParameterInfo(pname, &nativeType, &numParams)) return gl::error(GL_INVALID_ENUM); if (numParams == 0) return; // it is known that the pname is valid, but there are no parameters to return if (nativeType == GL_FLOAT) { GLfloat *floatParams = NULL; floatParams = new GLfloat[numParams]; context->getFloatv(pname, floatParams); for (unsigned int i = 0; i < numParams; ++i) { if (floatParams[i] == 0.0f) params[i] = GL_FALSE; else params[i] = GL_TRUE; } delete [] floatParams; } else if (nativeType == GL_INT) { GLint *intParams = NULL; intParams = new GLint[numParams]; context->getIntegerv(pname, intParams); for (unsigned int i = 0; i < numParams; ++i) { if (intParams[i] == 0) params[i] = GL_FALSE; else params[i] = GL_TRUE; } delete [] intParams; } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) { EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Buffer *buffer; switch (target) { case GL_ARRAY_BUFFER: buffer = context->getArrayBuffer(); break; case GL_ELEMENT_ARRAY_BUFFER: buffer = context->getElementArrayBuffer(); break; default: return gl::error(GL_INVALID_ENUM); } if (!buffer) { // A null buffer means that "0" is bound to the requested buffer target return gl::error(GL_INVALID_OPERATION); } switch (pname) { case GL_BUFFER_USAGE: *params = buffer->usage(); break; case GL_BUFFER_SIZE: *params = buffer->size(); break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } GLenum __stdcall glGetError(void) { EVENT("()"); gl::Context *context = gl::getContext(); if (context) { return context->getError(); } return GL_NO_ERROR; } void __stdcall glGetFenceivNV(GLuint fence, GLenum pname, GLint *params) { EVENT("(GLuint fence = %d, GLenum pname = 0x%X, GLint *params = 0x%0.8p)", fence, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Fence *fenceObject = context->getFence(fence); if (fenceObject == NULL) { return gl::error(GL_INVALID_OPERATION); } fenceObject->getFenceiv(pname, params); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetFloatv(GLenum pname, GLfloat* params) { EVENT("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (!(context->getFloatv(pname, params))) { GLenum nativeType; unsigned int numParams = 0; if (!context->getQueryParameterInfo(pname, &nativeType, &numParams)) return gl::error(GL_INVALID_ENUM); if (numParams == 0) return; // it is known that the pname is valid, but that there are no parameters to return. if (nativeType == GL_BOOL) { GLboolean *boolParams = NULL; boolParams = new GLboolean[numParams]; context->getBooleanv(pname, boolParams); for (unsigned int i = 0; i < numParams; ++i) { if (boolParams[i] == GL_FALSE) params[i] = 0.0f; else params[i] = 1.0f; } delete [] boolParams; } else if (nativeType == GL_INT) { GLint *intParams = NULL; intParams = new GLint[numParams]; context->getIntegerv(pname, intParams); for (unsigned int i = 0; i < numParams; ++i) { params[i] = (GLfloat)intParams[i]; } delete [] intParams; } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params) { EVENT("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, attachment, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE) { return gl::error(GL_INVALID_ENUM); } gl::Framebuffer *framebuffer = NULL; if (target == GL_READ_FRAMEBUFFER_ANGLE) { if(context->getReadFramebufferHandle() == 0) { return gl::error(GL_INVALID_OPERATION); } framebuffer = context->getReadFramebuffer(); } else { if (context->getDrawFramebufferHandle() == 0) { return gl::error(GL_INVALID_OPERATION); } framebuffer = context->getDrawFramebuffer(); } GLenum attachmentType; GLuint attachmentHandle; if (attachment >= GL_COLOR_ATTACHMENT0_EXT && attachment <= GL_COLOR_ATTACHMENT15_EXT) { const unsigned int colorAttachment = (attachment - GL_COLOR_ATTACHMENT0_EXT); if (colorAttachment >= context->getMaximumRenderTargets()) { return gl::error(GL_INVALID_ENUM); } attachmentType = framebuffer->getColorbufferType(colorAttachment); attachmentHandle = framebuffer->getColorbufferHandle(colorAttachment); } else { switch (attachment) { case GL_DEPTH_ATTACHMENT: attachmentType = framebuffer->getDepthbufferType(); attachmentHandle = framebuffer->getDepthbufferHandle(); break; case GL_STENCIL_ATTACHMENT: attachmentType = framebuffer->getStencilbufferType(); attachmentHandle = framebuffer->getStencilbufferHandle(); break; default: return gl::error(GL_INVALID_ENUM); } } GLenum attachmentObjectType; // Type category if (attachmentType == GL_NONE || attachmentType == GL_RENDERBUFFER) { attachmentObjectType = attachmentType; } else if (gl::IsInternalTextureTarget(attachmentType)) { attachmentObjectType = GL_TEXTURE; } else { UNREACHABLE(); return; } switch (pname) { case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE: *params = attachmentObjectType; break; case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME: if (attachmentObjectType == GL_RENDERBUFFER || attachmentObjectType == GL_TEXTURE) { *params = attachmentHandle; } else { return gl::error(GL_INVALID_ENUM); } break; case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL: if (attachmentObjectType == GL_TEXTURE) { *params = 0; // FramebufferTexture2D will not allow level to be set to anything else in GL ES 2.0 } else { return gl::error(GL_INVALID_ENUM); } break; case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE: if (attachmentObjectType == GL_TEXTURE) { if (gl::IsCubemapTextureTarget(attachmentType)) { *params = attachmentType; } else { *params = 0; } } else { return gl::error(GL_INVALID_ENUM); } break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } GLenum __stdcall glGetGraphicsResetStatusEXT(void) { EVENT("()"); try { gl::Context *context = gl::getContext(); if (context) { return context->getResetStatus(); } return GL_NO_ERROR; } catch(std::bad_alloc&) { return GL_OUT_OF_MEMORY; } } void __stdcall glGetIntegerv(GLenum pname, GLint* params) { EVENT("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (!(context->getIntegerv(pname, params))) { GLenum nativeType; unsigned int numParams = 0; if (!context->getQueryParameterInfo(pname, &nativeType, &numParams)) return gl::error(GL_INVALID_ENUM); if (numParams == 0) return; // it is known that pname is valid, but there are no parameters to return if (nativeType == GL_BOOL) { GLboolean *boolParams = NULL; boolParams = new GLboolean[numParams]; context->getBooleanv(pname, boolParams); for (unsigned int i = 0; i < numParams; ++i) { if (boolParams[i] == GL_FALSE) params[i] = 0; else params[i] = 1; } delete [] boolParams; } else if (nativeType == GL_FLOAT) { GLfloat *floatParams = NULL; floatParams = new GLfloat[numParams]; context->getFloatv(pname, floatParams); for (unsigned int i = 0; i < numParams; ++i) { if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE || pname == GL_BLEND_COLOR) { params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f); } else params[i] = (GLint)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5)); } delete [] floatParams; } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params) { EVENT("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { return gl::error(GL_INVALID_VALUE); } switch (pname) { case GL_DELETE_STATUS: *params = programObject->isFlaggedForDeletion(); return; case GL_LINK_STATUS: *params = programObject->isLinked(); return; case GL_VALIDATE_STATUS: *params = programObject->isValidated(); return; case GL_INFO_LOG_LENGTH: *params = programObject->getInfoLogLength(); return; case GL_ATTACHED_SHADERS: *params = programObject->getAttachedShadersCount(); return; case GL_ACTIVE_ATTRIBUTES: *params = programObject->getActiveAttributeCount(); return; case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: *params = programObject->getActiveAttributeMaxLength(); return; case GL_ACTIVE_UNIFORMS: *params = programObject->getActiveUniformCount(); return; case GL_ACTIVE_UNIFORM_MAX_LENGTH: *params = programObject->getActiveUniformMaxLength(); return; case GL_PROGRAM_BINARY_LENGTH_OES: *params = programObject->getProgramBinaryLength(); return; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) { EVENT("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)", program, bufsize, length, infolog); try { if (bufsize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { return gl::error(GL_INVALID_VALUE); } programObject->getInfoLog(bufsize, length, infolog); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetQueryivEXT(GLenum target, GLenum pname, GLint *params) { EVENT("GLenum target = 0x%X, GLenum pname = 0x%X, GLint *params = 0x%0.8p)", target, pname, params); try { switch (pname) { case GL_CURRENT_QUERY_EXT: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { params[0] = context->getActiveQuery(target); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetQueryObjectuivEXT(GLuint id, GLenum pname, GLuint *params) { EVENT("(GLuint id = %d, GLenum pname = 0x%X, GLuint *params = 0x%0.8p)", id, pname, params); try { switch (pname) { case GL_QUERY_RESULT_EXT: case GL_QUERY_RESULT_AVAILABLE_EXT: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Query *queryObject = context->getQuery(id, false, GL_NONE); if (!queryObject) { return gl::error(GL_INVALID_OPERATION); } if (context->getActiveQuery(queryObject->getType()) == id) { return gl::error(GL_INVALID_OPERATION); } switch(pname) { case GL_QUERY_RESULT_EXT: params[0] = queryObject->getResult(); break; case GL_QUERY_RESULT_AVAILABLE_EXT: params[0] = queryObject->isResultAvailable(); break; default: ASSERT(false); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params) { EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (target != GL_RENDERBUFFER) { return gl::error(GL_INVALID_ENUM); } if (context->getRenderbufferHandle() == 0) { return gl::error(GL_INVALID_OPERATION); } gl::Renderbuffer *renderbuffer = context->getRenderbuffer(context->getRenderbufferHandle()); switch (pname) { case GL_RENDERBUFFER_WIDTH: *params = renderbuffer->getWidth(); break; case GL_RENDERBUFFER_HEIGHT: *params = renderbuffer->getHeight(); break; case GL_RENDERBUFFER_INTERNAL_FORMAT: *params = renderbuffer->getInternalFormat(); break; case GL_RENDERBUFFER_RED_SIZE: *params = renderbuffer->getRedSize(); break; case GL_RENDERBUFFER_GREEN_SIZE: *params = renderbuffer->getGreenSize(); break; case GL_RENDERBUFFER_BLUE_SIZE: *params = renderbuffer->getBlueSize(); break; case GL_RENDERBUFFER_ALPHA_SIZE: *params = renderbuffer->getAlphaSize(); break; case GL_RENDERBUFFER_DEPTH_SIZE: *params = renderbuffer->getDepthSize(); break; case GL_RENDERBUFFER_STENCIL_SIZE: *params = renderbuffer->getStencilSize(); break; case GL_RENDERBUFFER_SAMPLES_ANGLE: if (context->getMaxSupportedSamples() != 0) { *params = renderbuffer->getSamples(); } else { return gl::error(GL_INVALID_ENUM); } break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params) { EVENT("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Shader *shaderObject = context->getShader(shader); if (!shaderObject) { return gl::error(GL_INVALID_VALUE); } switch (pname) { case GL_SHADER_TYPE: *params = shaderObject->getType(); return; case GL_DELETE_STATUS: *params = shaderObject->isFlaggedForDeletion(); return; case GL_COMPILE_STATUS: *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE; return; case GL_INFO_LOG_LENGTH: *params = shaderObject->getInfoLogLength(); return; case GL_SHADER_SOURCE_LENGTH: *params = shaderObject->getSourceLength(); return; case GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE: *params = shaderObject->getTranslatedSourceLength(); return; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) { EVENT("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)", shader, bufsize, length, infolog); try { if (bufsize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Shader *shaderObject = context->getShader(shader); if (!shaderObject) { return gl::error(GL_INVALID_VALUE); } shaderObject->getInfoLog(bufsize, length, infolog); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { EVENT("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)", shadertype, precisiontype, range, precision); try { switch (shadertype) { case GL_VERTEX_SHADER: case GL_FRAGMENT_SHADER: break; default: return gl::error(GL_INVALID_ENUM); } switch (precisiontype) { case GL_LOW_FLOAT: case GL_MEDIUM_FLOAT: case GL_HIGH_FLOAT: // Assume IEEE 754 precision range[0] = 127; range[1] = 127; *precision = 23; break; case GL_LOW_INT: case GL_MEDIUM_INT: case GL_HIGH_INT: // Some (most) hardware only supports single-precision floating-point numbers, // which can accurately represent integers up to +/-16777216 range[0] = 24; range[1] = 24; *precision = 0; break; default: return gl::error(GL_INVALID_ENUM); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { EVENT("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* source = 0x%0.8p)", shader, bufsize, length, source); try { if (bufsize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Shader *shaderObject = context->getShader(shader); if (!shaderObject) { return gl::error(GL_INVALID_OPERATION); } shaderObject->getSource(bufsize, length, source); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetTranslatedShaderSourceANGLE(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source) { EVENT("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* source = 0x%0.8p)", shader, bufsize, length, source); try { if (bufsize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Shader *shaderObject = context->getShader(shader); if (!shaderObject) { return gl::error(GL_INVALID_OPERATION); } shaderObject->getTranslatedSource(bufsize, length, source); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } const GLubyte* __stdcall glGetString(GLenum name) { EVENT("(GLenum name = 0x%X)", name); try { gl::Context *context = gl::getNonLostContext(); switch (name) { case GL_VENDOR: return (GLubyte*)"Google Inc."; case GL_RENDERER: return (GLubyte*)((context != NULL) ? context->getRendererString() : "ANGLE"); case GL_VERSION: return (GLubyte*)"OpenGL ES 2.0 (ANGLE " VERSION_STRING ")"; case GL_SHADING_LANGUAGE_VERSION: return (GLubyte*)"OpenGL ES GLSL ES 1.00 (ANGLE " VERSION_STRING ")"; case GL_EXTENSIONS: return (GLubyte*)((context != NULL) ? context->getExtensionString() : ""); default: return gl::error(GL_INVALID_ENUM, (GLubyte*)NULL); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, (GLubyte*)NULL); } } void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params) { EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", target, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Texture *texture; switch (target) { case GL_TEXTURE_2D: texture = context->getTexture2D(); break; case GL_TEXTURE_CUBE_MAP: texture = context->getTextureCubeMap(); break; default: return gl::error(GL_INVALID_ENUM); } switch (pname) { case GL_TEXTURE_MAG_FILTER: *params = (GLfloat)texture->getMagFilter(); break; case GL_TEXTURE_MIN_FILTER: *params = (GLfloat)texture->getMinFilter(); break; case GL_TEXTURE_WRAP_S: *params = (GLfloat)texture->getWrapS(); break; case GL_TEXTURE_WRAP_T: *params = (GLfloat)texture->getWrapT(); break; case GL_TEXTURE_IMMUTABLE_FORMAT_EXT: *params = (GLfloat)(texture->isImmutable() ? GL_TRUE : GL_FALSE); break; case GL_TEXTURE_USAGE_ANGLE: *params = (GLfloat)texture->getUsage(); break; case GL_TEXTURE_MAX_ANISOTROPY_EXT: if (!context->supportsTextureFilterAnisotropy()) { return gl::error(GL_INVALID_ENUM); } *params = (GLfloat)texture->getMaxAnisotropy(); break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params) { EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Texture *texture; switch (target) { case GL_TEXTURE_2D: texture = context->getTexture2D(); break; case GL_TEXTURE_CUBE_MAP: texture = context->getTextureCubeMap(); break; default: return gl::error(GL_INVALID_ENUM); } switch (pname) { case GL_TEXTURE_MAG_FILTER: *params = texture->getMagFilter(); break; case GL_TEXTURE_MIN_FILTER: *params = texture->getMinFilter(); break; case GL_TEXTURE_WRAP_S: *params = texture->getWrapS(); break; case GL_TEXTURE_WRAP_T: *params = texture->getWrapT(); break; case GL_TEXTURE_IMMUTABLE_FORMAT_EXT: *params = texture->isImmutable() ? GL_TRUE : GL_FALSE; break; case GL_TEXTURE_USAGE_ANGLE: *params = texture->getUsage(); break; case GL_TEXTURE_MAX_ANISOTROPY_EXT: if (!context->supportsTextureFilterAnisotropy()) { return gl::error(GL_INVALID_ENUM); } *params = (GLint)texture->getMaxAnisotropy(); break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetnUniformfvEXT(GLuint program, GLint location, GLsizei bufSize, GLfloat* params) { EVENT("(GLuint program = %d, GLint location = %d, GLsizei bufSize = %d, GLfloat* params = 0x%0.8p)", program, location, bufSize, params); try { if (bufSize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { if (program == 0) { return gl::error(GL_INVALID_VALUE); } gl::Program *programObject = context->getProgram(program); if (!programObject || !programObject->isLinked()) { return gl::error(GL_INVALID_OPERATION); } gl::ProgramBinary *programBinary = programObject->getProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->getUniformfv(location, &bufSize, params)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params) { EVENT("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (program == 0) { return gl::error(GL_INVALID_VALUE); } gl::Program *programObject = context->getProgram(program); if (!programObject || !programObject->isLinked()) { return gl::error(GL_INVALID_OPERATION); } gl::ProgramBinary *programBinary = programObject->getProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->getUniformfv(location, NULL, params)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetnUniformivEXT(GLuint program, GLint location, GLsizei bufSize, GLint* params) { EVENT("(GLuint program = %d, GLint location = %d, GLsizei bufSize = %d, GLint* params = 0x%0.8p)", program, location, bufSize, params); try { if (bufSize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { if (program == 0) { return gl::error(GL_INVALID_VALUE); } gl::Program *programObject = context->getProgram(program); if (!programObject || !programObject->isLinked()) { return gl::error(GL_INVALID_OPERATION); } gl::ProgramBinary *programBinary = programObject->getProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->getUniformiv(location, &bufSize, params)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params) { EVENT("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (program == 0) { return gl::error(GL_INVALID_VALUE); } gl::Program *programObject = context->getProgram(program); if (!programObject || !programObject->isLinked()) { return gl::error(GL_INVALID_OPERATION); } gl::ProgramBinary *programBinary = programObject->getProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->getUniformiv(location, NULL, params)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } int __stdcall glGetUniformLocation(GLuint program, const GLchar* name) { EVENT("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name); try { gl::Context *context = gl::getNonLostContext(); if (strstr(name, "gl_") == name) { return -1; } if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION, -1); } else { return gl::error(GL_INVALID_VALUE, -1); } } gl::ProgramBinary *programBinary = programObject->getProgramBinary(); if (!programObject->isLinked() || !programBinary) { return gl::error(GL_INVALID_OPERATION, -1); } return programBinary->getUniformLocation(name); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, -1); } return -1; } void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params) { EVENT("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } const gl::VertexAttribute &attribState = context->getVertexAttribState(index); switch (pname) { case GL_VERTEX_ATTRIB_ARRAY_ENABLED: *params = (GLfloat)(attribState.mArrayEnabled ? GL_TRUE : GL_FALSE); break; case GL_VERTEX_ATTRIB_ARRAY_SIZE: *params = (GLfloat)attribState.mSize; break; case GL_VERTEX_ATTRIB_ARRAY_STRIDE: *params = (GLfloat)attribState.mStride; break; case GL_VERTEX_ATTRIB_ARRAY_TYPE: *params = (GLfloat)attribState.mType; break; case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: *params = (GLfloat)(attribState.mNormalized ? GL_TRUE : GL_FALSE); break; case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: *params = (GLfloat)attribState.mBoundBuffer.id(); break; case GL_CURRENT_VERTEX_ATTRIB: for (int i = 0; i < 4; ++i) { params[i] = attribState.mCurrentValue[i]; } break; case GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE: *params = (GLfloat)attribState.mDivisor; break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params) { EVENT("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } const gl::VertexAttribute &attribState = context->getVertexAttribState(index); switch (pname) { case GL_VERTEX_ATTRIB_ARRAY_ENABLED: *params = (attribState.mArrayEnabled ? GL_TRUE : GL_FALSE); break; case GL_VERTEX_ATTRIB_ARRAY_SIZE: *params = attribState.mSize; break; case GL_VERTEX_ATTRIB_ARRAY_STRIDE: *params = attribState.mStride; break; case GL_VERTEX_ATTRIB_ARRAY_TYPE: *params = attribState.mType; break; case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED: *params = (attribState.mNormalized ? GL_TRUE : GL_FALSE); break; case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING: *params = attribState.mBoundBuffer.id(); break; case GL_CURRENT_VERTEX_ATTRIB: for (int i = 0; i < 4; ++i) { float currentValue = attribState.mCurrentValue[i]; params[i] = (GLint)(currentValue > 0.0f ? floor(currentValue + 0.5f) : ceil(currentValue - 0.5f)); } break; case GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE: *params = (GLint)attribState.mDivisor; break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer) { EVENT("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } if (pname != GL_VERTEX_ATTRIB_ARRAY_POINTER) { return gl::error(GL_INVALID_ENUM); } *pointer = const_cast<GLvoid*>(context->getVertexAttribPointer(index)); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glHint(GLenum target, GLenum mode) { EVENT("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode); try { switch (mode) { case GL_FASTEST: case GL_NICEST: case GL_DONT_CARE: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); switch (target) { case GL_GENERATE_MIPMAP_HINT: if (context) context->setGenerateMipmapHint(mode); break; case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: if (context) context->setFragmentShaderDerivativeHint(mode); break; default: return gl::error(GL_INVALID_ENUM); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } GLboolean __stdcall glIsBuffer(GLuint buffer) { EVENT("(GLuint buffer = %d)", buffer); try { gl::Context *context = gl::getNonLostContext(); if (context && buffer) { gl::Buffer *bufferObject = context->getBuffer(buffer); if (bufferObject) { return GL_TRUE; } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } GLboolean __stdcall glIsEnabled(GLenum cap) { EVENT("(GLenum cap = 0x%X)", cap); try { gl::Context *context = gl::getNonLostContext(); if (context) { switch (cap) { case GL_CULL_FACE: return context->isCullFaceEnabled(); case GL_POLYGON_OFFSET_FILL: return context->isPolygonOffsetFillEnabled(); case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->isSampleAlphaToCoverageEnabled(); case GL_SAMPLE_COVERAGE: return context->isSampleCoverageEnabled(); case GL_SCISSOR_TEST: return context->isScissorTestEnabled(); case GL_STENCIL_TEST: return context->isStencilTestEnabled(); case GL_DEPTH_TEST: return context->isDepthTestEnabled(); case GL_BLEND: return context->isBlendEnabled(); case GL_DITHER: return context->isDitherEnabled(); default: return gl::error(GL_INVALID_ENUM, false); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, false); } return false; } GLboolean __stdcall glIsFenceNV(GLuint fence) { EVENT("(GLuint fence = %d)", fence); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Fence *fenceObject = context->getFence(fence); if (fenceObject == NULL) { return GL_FALSE; } return fenceObject->isFence(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } GLboolean __stdcall glIsFramebuffer(GLuint framebuffer) { EVENT("(GLuint framebuffer = %d)", framebuffer); try { gl::Context *context = gl::getNonLostContext(); if (context && framebuffer) { gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer); if (framebufferObject) { return GL_TRUE; } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } GLboolean __stdcall glIsProgram(GLuint program) { EVENT("(GLuint program = %d)", program); try { gl::Context *context = gl::getNonLostContext(); if (context && program) { gl::Program *programObject = context->getProgram(program); if (programObject) { return GL_TRUE; } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } GLboolean __stdcall glIsQueryEXT(GLuint id) { EVENT("(GLuint id = %d)", id); try { if (id == 0) { return GL_FALSE; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Query *queryObject = context->getQuery(id, false, GL_NONE); if (queryObject) { return GL_TRUE; } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer) { EVENT("(GLuint renderbuffer = %d)", renderbuffer); try { gl::Context *context = gl::getNonLostContext(); if (context && renderbuffer) { gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer); if (renderbufferObject) { return GL_TRUE; } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } GLboolean __stdcall glIsShader(GLuint shader) { EVENT("(GLuint shader = %d)", shader); try { gl::Context *context = gl::getNonLostContext(); if (context && shader) { gl::Shader *shaderObject = context->getShader(shader); if (shaderObject) { return GL_TRUE; } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } GLboolean __stdcall glIsTexture(GLuint texture) { EVENT("(GLuint texture = %d)", texture); try { gl::Context *context = gl::getNonLostContext(); if (context && texture) { gl::Texture *textureObject = context->getTexture(texture); if (textureObject) { return GL_TRUE; } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, GL_FALSE); } return GL_FALSE; } void __stdcall glLineWidth(GLfloat width) { EVENT("(GLfloat width = %f)", width); try { if (width <= 0.0f) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setLineWidth(width); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glLinkProgram(GLuint program) { EVENT("(GLuint program = %d)", program); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } context->linkProgram(program); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glPixelStorei(GLenum pname, GLint param) { EVENT("(GLenum pname = 0x%X, GLint param = %d)", pname, param); try { gl::Context *context = gl::getNonLostContext(); if (context) { switch (pname) { case GL_UNPACK_ALIGNMENT: if (param != 1 && param != 2 && param != 4 && param != 8) { return gl::error(GL_INVALID_VALUE); } context->setUnpackAlignment(param); break; case GL_PACK_ALIGNMENT: if (param != 1 && param != 2 && param != 4 && param != 8) { return gl::error(GL_INVALID_VALUE); } context->setPackAlignment(param); break; case GL_PACK_REVERSE_ROW_ORDER_ANGLE: context->setPackReverseRowOrder(param != 0); break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glPolygonOffset(GLfloat factor, GLfloat units) { EVENT("(GLfloat factor = %f, GLfloat units = %f)", factor, units); try { gl::Context *context = gl::getNonLostContext(); if (context) { context->setPolygonOffsetParams(factor, units); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glReadnPixelsEXT(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data) { EVENT("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, " "GLenum format = 0x%X, GLenum type = 0x%X, GLsizei bufSize = 0x%d, GLvoid *data = 0x%0.8p)", x, y, width, height, format, type, bufSize, data); try { if (width < 0 || height < 0 || bufSize < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLenum currentFormat, currentType; // Failure in getCurrentReadFormatType indicates that no color attachment is currently bound, // and attempting to read back if that's the case is an error. The error will be registered // by getCurrentReadFormat. if (!context->getCurrentReadFormatType(&currentFormat, &currentType)) return; if (!(currentFormat == format && currentType == type) && !validReadFormatType(format, type)) { return gl::error(GL_INVALID_OPERATION); } context->readPixels(x, y, width, height, format, type, &bufSize, data); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) { EVENT("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, " "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)", x, y, width, height, format, type, pixels); try { if (width < 0 || height < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLenum currentFormat, currentType; // Failure in getCurrentReadFormatType indicates that no color attachment is currently bound, // and attempting to read back if that's the case is an error. The error will be registered // by getCurrentReadFormat. if (!context->getCurrentReadFormatType(&currentFormat, &currentType)) return; if (!(currentFormat == format && currentType == type) && !validReadFormatType(format, type)) { return gl::error(GL_INVALID_OPERATION); } context->readPixels(x, y, width, height, format, type, NULL, pixels); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glReleaseShaderCompiler(void) { EVENT("()"); try { gl::Shader::releaseCompiler(); } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { EVENT("(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)", target, samples, internalformat, width, height); try { switch (target) { case GL_RENDERBUFFER: break; default: return gl::error(GL_INVALID_ENUM); } if (!gl::IsColorRenderable(internalformat) && !gl::IsDepthRenderable(internalformat) && !gl::IsStencilRenderable(internalformat)) { return gl::error(GL_INVALID_ENUM); } if (width < 0 || height < 0 || samples < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { if (width > context->getMaximumRenderbufferDimension() || height > context->getMaximumRenderbufferDimension() || samples > context->getMaxSupportedSamples()) { return gl::error(GL_INVALID_VALUE); } GLuint handle = context->getRenderbufferHandle(); if (handle == 0) { return gl::error(GL_INVALID_OPERATION); } switch (internalformat) { case GL_DEPTH_COMPONENT16: case GL_RGBA4: case GL_RGB5_A1: case GL_RGB565: case GL_RGB8_OES: case GL_RGBA8_OES: case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: context->setRenderbufferStorage(width, height, internalformat, samples); break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { glRenderbufferStorageMultisampleANGLE(target, 0, internalformat, width, height); } void __stdcall glSampleCoverage(GLclampf value, GLboolean invert) { EVENT("(GLclampf value = %f, GLboolean invert = %d)", value, invert); try { gl::Context* context = gl::getNonLostContext(); if (context) { context->setSampleCoverageParams(gl::clamp01(value), invert == GL_TRUE); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glSetFenceNV(GLuint fence, GLenum condition) { EVENT("(GLuint fence = %d, GLenum condition = 0x%X)", fence, condition); try { if (condition != GL_ALL_COMPLETED_NV) { return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Fence *fenceObject = context->getFence(fence); if (fenceObject == NULL) { return gl::error(GL_INVALID_OPERATION); } fenceObject->setFence(condition); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height) { EVENT("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)", x, y, width, height); try { if (width < 0 || height < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context* context = gl::getNonLostContext(); if (context) { context->setScissorParams(x, y, width, height); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { EVENT("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, " "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)", n, shaders, binaryformat, binary, length); try { // No binary shader formats are supported. return gl::error(GL_INVALID_ENUM); } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length) { EVENT("(GLuint shader = %d, GLsizei count = %d, const GLchar** string = 0x%0.8p, const GLint* length = 0x%0.8p)", shader, count, string, length); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { gl::Shader *shaderObject = context->getShader(shader); if (!shaderObject) { if (context->getProgram(shader)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } shaderObject->setSource(count, string, length); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask) { glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask); } void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask) { EVENT("(GLenum face = 0x%X, GLenum func = 0x%X, GLint ref = %d, GLuint mask = %d)", face, func, ref, mask); try { switch (face) { case GL_FRONT: case GL_BACK: case GL_FRONT_AND_BACK: break; default: return gl::error(GL_INVALID_ENUM); } switch (func) { case GL_NEVER: case GL_ALWAYS: case GL_LESS: case GL_LEQUAL: case GL_EQUAL: case GL_GEQUAL: case GL_GREATER: case GL_NOTEQUAL: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { context->setStencilParams(func, ref, mask); } if (face == GL_BACK || face == GL_FRONT_AND_BACK) { context->setStencilBackParams(func, ref, mask); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glStencilMask(GLuint mask) { glStencilMaskSeparate(GL_FRONT_AND_BACK, mask); } void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask) { EVENT("(GLenum face = 0x%X, GLuint mask = %d)", face, mask); try { switch (face) { case GL_FRONT: case GL_BACK: case GL_FRONT_AND_BACK: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { context->setStencilWritemask(mask); } if (face == GL_BACK || face == GL_FRONT_AND_BACK) { context->setStencilBackWritemask(mask); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass) { glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass); } void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass) { EVENT("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)", face, fail, zfail, zpass); try { switch (face) { case GL_FRONT: case GL_BACK: case GL_FRONT_AND_BACK: break; default: return gl::error(GL_INVALID_ENUM); } switch (fail) { case GL_ZERO: case GL_KEEP: case GL_REPLACE: case GL_INCR: case GL_DECR: case GL_INVERT: case GL_INCR_WRAP: case GL_DECR_WRAP: break; default: return gl::error(GL_INVALID_ENUM); } switch (zfail) { case GL_ZERO: case GL_KEEP: case GL_REPLACE: case GL_INCR: case GL_DECR: case GL_INVERT: case GL_INCR_WRAP: case GL_DECR_WRAP: break; default: return gl::error(GL_INVALID_ENUM); } switch (zpass) { case GL_ZERO: case GL_KEEP: case GL_REPLACE: case GL_INCR: case GL_DECR: case GL_INVERT: case GL_INCR_WRAP: case GL_DECR_WRAP: break; default: return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { if (face == GL_FRONT || face == GL_FRONT_AND_BACK) { context->setStencilOperations(fail, zfail, zpass); } if (face == GL_BACK || face == GL_FRONT_AND_BACK) { context->setStencilBackOperations(fail, zfail, zpass); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } GLboolean __stdcall glTestFenceNV(GLuint fence) { EVENT("(GLuint fence = %d)", fence); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Fence *fenceObject = context->getFence(fence); if (fenceObject == NULL) { return gl::error(GL_INVALID_OPERATION, GL_TRUE); } return fenceObject->testFence(); } } catch(std::bad_alloc&) { gl::error(GL_OUT_OF_MEMORY); } return GL_TRUE; } void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { EVENT("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, " "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const GLvoid* pixels = 0x%0.8p)", target, level, internalformat, width, height, border, format, type, pixels); try { if (!validImageSize(level, width, height)) { return gl::error(GL_INVALID_VALUE); } if (internalformat != GLint(format)) { return gl::error(GL_INVALID_OPERATION); } // validate <type> by itself (used as secondary key below) switch (type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT_5_6_5: case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT: case GL_UNSIGNED_INT: case GL_UNSIGNED_INT_24_8_OES: case GL_HALF_FLOAT_OES: case GL_FLOAT: break; default: return gl::error(GL_INVALID_ENUM); } // validate <format> + <type> combinations // - invalid <format> -> sets INVALID_ENUM // - invalid <format>+<type> combination -> sets INVALID_OPERATION switch (format) { case GL_ALPHA: case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: switch (type) { case GL_UNSIGNED_BYTE: case GL_FLOAT: case GL_HALF_FLOAT_OES: break; default: return gl::error(GL_INVALID_OPERATION); } break; case GL_RGB: switch (type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT_5_6_5: case GL_FLOAT: case GL_HALF_FLOAT_OES: break; default: return gl::error(GL_INVALID_OPERATION); } break; case GL_RGBA: switch (type) { case GL_UNSIGNED_BYTE: case GL_UNSIGNED_SHORT_4_4_4_4: case GL_UNSIGNED_SHORT_5_5_5_1: case GL_FLOAT: case GL_HALF_FLOAT_OES: break; default: return gl::error(GL_INVALID_OPERATION); } break; case GL_BGRA_EXT: switch (type) { case GL_UNSIGNED_BYTE: break; default: return gl::error(GL_INVALID_OPERATION); } break; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: // error cases for compressed textures are handled below case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: break; case GL_DEPTH_COMPONENT: switch (type) { case GL_UNSIGNED_SHORT: case GL_UNSIGNED_INT: break; default: return gl::error(GL_INVALID_OPERATION); } break; case GL_DEPTH_STENCIL_OES: switch (type) { case GL_UNSIGNED_INT_24_8_OES: break; default: return gl::error(GL_INVALID_OPERATION); } break; default: return gl::error(GL_INVALID_ENUM); } if (border != 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { if (level > context->getMaximumTextureLevel()) { return gl::error(GL_INVALID_VALUE); } switch (target) { case GL_TEXTURE_2D: if (width > (context->getMaximumTextureDimension() >> level) || height > (context->getMaximumTextureDimension() >> level)) { return gl::error(GL_INVALID_VALUE); } break; case GL_TEXTURE_CUBE_MAP_POSITIVE_X: case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: if (width != height) { return gl::error(GL_INVALID_VALUE); } if (width > (context->getMaximumCubeTextureDimension() >> level) || height > (context->getMaximumCubeTextureDimension() >> level)) { return gl::error(GL_INVALID_VALUE); } break; default: return gl::error(GL_INVALID_ENUM); } switch (format) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: if (context->supportsDXT1Textures()) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_ENUM); } break; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: if (context->supportsDXT3Textures()) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_ENUM); } break; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: if (context->supportsDXT5Textures()) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_ENUM); } break; case GL_DEPTH_COMPONENT: case GL_DEPTH_STENCIL_OES: if (!context->supportsDepthTextures()) { return gl::error(GL_INVALID_VALUE); } if (target != GL_TEXTURE_2D) { return gl::error(GL_INVALID_OPERATION); } // OES_depth_texture supports loading depth data and multiple levels, // but ANGLE_depth_texture does not if (pixels != NULL || level != 0) { return gl::error(GL_INVALID_OPERATION); } break; default: break; } if (type == GL_FLOAT) { if (!context->supportsFloat32Textures()) { return gl::error(GL_INVALID_ENUM); } } else if (type == GL_HALF_FLOAT_OES) { if (!context->supportsFloat16Textures()) { return gl::error(GL_INVALID_ENUM); } } if (target == GL_TEXTURE_2D) { gl::Texture2D *texture = context->getTexture2D(); if (!texture) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } texture->setImage(level, width, height, format, type, context->getUnpackAlignment(), pixels); } else { gl::TextureCubeMap *texture = context->getTextureCubeMap(); if (!texture) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } switch (target) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: texture->setImagePosX(level, width, height, format, type, context->getUnpackAlignment(), pixels); break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: texture->setImageNegX(level, width, height, format, type, context->getUnpackAlignment(), pixels); break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: texture->setImagePosY(level, width, height, format, type, context->getUnpackAlignment(), pixels); break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: texture->setImageNegY(level, width, height, format, type, context->getUnpackAlignment(), pixels); break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: texture->setImagePosZ(level, width, height, format, type, context->getUnpackAlignment(), pixels); break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: texture->setImageNegZ(level, width, height, format, type, context->getUnpackAlignment(), pixels); break; default: UNREACHABLE(); } } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param) { EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint param = %f)", target, pname, param); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Texture *texture; switch (target) { case GL_TEXTURE_2D: texture = context->getTexture2D(); break; case GL_TEXTURE_CUBE_MAP: texture = context->getTextureCubeMap(); break; default: return gl::error(GL_INVALID_ENUM); } switch (pname) { case GL_TEXTURE_WRAP_S: if (!texture->setWrapS((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_WRAP_T: if (!texture->setWrapT((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_MIN_FILTER: if (!texture->setMinFilter((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_MAG_FILTER: if (!texture->setMagFilter((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_USAGE_ANGLE: if (!texture->setUsage((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_MAX_ANISOTROPY_EXT: if (!context->supportsTextureFilterAnisotropy()) { return gl::error(GL_INVALID_ENUM); } if (!texture->setMaxAnisotropy((float)param, context->getTextureMaxAnisotropy())) { return gl::error(GL_INVALID_VALUE); } break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params) { glTexParameterf(target, pname, (GLfloat)*params); } void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param) { EVENT("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint param = %d)", target, pname, param); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Texture *texture; switch (target) { case GL_TEXTURE_2D: texture = context->getTexture2D(); break; case GL_TEXTURE_CUBE_MAP: texture = context->getTextureCubeMap(); break; default: return gl::error(GL_INVALID_ENUM); } switch (pname) { case GL_TEXTURE_WRAP_S: if (!texture->setWrapS((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_WRAP_T: if (!texture->setWrapT((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_MIN_FILTER: if (!texture->setMinFilter((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_MAG_FILTER: if (!texture->setMagFilter((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_USAGE_ANGLE: if (!texture->setUsage((GLenum)param)) { return gl::error(GL_INVALID_ENUM); } break; case GL_TEXTURE_MAX_ANISOTROPY_EXT: if (!context->supportsTextureFilterAnisotropy()) { return gl::error(GL_INVALID_ENUM); } if (!texture->setMaxAnisotropy((float)param, context->getTextureMaxAnisotropy())) { return gl::error(GL_INVALID_VALUE); } break; default: return gl::error(GL_INVALID_ENUM); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params) { glTexParameteri(target, pname, *params); } void __stdcall glTexStorage2DEXT(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { EVENT("(GLenum target = 0x%X, GLsizei levels = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)", target, levels, internalformat, width, height); try { if (target != GL_TEXTURE_2D && target != GL_TEXTURE_CUBE_MAP) { return gl::error(GL_INVALID_ENUM); } if (width < 1 || height < 1 || levels < 1) { return gl::error(GL_INVALID_VALUE); } if (target == GL_TEXTURE_CUBE_MAP && width != height) { return gl::error(GL_INVALID_VALUE); } if (levels != 1 && levels != gl::log2(std::max(width, height)) + 1) { return gl::error(GL_INVALID_OPERATION); } GLenum format = gl::ExtractFormat(internalformat); GLenum type = gl::ExtractType(internalformat); if (format == GL_NONE || type == GL_NONE) { return gl::error(GL_INVALID_ENUM); } gl::Context *context = gl::getNonLostContext(); if (context) { switch (target) { case GL_TEXTURE_2D: if (width > context->getMaximumTextureDimension() || height > context->getMaximumTextureDimension()) { return gl::error(GL_INVALID_VALUE); } break; case GL_TEXTURE_CUBE_MAP: if (width > context->getMaximumCubeTextureDimension() || height > context->getMaximumCubeTextureDimension()) { return gl::error(GL_INVALID_VALUE); } break; default: return gl::error(GL_INVALID_ENUM); } if (levels != 1 && !context->supportsNonPower2Texture()) { if (!gl::isPow2(width) || !gl::isPow2(height)) { return gl::error(GL_INVALID_OPERATION); } } switch (internalformat) { case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: if (!context->supportsDXT1Textures()) { return gl::error(GL_INVALID_ENUM); } break; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: if (!context->supportsDXT3Textures()) { return gl::error(GL_INVALID_ENUM); } break; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: if (!context->supportsDXT5Textures()) { return gl::error(GL_INVALID_ENUM); } break; case GL_RGBA32F_EXT: case GL_RGB32F_EXT: case GL_ALPHA32F_EXT: case GL_LUMINANCE32F_EXT: case GL_LUMINANCE_ALPHA32F_EXT: if (!context->supportsFloat32Textures()) { return gl::error(GL_INVALID_ENUM); } break; case GL_RGBA16F_EXT: case GL_RGB16F_EXT: case GL_ALPHA16F_EXT: case GL_LUMINANCE16F_EXT: case GL_LUMINANCE_ALPHA16F_EXT: if (!context->supportsFloat16Textures()) { return gl::error(GL_INVALID_ENUM); } break; case GL_DEPTH_COMPONENT16: case GL_DEPTH_COMPONENT32_OES: case GL_DEPTH24_STENCIL8_OES: if (!context->supportsDepthTextures()) { return gl::error(GL_INVALID_ENUM); } if (target != GL_TEXTURE_2D) { return gl::error(GL_INVALID_OPERATION); } // ANGLE_depth_texture only supports 1-level textures if (levels != 1) { return gl::error(GL_INVALID_OPERATION); } break; default: break; } if (target == GL_TEXTURE_2D) { gl::Texture2D *texture = context->getTexture2D(); if (!texture || texture->id() == 0) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } texture->storage(levels, internalformat, width, height); } else if (target == GL_TEXTURE_CUBE_MAP) { gl::TextureCubeMap *texture = context->getTextureCubeMap(); if (!texture || texture->id() == 0) { return gl::error(GL_INVALID_OPERATION); } if (texture->isImmutable()) { return gl::error(GL_INVALID_OPERATION); } texture->storage(levels, internalformat, width); } else UNREACHABLE(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) { EVENT("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, " "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, " "const GLvoid* pixels = 0x%0.8p)", target, level, xoffset, yoffset, width, height, format, type, pixels); try { if (!gl::IsInternalTextureTarget(target)) { return gl::error(GL_INVALID_ENUM); } if (level < 0 || xoffset < 0 || yoffset < 0 || width < 0 || height < 0) { return gl::error(GL_INVALID_VALUE); } if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height) { return gl::error(GL_INVALID_VALUE); } if (!checkTextureFormatType(format, type)) { return; // error is set by helper function } gl::Context *context = gl::getNonLostContext(); if (context) { if (level > context->getMaximumTextureLevel()) { return gl::error(GL_INVALID_VALUE); } if (format == GL_FLOAT) { if (!context->supportsFloat32Textures()) { return gl::error(GL_INVALID_ENUM); } } else if (format == GL_HALF_FLOAT_OES) { if (!context->supportsFloat16Textures()) { return gl::error(GL_INVALID_ENUM); } } else if (gl::IsDepthTexture(format)) { if (!context->supportsDepthTextures()) { return gl::error(GL_INVALID_ENUM); } if (target != GL_TEXTURE_2D) { return gl::error(GL_INVALID_OPERATION); } // OES_depth_texture supports loading depth data, but ANGLE_depth_texture does not return gl::error(GL_INVALID_OPERATION); } if (width == 0 || height == 0 || pixels == NULL) { return; } if (target == GL_TEXTURE_2D) { gl::Texture2D *texture = context->getTexture2D(); if (validateSubImageParams2D(false, width, height, xoffset, yoffset, level, format, type, texture)) { texture->subImage(level, xoffset, yoffset, width, height, format, type, context->getUnpackAlignment(), pixels); } } else if (gl::IsCubemapTextureTarget(target)) { gl::TextureCubeMap *texture = context->getTextureCubeMap(); if (validateSubImageParamsCube(false, width, height, xoffset, yoffset, target, level, format, type, texture)) { texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->getUnpackAlignment(), pixels); } } else { UNREACHABLE(); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform1f(GLint location, GLfloat x) { glUniform1fv(location, 1, &x); } void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform1fv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform1i(GLint location, GLint x) { glUniform1iv(location, 1, &x); } void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform1iv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y) { GLfloat xy[2] = {x, y}; glUniform2fv(location, 1, (GLfloat*)&xy); } void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform2fv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform2i(GLint location, GLint x, GLint y) { GLint xy[4] = {x, y}; glUniform2iv(location, 1, (GLint*)&xy); } void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform2iv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z) { GLfloat xyz[3] = {x, y, z}; glUniform3fv(location, 1, (GLfloat*)&xyz); } void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform3fv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z) { GLint xyz[3] = {x, y, z}; glUniform3iv(location, 1, (GLint*)&xyz); } void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform3iv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { GLfloat xyzw[4] = {x, y, z, w}; glUniform4fv(location, 1, (GLfloat*)&xyzw); } void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform4fv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w) { GLint xyzw[4] = {x, y, z, w}; glUniform4iv(location, 1, (GLint*)&xyzw); } void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v) { EVENT("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v); try { if (count < 0) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniform4iv(location, count, v)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { EVENT("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)", location, count, transpose, value); try { if (count < 0 || transpose != GL_FALSE) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniformMatrix2fv(location, count, value)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { EVENT("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)", location, count, transpose, value); try { if (count < 0 || transpose != GL_FALSE) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniformMatrix3fv(location, count, value)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { EVENT("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)", location, count, transpose, value); try { if (count < 0 || transpose != GL_FALSE) { return gl::error(GL_INVALID_VALUE); } if (location == -1) { return; } gl::Context *context = gl::getNonLostContext(); if (context) { gl::ProgramBinary *programBinary = context->getCurrentProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->setUniformMatrix4fv(location, count, value)) { return gl::error(GL_INVALID_OPERATION); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glUseProgram(GLuint program) { EVENT("(GLuint program = %d)", program); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject && program != 0) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } if (program != 0 && !programObject->isLinked()) { return gl::error(GL_INVALID_OPERATION); } context->useProgram(program); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glValidateProgram(GLuint program) { EVENT("(GLuint program = %d)", program); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject) { if (context->getShader(program)) { return gl::error(GL_INVALID_OPERATION); } else { return gl::error(GL_INVALID_VALUE); } } programObject->validate(); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib1f(GLuint index, GLfloat x) { EVENT("(GLuint index = %d, GLfloat x = %f)", index, x); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLfloat vals[4] = { x, 0, 0, 1 }; context->setVertexAttrib(index, vals); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values) { EVENT("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLfloat vals[4] = { values[0], 0, 0, 1 }; context->setVertexAttrib(index, vals); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) { EVENT("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLfloat vals[4] = { x, y, 0, 1 }; context->setVertexAttrib(index, vals); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values) { EVENT("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLfloat vals[4] = { values[0], values[1], 0, 1 }; context->setVertexAttrib(index, vals); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) { EVENT("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f, GLfloat z = %f)", index, x, y, z); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLfloat vals[4] = { x, y, z, 1 }; context->setVertexAttrib(index, vals); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values) { EVENT("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLfloat vals[4] = { values[0], values[1], values[2], 1 }; context->setVertexAttrib(index, vals); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { EVENT("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f, GLfloat z = %f, GLfloat w = %f)", index, x, y, z, w); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { GLfloat vals[4] = { x, y, z, w }; context->setVertexAttrib(index, vals); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values) { EVENT("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setVertexAttrib(index, values); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttribDivisorANGLE(GLuint index, GLuint divisor) { EVENT("(GLuint index = %d, GLuint divisor = %d)", index, divisor); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setVertexAttribDivisor(index, divisor); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr) { EVENT("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, " "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)", index, size, type, normalized, stride, ptr); try { if (index >= gl::MAX_VERTEX_ATTRIBS) { return gl::error(GL_INVALID_VALUE); } if (size < 1 || size > 4) { return gl::error(GL_INVALID_VALUE); } switch (type) { case GL_BYTE: case GL_UNSIGNED_BYTE: case GL_SHORT: case GL_UNSIGNED_SHORT: case GL_FIXED: case GL_FLOAT: break; default: return gl::error(GL_INVALID_ENUM); } if (stride < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setVertexAttribState(index, context->getArrayBuffer(), size, type, (normalized == GL_TRUE), stride, ptr); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height) { EVENT("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)", x, y, width, height); try { if (width < 0 || height < 0) { return gl::error(GL_INVALID_VALUE); } gl::Context *context = gl::getNonLostContext(); if (context) { context->setViewportParams(x, y, width, height); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { EVENT("(GLint srcX0 = %d, GLint srcY0 = %d, GLint srcX1 = %d, GLint srcY1 = %d, " "GLint dstX0 = %d, GLint dstY0 = %d, GLint dstX1 = %d, GLint dstY1 = %d, " "GLbitfield mask = 0x%X, GLenum filter = 0x%X)", srcX0, srcY0, srcX1, srcX1, dstX0, dstY0, dstX1, dstY1, mask, filter); try { switch (filter) { case GL_NEAREST: break; default: return gl::error(GL_INVALID_ENUM); } if ((mask & ~(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) != 0) { return gl::error(GL_INVALID_VALUE); } if (srcX1 - srcX0 != dstX1 - dstX0 || srcY1 - srcY0 != dstY1 - dstY0) { ERR("Scaling and flipping in BlitFramebufferANGLE not supported by this implementation"); return gl::error(GL_INVALID_OPERATION); } gl::Context *context = gl::getNonLostContext(); if (context) { if (context->getReadFramebufferHandle() == context->getDrawFramebufferHandle()) { ERR("Blits with the same source and destination framebuffer are not supported by this implementation."); return gl::error(GL_INVALID_OPERATION); } context->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { EVENT("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, " "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, " "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)", target, level, internalformat, width, height, depth, border, format, type, pixels); try { UNIMPLEMENTED(); // FIXME } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glGetProgramBinaryOES(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) { EVENT("(GLenum program = 0x%X, bufSize = %d, length = 0x%0.8p, binaryFormat = 0x%0.8p, binary = 0x%0.8p)", program, bufSize, length, binaryFormat, binary); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Program *programObject = context->getProgram(program); if (!programObject || !programObject->isLinked()) { return gl::error(GL_INVALID_OPERATION); } gl::ProgramBinary *programBinary = programObject->getProgramBinary(); if (!programBinary) { return gl::error(GL_INVALID_OPERATION); } if (!programBinary->save(binary, bufSize, length)) { return gl::error(GL_INVALID_OPERATION); } *binaryFormat = GL_PROGRAM_BINARY_ANGLE; } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glProgramBinaryOES(GLuint program, GLenum binaryFormat, const void *binary, GLint length) { EVENT("(GLenum program = 0x%X, binaryFormat = 0x%x, binary = 0x%0.8p, length = %d)", program, binaryFormat, binary, length); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (binaryFormat != GL_PROGRAM_BINARY_ANGLE) { return gl::error(GL_INVALID_ENUM); } gl::Program *programObject = context->getProgram(program); if (!programObject) { return gl::error(GL_INVALID_OPERATION); } context->setProgramBinary(program, binary, length); } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } void __stdcall glDrawBuffersEXT(GLsizei n, const GLenum *bufs) { EVENT("(GLenum n = %d, bufs = 0x%0.8p)", n, bufs); try { gl::Context *context = gl::getNonLostContext(); if (context) { if (n < 0 || (unsigned int)n > context->getMaximumRenderTargets()) { return gl::error(GL_INVALID_VALUE); } if (context->getDrawFramebufferHandle() == 0) { if (n != 1) { return gl::error(GL_INVALID_OPERATION); } if (bufs[0] != GL_NONE && bufs[0] != GL_BACK) { return gl::error(GL_INVALID_OPERATION); } } else { for (int colorAttachment = 0; colorAttachment < n; colorAttachment++) { const GLenum attachment = GL_COLOR_ATTACHMENT0_EXT + colorAttachment; if (bufs[colorAttachment] != GL_NONE && bufs[colorAttachment] != attachment) { return gl::error(GL_INVALID_OPERATION); } } } gl::Framebuffer *framebuffer = context->getDrawFramebuffer(); for (int colorAttachment = 0; colorAttachment < n; colorAttachment++) { framebuffer->setDrawBufferState(colorAttachment, bufs[colorAttachment]); } for (int colorAttachment = n; colorAttachment < (int)context->getMaximumRenderTargets(); colorAttachment++) { framebuffer->setDrawBufferState(colorAttachment, GL_NONE); } } } catch (std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY); } } __eglMustCastToProperFunctionPointerType __stdcall glGetProcAddress(const char *procname) { struct Extension { const char *name; __eglMustCastToProperFunctionPointerType address; }; static const Extension glExtensions[] = { {"glTexImage3DOES", (__eglMustCastToProperFunctionPointerType)glTexImage3DOES}, {"glBlitFramebufferANGLE", (__eglMustCastToProperFunctionPointerType)glBlitFramebufferANGLE}, {"glRenderbufferStorageMultisampleANGLE", (__eglMustCastToProperFunctionPointerType)glRenderbufferStorageMultisampleANGLE}, {"glDeleteFencesNV", (__eglMustCastToProperFunctionPointerType)glDeleteFencesNV}, {"glGenFencesNV", (__eglMustCastToProperFunctionPointerType)glGenFencesNV}, {"glIsFenceNV", (__eglMustCastToProperFunctionPointerType)glIsFenceNV}, {"glTestFenceNV", (__eglMustCastToProperFunctionPointerType)glTestFenceNV}, {"glGetFenceivNV", (__eglMustCastToProperFunctionPointerType)glGetFenceivNV}, {"glFinishFenceNV", (__eglMustCastToProperFunctionPointerType)glFinishFenceNV}, {"glSetFenceNV", (__eglMustCastToProperFunctionPointerType)glSetFenceNV}, {"glGetTranslatedShaderSourceANGLE", (__eglMustCastToProperFunctionPointerType)glGetTranslatedShaderSourceANGLE}, {"glTexStorage2DEXT", (__eglMustCastToProperFunctionPointerType)glTexStorage2DEXT}, {"glGetGraphicsResetStatusEXT", (__eglMustCastToProperFunctionPointerType)glGetGraphicsResetStatusEXT}, {"glReadnPixelsEXT", (__eglMustCastToProperFunctionPointerType)glReadnPixelsEXT}, {"glGetnUniformfvEXT", (__eglMustCastToProperFunctionPointerType)glGetnUniformfvEXT}, {"glGetnUniformivEXT", (__eglMustCastToProperFunctionPointerType)glGetnUniformivEXT}, {"glGenQueriesEXT", (__eglMustCastToProperFunctionPointerType)glGenQueriesEXT}, {"glDeleteQueriesEXT", (__eglMustCastToProperFunctionPointerType)glDeleteQueriesEXT}, {"glIsQueryEXT", (__eglMustCastToProperFunctionPointerType)glIsQueryEXT}, {"glBeginQueryEXT", (__eglMustCastToProperFunctionPointerType)glBeginQueryEXT}, {"glEndQueryEXT", (__eglMustCastToProperFunctionPointerType)glEndQueryEXT}, {"glGetQueryivEXT", (__eglMustCastToProperFunctionPointerType)glGetQueryivEXT}, {"glGetQueryObjectuivEXT", (__eglMustCastToProperFunctionPointerType)glGetQueryObjectuivEXT}, {"glDrawBuffersEXT", (__eglMustCastToProperFunctionPointerType)glDrawBuffersEXT}, {"glVertexAttribDivisorANGLE", (__eglMustCastToProperFunctionPointerType)glVertexAttribDivisorANGLE}, {"glDrawArraysInstancedANGLE", (__eglMustCastToProperFunctionPointerType)glDrawArraysInstancedANGLE}, {"glDrawElementsInstancedANGLE", (__eglMustCastToProperFunctionPointerType)glDrawElementsInstancedANGLE}, {"glGetProgramBinaryOES", (__eglMustCastToProperFunctionPointerType)glGetProgramBinaryOES}, {"glProgramBinaryOES", (__eglMustCastToProperFunctionPointerType)glProgramBinaryOES}, }; for (unsigned int ext = 0; ext < ArraySize(glExtensions); ext++) { if (strcmp(procname, glExtensions[ext].name) == 0) { return (__eglMustCastToProperFunctionPointerType)glExtensions[ext].address; } } return NULL; } // Non-public functions used by EGL bool __stdcall glBindTexImage(egl::Surface *surface) { EVENT("(egl::Surface* surface = 0x%0.8p)", surface); try { gl::Context *context = gl::getNonLostContext(); if (context) { gl::Texture2D *textureObject = context->getTexture2D(); if (textureObject->isImmutable()) { return false; } if (textureObject) { textureObject->bindTexImage(surface); } } } catch(std::bad_alloc&) { return gl::error(GL_OUT_OF_MEMORY, false); } return true; } }
010smithzhang-ddd
src/libGLESv2/libGLESv2.cpp
C++
bsd
198,245
#include "precompiled.h" // // Copyright (c) 2012 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. // // This file is automatically generated. namespace gl { const static unsigned g_mantissa[2048] = { 0x00000000, 0x33800000, 0x34000000, 0x34400000, 0x34800000, 0x34a00000, 0x34c00000, 0x34e00000, 0x35000000, 0x35100000, 0x35200000, 0x35300000, 0x35400000, 0x35500000, 0x35600000, 0x35700000, 0x35800000, 0x35880000, 0x35900000, 0x35980000, 0x35a00000, 0x35a80000, 0x35b00000, 0x35b80000, 0x35c00000, 0x35c80000, 0x35d00000, 0x35d80000, 0x35e00000, 0x35e80000, 0x35f00000, 0x35f80000, 0x36000000, 0x36040000, 0x36080000, 0x360c0000, 0x36100000, 0x36140000, 0x36180000, 0x361c0000, 0x36200000, 0x36240000, 0x36280000, 0x362c0000, 0x36300000, 0x36340000, 0x36380000, 0x363c0000, 0x36400000, 0x36440000, 0x36480000, 0x364c0000, 0x36500000, 0x36540000, 0x36580000, 0x365c0000, 0x36600000, 0x36640000, 0x36680000, 0x366c0000, 0x36700000, 0x36740000, 0x36780000, 0x367c0000, 0x36800000, 0x36820000, 0x36840000, 0x36860000, 0x36880000, 0x368a0000, 0x368c0000, 0x368e0000, 0x36900000, 0x36920000, 0x36940000, 0x36960000, 0x36980000, 0x369a0000, 0x369c0000, 0x369e0000, 0x36a00000, 0x36a20000, 0x36a40000, 0x36a60000, 0x36a80000, 0x36aa0000, 0x36ac0000, 0x36ae0000, 0x36b00000, 0x36b20000, 0x36b40000, 0x36b60000, 0x36b80000, 0x36ba0000, 0x36bc0000, 0x36be0000, 0x36c00000, 0x36c20000, 0x36c40000, 0x36c60000, 0x36c80000, 0x36ca0000, 0x36cc0000, 0x36ce0000, 0x36d00000, 0x36d20000, 0x36d40000, 0x36d60000, 0x36d80000, 0x36da0000, 0x36dc0000, 0x36de0000, 0x36e00000, 0x36e20000, 0x36e40000, 0x36e60000, 0x36e80000, 0x36ea0000, 0x36ec0000, 0x36ee0000, 0x36f00000, 0x36f20000, 0x36f40000, 0x36f60000, 0x36f80000, 0x36fa0000, 0x36fc0000, 0x36fe0000, 0x37000000, 0x37010000, 0x37020000, 0x37030000, 0x37040000, 0x37050000, 0x37060000, 0x37070000, 0x37080000, 0x37090000, 0x370a0000, 0x370b0000, 0x370c0000, 0x370d0000, 0x370e0000, 0x370f0000, 0x37100000, 0x37110000, 0x37120000, 0x37130000, 0x37140000, 0x37150000, 0x37160000, 0x37170000, 0x37180000, 0x37190000, 0x371a0000, 0x371b0000, 0x371c0000, 0x371d0000, 0x371e0000, 0x371f0000, 0x37200000, 0x37210000, 0x37220000, 0x37230000, 0x37240000, 0x37250000, 0x37260000, 0x37270000, 0x37280000, 0x37290000, 0x372a0000, 0x372b0000, 0x372c0000, 0x372d0000, 0x372e0000, 0x372f0000, 0x37300000, 0x37310000, 0x37320000, 0x37330000, 0x37340000, 0x37350000, 0x37360000, 0x37370000, 0x37380000, 0x37390000, 0x373a0000, 0x373b0000, 0x373c0000, 0x373d0000, 0x373e0000, 0x373f0000, 0x37400000, 0x37410000, 0x37420000, 0x37430000, 0x37440000, 0x37450000, 0x37460000, 0x37470000, 0x37480000, 0x37490000, 0x374a0000, 0x374b0000, 0x374c0000, 0x374d0000, 0x374e0000, 0x374f0000, 0x37500000, 0x37510000, 0x37520000, 0x37530000, 0x37540000, 0x37550000, 0x37560000, 0x37570000, 0x37580000, 0x37590000, 0x375a0000, 0x375b0000, 0x375c0000, 0x375d0000, 0x375e0000, 0x375f0000, 0x37600000, 0x37610000, 0x37620000, 0x37630000, 0x37640000, 0x37650000, 0x37660000, 0x37670000, 0x37680000, 0x37690000, 0x376a0000, 0x376b0000, 0x376c0000, 0x376d0000, 0x376e0000, 0x376f0000, 0x37700000, 0x37710000, 0x37720000, 0x37730000, 0x37740000, 0x37750000, 0x37760000, 0x37770000, 0x37780000, 0x37790000, 0x377a0000, 0x377b0000, 0x377c0000, 0x377d0000, 0x377e0000, 0x377f0000, 0x37800000, 0x37808000, 0x37810000, 0x37818000, 0x37820000, 0x37828000, 0x37830000, 0x37838000, 0x37840000, 0x37848000, 0x37850000, 0x37858000, 0x37860000, 0x37868000, 0x37870000, 0x37878000, 0x37880000, 0x37888000, 0x37890000, 0x37898000, 0x378a0000, 0x378a8000, 0x378b0000, 0x378b8000, 0x378c0000, 0x378c8000, 0x378d0000, 0x378d8000, 0x378e0000, 0x378e8000, 0x378f0000, 0x378f8000, 0x37900000, 0x37908000, 0x37910000, 0x37918000, 0x37920000, 0x37928000, 0x37930000, 0x37938000, 0x37940000, 0x37948000, 0x37950000, 0x37958000, 0x37960000, 0x37968000, 0x37970000, 0x37978000, 0x37980000, 0x37988000, 0x37990000, 0x37998000, 0x379a0000, 0x379a8000, 0x379b0000, 0x379b8000, 0x379c0000, 0x379c8000, 0x379d0000, 0x379d8000, 0x379e0000, 0x379e8000, 0x379f0000, 0x379f8000, 0x37a00000, 0x37a08000, 0x37a10000, 0x37a18000, 0x37a20000, 0x37a28000, 0x37a30000, 0x37a38000, 0x37a40000, 0x37a48000, 0x37a50000, 0x37a58000, 0x37a60000, 0x37a68000, 0x37a70000, 0x37a78000, 0x37a80000, 0x37a88000, 0x37a90000, 0x37a98000, 0x37aa0000, 0x37aa8000, 0x37ab0000, 0x37ab8000, 0x37ac0000, 0x37ac8000, 0x37ad0000, 0x37ad8000, 0x37ae0000, 0x37ae8000, 0x37af0000, 0x37af8000, 0x37b00000, 0x37b08000, 0x37b10000, 0x37b18000, 0x37b20000, 0x37b28000, 0x37b30000, 0x37b38000, 0x37b40000, 0x37b48000, 0x37b50000, 0x37b58000, 0x37b60000, 0x37b68000, 0x37b70000, 0x37b78000, 0x37b80000, 0x37b88000, 0x37b90000, 0x37b98000, 0x37ba0000, 0x37ba8000, 0x37bb0000, 0x37bb8000, 0x37bc0000, 0x37bc8000, 0x37bd0000, 0x37bd8000, 0x37be0000, 0x37be8000, 0x37bf0000, 0x37bf8000, 0x37c00000, 0x37c08000, 0x37c10000, 0x37c18000, 0x37c20000, 0x37c28000, 0x37c30000, 0x37c38000, 0x37c40000, 0x37c48000, 0x37c50000, 0x37c58000, 0x37c60000, 0x37c68000, 0x37c70000, 0x37c78000, 0x37c80000, 0x37c88000, 0x37c90000, 0x37c98000, 0x37ca0000, 0x37ca8000, 0x37cb0000, 0x37cb8000, 0x37cc0000, 0x37cc8000, 0x37cd0000, 0x37cd8000, 0x37ce0000, 0x37ce8000, 0x37cf0000, 0x37cf8000, 0x37d00000, 0x37d08000, 0x37d10000, 0x37d18000, 0x37d20000, 0x37d28000, 0x37d30000, 0x37d38000, 0x37d40000, 0x37d48000, 0x37d50000, 0x37d58000, 0x37d60000, 0x37d68000, 0x37d70000, 0x37d78000, 0x37d80000, 0x37d88000, 0x37d90000, 0x37d98000, 0x37da0000, 0x37da8000, 0x37db0000, 0x37db8000, 0x37dc0000, 0x37dc8000, 0x37dd0000, 0x37dd8000, 0x37de0000, 0x37de8000, 0x37df0000, 0x37df8000, 0x37e00000, 0x37e08000, 0x37e10000, 0x37e18000, 0x37e20000, 0x37e28000, 0x37e30000, 0x37e38000, 0x37e40000, 0x37e48000, 0x37e50000, 0x37e58000, 0x37e60000, 0x37e68000, 0x37e70000, 0x37e78000, 0x37e80000, 0x37e88000, 0x37e90000, 0x37e98000, 0x37ea0000, 0x37ea8000, 0x37eb0000, 0x37eb8000, 0x37ec0000, 0x37ec8000, 0x37ed0000, 0x37ed8000, 0x37ee0000, 0x37ee8000, 0x37ef0000, 0x37ef8000, 0x37f00000, 0x37f08000, 0x37f10000, 0x37f18000, 0x37f20000, 0x37f28000, 0x37f30000, 0x37f38000, 0x37f40000, 0x37f48000, 0x37f50000, 0x37f58000, 0x37f60000, 0x37f68000, 0x37f70000, 0x37f78000, 0x37f80000, 0x37f88000, 0x37f90000, 0x37f98000, 0x37fa0000, 0x37fa8000, 0x37fb0000, 0x37fb8000, 0x37fc0000, 0x37fc8000, 0x37fd0000, 0x37fd8000, 0x37fe0000, 0x37fe8000, 0x37ff0000, 0x37ff8000, 0x38000000, 0x38004000, 0x38008000, 0x3800c000, 0x38010000, 0x38014000, 0x38018000, 0x3801c000, 0x38020000, 0x38024000, 0x38028000, 0x3802c000, 0x38030000, 0x38034000, 0x38038000, 0x3803c000, 0x38040000, 0x38044000, 0x38048000, 0x3804c000, 0x38050000, 0x38054000, 0x38058000, 0x3805c000, 0x38060000, 0x38064000, 0x38068000, 0x3806c000, 0x38070000, 0x38074000, 0x38078000, 0x3807c000, 0x38080000, 0x38084000, 0x38088000, 0x3808c000, 0x38090000, 0x38094000, 0x38098000, 0x3809c000, 0x380a0000, 0x380a4000, 0x380a8000, 0x380ac000, 0x380b0000, 0x380b4000, 0x380b8000, 0x380bc000, 0x380c0000, 0x380c4000, 0x380c8000, 0x380cc000, 0x380d0000, 0x380d4000, 0x380d8000, 0x380dc000, 0x380e0000, 0x380e4000, 0x380e8000, 0x380ec000, 0x380f0000, 0x380f4000, 0x380f8000, 0x380fc000, 0x38100000, 0x38104000, 0x38108000, 0x3810c000, 0x38110000, 0x38114000, 0x38118000, 0x3811c000, 0x38120000, 0x38124000, 0x38128000, 0x3812c000, 0x38130000, 0x38134000, 0x38138000, 0x3813c000, 0x38140000, 0x38144000, 0x38148000, 0x3814c000, 0x38150000, 0x38154000, 0x38158000, 0x3815c000, 0x38160000, 0x38164000, 0x38168000, 0x3816c000, 0x38170000, 0x38174000, 0x38178000, 0x3817c000, 0x38180000, 0x38184000, 0x38188000, 0x3818c000, 0x38190000, 0x38194000, 0x38198000, 0x3819c000, 0x381a0000, 0x381a4000, 0x381a8000, 0x381ac000, 0x381b0000, 0x381b4000, 0x381b8000, 0x381bc000, 0x381c0000, 0x381c4000, 0x381c8000, 0x381cc000, 0x381d0000, 0x381d4000, 0x381d8000, 0x381dc000, 0x381e0000, 0x381e4000, 0x381e8000, 0x381ec000, 0x381f0000, 0x381f4000, 0x381f8000, 0x381fc000, 0x38200000, 0x38204000, 0x38208000, 0x3820c000, 0x38210000, 0x38214000, 0x38218000, 0x3821c000, 0x38220000, 0x38224000, 0x38228000, 0x3822c000, 0x38230000, 0x38234000, 0x38238000, 0x3823c000, 0x38240000, 0x38244000, 0x38248000, 0x3824c000, 0x38250000, 0x38254000, 0x38258000, 0x3825c000, 0x38260000, 0x38264000, 0x38268000, 0x3826c000, 0x38270000, 0x38274000, 0x38278000, 0x3827c000, 0x38280000, 0x38284000, 0x38288000, 0x3828c000, 0x38290000, 0x38294000, 0x38298000, 0x3829c000, 0x382a0000, 0x382a4000, 0x382a8000, 0x382ac000, 0x382b0000, 0x382b4000, 0x382b8000, 0x382bc000, 0x382c0000, 0x382c4000, 0x382c8000, 0x382cc000, 0x382d0000, 0x382d4000, 0x382d8000, 0x382dc000, 0x382e0000, 0x382e4000, 0x382e8000, 0x382ec000, 0x382f0000, 0x382f4000, 0x382f8000, 0x382fc000, 0x38300000, 0x38304000, 0x38308000, 0x3830c000, 0x38310000, 0x38314000, 0x38318000, 0x3831c000, 0x38320000, 0x38324000, 0x38328000, 0x3832c000, 0x38330000, 0x38334000, 0x38338000, 0x3833c000, 0x38340000, 0x38344000, 0x38348000, 0x3834c000, 0x38350000, 0x38354000, 0x38358000, 0x3835c000, 0x38360000, 0x38364000, 0x38368000, 0x3836c000, 0x38370000, 0x38374000, 0x38378000, 0x3837c000, 0x38380000, 0x38384000, 0x38388000, 0x3838c000, 0x38390000, 0x38394000, 0x38398000, 0x3839c000, 0x383a0000, 0x383a4000, 0x383a8000, 0x383ac000, 0x383b0000, 0x383b4000, 0x383b8000, 0x383bc000, 0x383c0000, 0x383c4000, 0x383c8000, 0x383cc000, 0x383d0000, 0x383d4000, 0x383d8000, 0x383dc000, 0x383e0000, 0x383e4000, 0x383e8000, 0x383ec000, 0x383f0000, 0x383f4000, 0x383f8000, 0x383fc000, 0x38400000, 0x38404000, 0x38408000, 0x3840c000, 0x38410000, 0x38414000, 0x38418000, 0x3841c000, 0x38420000, 0x38424000, 0x38428000, 0x3842c000, 0x38430000, 0x38434000, 0x38438000, 0x3843c000, 0x38440000, 0x38444000, 0x38448000, 0x3844c000, 0x38450000, 0x38454000, 0x38458000, 0x3845c000, 0x38460000, 0x38464000, 0x38468000, 0x3846c000, 0x38470000, 0x38474000, 0x38478000, 0x3847c000, 0x38480000, 0x38484000, 0x38488000, 0x3848c000, 0x38490000, 0x38494000, 0x38498000, 0x3849c000, 0x384a0000, 0x384a4000, 0x384a8000, 0x384ac000, 0x384b0000, 0x384b4000, 0x384b8000, 0x384bc000, 0x384c0000, 0x384c4000, 0x384c8000, 0x384cc000, 0x384d0000, 0x384d4000, 0x384d8000, 0x384dc000, 0x384e0000, 0x384e4000, 0x384e8000, 0x384ec000, 0x384f0000, 0x384f4000, 0x384f8000, 0x384fc000, 0x38500000, 0x38504000, 0x38508000, 0x3850c000, 0x38510000, 0x38514000, 0x38518000, 0x3851c000, 0x38520000, 0x38524000, 0x38528000, 0x3852c000, 0x38530000, 0x38534000, 0x38538000, 0x3853c000, 0x38540000, 0x38544000, 0x38548000, 0x3854c000, 0x38550000, 0x38554000, 0x38558000, 0x3855c000, 0x38560000, 0x38564000, 0x38568000, 0x3856c000, 0x38570000, 0x38574000, 0x38578000, 0x3857c000, 0x38580000, 0x38584000, 0x38588000, 0x3858c000, 0x38590000, 0x38594000, 0x38598000, 0x3859c000, 0x385a0000, 0x385a4000, 0x385a8000, 0x385ac000, 0x385b0000, 0x385b4000, 0x385b8000, 0x385bc000, 0x385c0000, 0x385c4000, 0x385c8000, 0x385cc000, 0x385d0000, 0x385d4000, 0x385d8000, 0x385dc000, 0x385e0000, 0x385e4000, 0x385e8000, 0x385ec000, 0x385f0000, 0x385f4000, 0x385f8000, 0x385fc000, 0x38600000, 0x38604000, 0x38608000, 0x3860c000, 0x38610000, 0x38614000, 0x38618000, 0x3861c000, 0x38620000, 0x38624000, 0x38628000, 0x3862c000, 0x38630000, 0x38634000, 0x38638000, 0x3863c000, 0x38640000, 0x38644000, 0x38648000, 0x3864c000, 0x38650000, 0x38654000, 0x38658000, 0x3865c000, 0x38660000, 0x38664000, 0x38668000, 0x3866c000, 0x38670000, 0x38674000, 0x38678000, 0x3867c000, 0x38680000, 0x38684000, 0x38688000, 0x3868c000, 0x38690000, 0x38694000, 0x38698000, 0x3869c000, 0x386a0000, 0x386a4000, 0x386a8000, 0x386ac000, 0x386b0000, 0x386b4000, 0x386b8000, 0x386bc000, 0x386c0000, 0x386c4000, 0x386c8000, 0x386cc000, 0x386d0000, 0x386d4000, 0x386d8000, 0x386dc000, 0x386e0000, 0x386e4000, 0x386e8000, 0x386ec000, 0x386f0000, 0x386f4000, 0x386f8000, 0x386fc000, 0x38700000, 0x38704000, 0x38708000, 0x3870c000, 0x38710000, 0x38714000, 0x38718000, 0x3871c000, 0x38720000, 0x38724000, 0x38728000, 0x3872c000, 0x38730000, 0x38734000, 0x38738000, 0x3873c000, 0x38740000, 0x38744000, 0x38748000, 0x3874c000, 0x38750000, 0x38754000, 0x38758000, 0x3875c000, 0x38760000, 0x38764000, 0x38768000, 0x3876c000, 0x38770000, 0x38774000, 0x38778000, 0x3877c000, 0x38780000, 0x38784000, 0x38788000, 0x3878c000, 0x38790000, 0x38794000, 0x38798000, 0x3879c000, 0x387a0000, 0x387a4000, 0x387a8000, 0x387ac000, 0x387b0000, 0x387b4000, 0x387b8000, 0x387bc000, 0x387c0000, 0x387c4000, 0x387c8000, 0x387cc000, 0x387d0000, 0x387d4000, 0x387d8000, 0x387dc000, 0x387e0000, 0x387e4000, 0x387e8000, 0x387ec000, 0x387f0000, 0x387f4000, 0x387f8000, 0x387fc000, 0x38000000, 0x38002000, 0x38004000, 0x38006000, 0x38008000, 0x3800a000, 0x3800c000, 0x3800e000, 0x38010000, 0x38012000, 0x38014000, 0x38016000, 0x38018000, 0x3801a000, 0x3801c000, 0x3801e000, 0x38020000, 0x38022000, 0x38024000, 0x38026000, 0x38028000, 0x3802a000, 0x3802c000, 0x3802e000, 0x38030000, 0x38032000, 0x38034000, 0x38036000, 0x38038000, 0x3803a000, 0x3803c000, 0x3803e000, 0x38040000, 0x38042000, 0x38044000, 0x38046000, 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0x38386000, 0x38388000, 0x3838a000, 0x3838c000, 0x3838e000, 0x38390000, 0x38392000, 0x38394000, 0x38396000, 0x38398000, 0x3839a000, 0x3839c000, 0x3839e000, 0x383a0000, 0x383a2000, 0x383a4000, 0x383a6000, 0x383a8000, 0x383aa000, 0x383ac000, 0x383ae000, 0x383b0000, 0x383b2000, 0x383b4000, 0x383b6000, 0x383b8000, 0x383ba000, 0x383bc000, 0x383be000, 0x383c0000, 0x383c2000, 0x383c4000, 0x383c6000, 0x383c8000, 0x383ca000, 0x383cc000, 0x383ce000, 0x383d0000, 0x383d2000, 0x383d4000, 0x383d6000, 0x383d8000, 0x383da000, 0x383dc000, 0x383de000, 0x383e0000, 0x383e2000, 0x383e4000, 0x383e6000, 0x383e8000, 0x383ea000, 0x383ec000, 0x383ee000, 0x383f0000, 0x383f2000, 0x383f4000, 0x383f6000, 0x383f8000, 0x383fa000, 0x383fc000, 0x383fe000, 0x38400000, 0x38402000, 0x38404000, 0x38406000, 0x38408000, 0x3840a000, 0x3840c000, 0x3840e000, 0x38410000, 0x38412000, 0x38414000, 0x38416000, 0x38418000, 0x3841a000, 0x3841c000, 0x3841e000, 0x38420000, 0x38422000, 0x38424000, 0x38426000, 0x38428000, 0x3842a000, 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0x386c4000, 0x386c6000, 0x386c8000, 0x386ca000, 0x386cc000, 0x386ce000, 0x386d0000, 0x386d2000, 0x386d4000, 0x386d6000, 0x386d8000, 0x386da000, 0x386dc000, 0x386de000, 0x386e0000, 0x386e2000, 0x386e4000, 0x386e6000, 0x386e8000, 0x386ea000, 0x386ec000, 0x386ee000, 0x386f0000, 0x386f2000, 0x386f4000, 0x386f6000, 0x386f8000, 0x386fa000, 0x386fc000, 0x386fe000, 0x38700000, 0x38702000, 0x38704000, 0x38706000, 0x38708000, 0x3870a000, 0x3870c000, 0x3870e000, 0x38710000, 0x38712000, 0x38714000, 0x38716000, 0x38718000, 0x3871a000, 0x3871c000, 0x3871e000, 0x38720000, 0x38722000, 0x38724000, 0x38726000, 0x38728000, 0x3872a000, 0x3872c000, 0x3872e000, 0x38730000, 0x38732000, 0x38734000, 0x38736000, 0x38738000, 0x3873a000, 0x3873c000, 0x3873e000, 0x38740000, 0x38742000, 0x38744000, 0x38746000, 0x38748000, 0x3874a000, 0x3874c000, 0x3874e000, 0x38750000, 0x38752000, 0x38754000, 0x38756000, 0x38758000, 0x3875a000, 0x3875c000, 0x3875e000, 0x38760000, 0x38762000, 0x38764000, 0x38766000, 0x38768000, 0x3876a000, 0x3876c000, 0x3876e000, 0x38770000, 0x38772000, 0x38774000, 0x38776000, 0x38778000, 0x3877a000, 0x3877c000, 0x3877e000, 0x38780000, 0x38782000, 0x38784000, 0x38786000, 0x38788000, 0x3878a000, 0x3878c000, 0x3878e000, 0x38790000, 0x38792000, 0x38794000, 0x38796000, 0x38798000, 0x3879a000, 0x3879c000, 0x3879e000, 0x387a0000, 0x387a2000, 0x387a4000, 0x387a6000, 0x387a8000, 0x387aa000, 0x387ac000, 0x387ae000, 0x387b0000, 0x387b2000, 0x387b4000, 0x387b6000, 0x387b8000, 0x387ba000, 0x387bc000, 0x387be000, 0x387c0000, 0x387c2000, 0x387c4000, 0x387c6000, 0x387c8000, 0x387ca000, 0x387cc000, 0x387ce000, 0x387d0000, 0x387d2000, 0x387d4000, 0x387d6000, 0x387d8000, 0x387da000, 0x387dc000, 0x387de000, 0x387e0000, 0x387e2000, 0x387e4000, 0x387e6000, 0x387e8000, 0x387ea000, 0x387ec000, 0x387ee000, 0x387f0000, 0x387f2000, 0x387f4000, 0x387f6000, 0x387f8000, 0x387fa000, 0x387fc000, 0x387fe000, }; const static unsigned g_exponent[64] = { 0x00000000, 0x00800000, 0x01000000, 0x01800000, 0x02000000, 0x02800000, 0x03000000, 0x03800000, 0x04000000, 0x04800000, 0x05000000, 0x05800000, 0x06000000, 0x06800000, 0x07000000, 0x07800000, 0x08000000, 0x08800000, 0x09000000, 0x09800000, 0x0a000000, 0x0a800000, 0x0b000000, 0x0b800000, 0x0c000000, 0x0c800000, 0x0d000000, 0x0d800000, 0x0e000000, 0x0e800000, 0x0f000000, 0x47800000, 0x80000000, 0x80800000, 0x81000000, 0x81800000, 0x82000000, 0x82800000, 0x83000000, 0x83800000, 0x84000000, 0x84800000, 0x85000000, 0x85800000, 0x86000000, 0x86800000, 0x87000000, 0x87800000, 0x88000000, 0x88800000, 0x89000000, 0x89800000, 0x8a000000, 0x8a800000, 0x8b000000, 0x8b800000, 0x8c000000, 0x8c800000, 0x8d000000, 0x8d800000, 0x8e000000, 0x8e800000, 0x8f000000, 0xc7800000, }; const static unsigned g_offset[64] = { 0x00000000, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000000, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, 0x00000400, }; float float16ToFloat32(unsigned short h) { unsigned i32 = g_mantissa[g_offset[h >> 10] + (h & 0x3ff)] + g_exponent[h >> 10]; return *(float*) &i32; } }
010smithzhang-ddd
src/libGLESv2/Float16ToFloat32.cpp
C++
bsd
35,376
#include "precompiled.h" // // 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. // // Program.cpp: Implements the gl::Program class. Implements GL program objects // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. #include "libGLESv2/BinaryStream.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/renderer/ShaderExecutable.h" #include "common/debug.h" #include "common/version.h" #include "utilities.h" #include "libGLESv2/main.h" #include "libGLESv2/Shader.h" #include "libGLESv2/Program.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/VertexDataManager.h" #undef near #undef far namespace gl { std::string str(int i) { char buffer[20]; snprintf(buffer, sizeof(buffer), "%d", i); return buffer; } UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index) : name(name), element(element), index(index) { } unsigned int ProgramBinary::mCurrentSerial = 1; ProgramBinary::ProgramBinary(rx::Renderer *renderer) : mRenderer(renderer), RefCountObject(0), mSerial(issueSerial()) { mPixelExecutable = NULL; mVertexExecutable = NULL; mGeometryExecutable = NULL; mValidated = false; for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) { mSemanticIndex[index] = -1; } for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++) { mSamplersPS[index].active = false; } for (int index = 0; index < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; index++) { mSamplersVS[index].active = false; } mUsedVertexSamplerRange = 0; mUsedPixelSamplerRange = 0; mUsesPointSize = false; } ProgramBinary::~ProgramBinary() { delete mPixelExecutable; mPixelExecutable = NULL; delete mVertexExecutable; mVertexExecutable = NULL; delete mGeometryExecutable; mGeometryExecutable = NULL; while (!mUniforms.empty()) { delete mUniforms.back(); mUniforms.pop_back(); } } unsigned int ProgramBinary::getSerial() const { return mSerial; } unsigned int ProgramBinary::issueSerial() { return mCurrentSerial++; } rx::ShaderExecutable *ProgramBinary::getPixelExecutable() { return mPixelExecutable; } rx::ShaderExecutable *ProgramBinary::getVertexExecutable() { return mVertexExecutable; } rx::ShaderExecutable *ProgramBinary::getGeometryExecutable() { return mGeometryExecutable; } GLuint ProgramBinary::getAttributeLocation(const char *name) { if (name) { for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) { if (mLinkedAttribute[index].name == std::string(name)) { return index; } } } return -1; } int ProgramBinary::getSemanticIndex(int attributeIndex) { ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS); return mSemanticIndex[attributeIndex]; } // Returns one more than the highest sampler index used. GLint ProgramBinary::getUsedSamplerRange(SamplerType type) { switch (type) { case SAMPLER_PIXEL: return mUsedPixelSamplerRange; case SAMPLER_VERTEX: return mUsedVertexSamplerRange; default: UNREACHABLE(); return 0; } } bool ProgramBinary::usesPointSize() const { return mUsesPointSize; } bool ProgramBinary::usesPointSpriteEmulation() const { return mUsesPointSize && mRenderer->getMajorShaderModel() >= 4; } bool ProgramBinary::usesGeometryShader() const { return usesPointSpriteEmulation(); } // Returns the index of the texture image unit (0-19) corresponding to a Direct3D 9 sampler // index (0-15 for the pixel shader and 0-3 for the vertex shader). GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex) { GLint logicalTextureUnit = -1; switch (type) { case SAMPLER_PIXEL: ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0])); if (mSamplersPS[samplerIndex].active) { logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit; } break; case SAMPLER_VERTEX: ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0])); if (mSamplersVS[samplerIndex].active) { logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit; } break; default: UNREACHABLE(); } if (logicalTextureUnit >= 0 && logicalTextureUnit < (GLint)mRenderer->getMaxCombinedTextureImageUnits()) { return logicalTextureUnit; } return -1; } // Returns the texture type for a given Direct3D 9 sampler type and // index (0-15 for the pixel shader and 0-3 for the vertex shader). TextureType ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex) { switch (type) { case SAMPLER_PIXEL: ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0])); ASSERT(mSamplersPS[samplerIndex].active); return mSamplersPS[samplerIndex].textureType; case SAMPLER_VERTEX: ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0])); ASSERT(mSamplersVS[samplerIndex].active); return mSamplersVS[samplerIndex].textureType; default: UNREACHABLE(); } return TEXTURE_2D; } GLint ProgramBinary::getUniformLocation(std::string name) { unsigned int subscript = 0; // Strip any trailing array operator and retrieve the subscript size_t open = name.find_last_of('['); size_t close = name.find_last_of(']'); if (open != std::string::npos && close == name.length() - 1) { subscript = atoi(name.substr(open + 1).c_str()); name.erase(open); } unsigned int numUniforms = mUniformIndex.size(); for (unsigned int location = 0; location < numUniforms; location++) { if (mUniformIndex[location].name == name && mUniformIndex[location].element == subscript) { return location; } } return -1; } bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_FLOAT) { GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = 0; target[2] = 0; target[3] = 0; target += 4; v += 1; } } else if (targetUniform->type == GL_BOOL) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[1] = GL_FALSE; boolParams[2] = GL_FALSE; boolParams[3] = GL_FALSE; boolParams += 4; v += 1; } } else { return false; } return true; } bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_FLOAT_VEC2) { GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = v[1]; target[2] = 0; target[3] = 0; target += 4; v += 2; } } else if (targetUniform->type == GL_BOOL_VEC2) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[2] = GL_FALSE; boolParams[3] = GL_FALSE; boolParams += 4; v += 2; } } else { return false; } return true; } bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_FLOAT_VEC3) { GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = v[1]; target[2] = v[2]; target[3] = 0; target += 4; v += 3; } } else if (targetUniform->type == GL_BOOL_VEC3) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[2] = (v[2] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[3] = GL_FALSE; boolParams += 4; v += 3; } } else { return false; } return true; } bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_FLOAT_VEC4) { GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = v[1]; target[2] = v[2]; target[3] = v[3]; target += 4; v += 4; } } else if (targetUniform->type == GL_BOOL_VEC4) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[1] = (v[1] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[2] = (v[2] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams[3] = (v[3] == 0.0f) ? GL_FALSE : GL_TRUE; boolParams += 4; v += 4; } } else { return false; } return true; } template<typename T, int targetWidth, int targetHeight, int srcWidth, int srcHeight> void transposeMatrix(T *target, const GLfloat *value) { int copyWidth = std::min(targetWidth, srcWidth); int copyHeight = std::min(targetHeight, srcHeight); for (int x = 0; x < copyWidth; x++) { for (int y = 0; y < copyHeight; y++) { target[x * targetWidth + y] = (T)value[y * srcWidth + x]; } } // clear unfilled right side for (int y = 0; y < copyHeight; y++) { for (int x = srcWidth; x < targetWidth; x++) { target[y * targetWidth + x] = (T)0; } } // clear unfilled bottom. for (int y = srcHeight; y < targetHeight; y++) { for (int x = 0; x < targetWidth; x++) { target[y * targetWidth + x] = (T)0; } } } bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; if (targetUniform->type != GL_FLOAT_MAT2) { return false; } int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8; for (int i = 0; i < count; i++) { transposeMatrix<GLfloat,4,2,2,2>(target, value); target += 8; value += 4; } return true; } bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; if (targetUniform->type != GL_FLOAT_MAT3) { return false; } int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12; for (int i = 0; i < count; i++) { transposeMatrix<GLfloat,4,3,3,3>(target, value); target += 12; value += 9; } return true; } bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; if (targetUniform->type != GL_FLOAT_MAT4) { return false; } int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16); for (int i = 0; i < count; i++) { transposeMatrix<GLfloat,4,4,4,4>(target, value); target += 16; value += 16; } return true; } bool ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_INT || targetUniform->type == GL_SAMPLER_2D || targetUniform->type == GL_SAMPLER_CUBE) { GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = 0; target[2] = 0; target[3] = 0; target += 4; v += 1; } } else if (targetUniform->type == GL_BOOL) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE; boolParams[1] = GL_FALSE; boolParams[2] = GL_FALSE; boolParams[3] = GL_FALSE; boolParams += 4; v += 1; } } else { return false; } return true; } bool ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_INT_VEC2) { GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = v[1]; target[2] = 0; target[3] = 0; target += 4; v += 2; } } else if (targetUniform->type == GL_BOOL_VEC2) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE; boolParams[1] = (v[1] == 0) ? GL_FALSE : GL_TRUE; boolParams[2] = GL_FALSE; boolParams[3] = GL_FALSE; boolParams += 4; v += 2; } } else { return false; } return true; } bool ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_INT_VEC3) { GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = v[1]; target[2] = v[2]; target[3] = 0; target += 4; v += 3; } } else if (targetUniform->type == GL_BOOL_VEC3) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE; boolParams[1] = (v[1] == 0) ? GL_FALSE : GL_TRUE; boolParams[2] = (v[2] == 0) ? GL_FALSE : GL_TRUE; boolParams[3] = GL_FALSE; boolParams += 4; v += 3; } } else { return false; } return true; } bool ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; targetUniform->dirty = true; int elementCount = targetUniform->elementCount(); if (elementCount == 1 && count > 1) return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION count = std::min(elementCount - (int)mUniformIndex[location].element, count); if (targetUniform->type == GL_INT_VEC4) { GLint *target = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { target[0] = v[0]; target[1] = v[1]; target[2] = v[2]; target[3] = v[3]; target += 4; v += 4; } } else if (targetUniform->type == GL_BOOL_VEC4) { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (int i = 0; i < count; i++) { boolParams[0] = (v[0] == 0) ? GL_FALSE : GL_TRUE; boolParams[1] = (v[1] == 0) ? GL_FALSE : GL_TRUE; boolParams[2] = (v[2] == 0) ? GL_FALSE : GL_TRUE; boolParams[3] = (v[3] == 0) ? GL_FALSE : GL_TRUE; boolParams += 4; v += 4; } } else { return false; } return true; } bool ProgramBinary::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; // sized queries -- ensure the provided buffer is large enough if (bufSize) { int requiredBytes = UniformExternalSize(targetUniform->type); if (*bufSize < requiredBytes) { return false; } } switch (targetUniform->type) { case GL_FLOAT_MAT2: transposeMatrix<GLfloat,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8); break; case GL_FLOAT_MAT3: transposeMatrix<GLfloat,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12); break; case GL_FLOAT_MAT4: transposeMatrix<GLfloat,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16); break; default: { unsigned int size = UniformComponentCount(targetUniform->type); switch (UniformComponentType(targetUniform->type)) { case GL_BOOL: { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (unsigned int i = 0; i < size; i++) { params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f; } } break; case GL_FLOAT: memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(GLfloat), size * sizeof(GLfloat)); break; case GL_INT: { GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (unsigned int i = 0; i < size; i++) { params[i] = (float)intParams[i]; } } break; default: UNREACHABLE(); } } } return true; } bool ProgramBinary::getUniformiv(GLint location, GLsizei *bufSize, GLint *params) { if (location < 0 || location >= (int)mUniformIndex.size()) { return false; } Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; // sized queries -- ensure the provided buffer is large enough if (bufSize) { int requiredBytes = UniformExternalSize(targetUniform->type); if (*bufSize < requiredBytes) { return false; } } switch (targetUniform->type) { case GL_FLOAT_MAT2: transposeMatrix<GLint,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8); break; case GL_FLOAT_MAT3: transposeMatrix<GLint,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12); break; case GL_FLOAT_MAT4: transposeMatrix<GLint,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16); break; default: { unsigned int size = VariableColumnCount(targetUniform->type); switch (UniformComponentType(targetUniform->type)) { case GL_BOOL: { GLint *boolParams = (GLint*)targetUniform->data + mUniformIndex[location].element * 4; for (unsigned int i = 0; i < size; i++) { params[i] = boolParams[i]; } } break; case GL_FLOAT: { GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4; for (unsigned int i = 0; i < size; i++) { params[i] = (GLint)floatParams[i]; } } break; case GL_INT: memcpy(params, targetUniform->data + mUniformIndex[location].element * 4 * sizeof(GLint), size * sizeof(GLint)); break; default: UNREACHABLE(); } } } return true; } void ProgramBinary::dirtyAllUniforms() { unsigned int numUniforms = mUniforms.size(); for (unsigned int index = 0; index < numUniforms; index++) { mUniforms[index]->dirty = true; } } // Applies all the uniforms set for this program object to the renderer void ProgramBinary::applyUniforms() { // Retrieve sampler uniform values for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub) { Uniform *targetUniform = *ub; if (targetUniform->dirty) { if (targetUniform->type == GL_SAMPLER_2D || targetUniform->type == GL_SAMPLER_CUBE) { int count = targetUniform->elementCount(); GLint (*v)[4] = (GLint(*)[4])targetUniform->data; if (targetUniform->psRegisterIndex >= 0) { unsigned int firstIndex = targetUniform->psRegisterIndex; for (int i = 0; i < count; i++) { unsigned int samplerIndex = firstIndex + i; if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS) { ASSERT(mSamplersPS[samplerIndex].active); mSamplersPS[samplerIndex].logicalTextureUnit = v[i][0]; } } } if (targetUniform->vsRegisterIndex >= 0) { unsigned int firstIndex = targetUniform->vsRegisterIndex; for (int i = 0; i < count; i++) { unsigned int samplerIndex = firstIndex + i; if (samplerIndex < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS) { ASSERT(mSamplersVS[samplerIndex].active); mSamplersVS[samplerIndex].logicalTextureUnit = v[i][0]; } } } } } } mRenderer->applyUniforms(this, &mUniforms); } // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 // Returns the number of used varying registers, or -1 if unsuccesful int ProgramBinary::packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader) { const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); fragmentShader->resetVaryingsRegisterAssignment(); for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++) { int n = VariableRowCount(varying->type) * varying->size; int m = VariableColumnCount(varying->type); bool success = false; if (m == 2 || m == 3 || m == 4) { for (int r = 0; r <= maxVaryingVectors - n && !success; r++) { bool available = true; for (int y = 0; y < n && available; y++) { for (int x = 0; x < m && available; x++) { if (packing[r + y][x]) { available = false; } } } if (available) { varying->reg = r; varying->col = 0; for (int y = 0; y < n; y++) { for (int x = 0; x < m; x++) { packing[r + y][x] = &*varying; } } success = true; } } if (!success && m == 2) { for (int r = maxVaryingVectors - n; r >= 0 && !success; r--) { bool available = true; for (int y = 0; y < n && available; y++) { for (int x = 2; x < 4 && available; x++) { if (packing[r + y][x]) { available = false; } } } if (available) { varying->reg = r; varying->col = 2; for (int y = 0; y < n; y++) { for (int x = 2; x < 4; x++) { packing[r + y][x] = &*varying; } } success = true; } } } } else if (m == 1) { int space[4] = {0}; for (int y = 0; y < maxVaryingVectors; y++) { for (int x = 0; x < 4; x++) { space[x] += packing[y][x] ? 0 : 1; } } int column = 0; for (int x = 0; x < 4; x++) { if (space[x] >= n && space[x] < space[column]) { column = x; } } if (space[column] >= n) { for (int r = 0; r < maxVaryingVectors; r++) { if (!packing[r][column]) { varying->reg = r; for (int y = r; y < r + n; y++) { packing[y][column] = &*varying; } break; } } varying->col = column; success = true; } } else UNREACHABLE(); if (!success) { infoLog.append("Could not pack varying %s", varying->name.c_str()); return -1; } } // Return the number of used registers int registers = 0; for (int r = 0; r < maxVaryingVectors; r++) { if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3]) { registers++; } } return registers; } bool ProgramBinary::linkVaryings(InfoLog &infoLog, int registers, const Varying *packing[][4], std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader) { if (pixelHLSL.empty() || vertexHLSL.empty()) { return false; } bool usesMRT = fragmentShader->mUsesMultipleRenderTargets; bool usesFragColor = fragmentShader->mUsesFragColor; bool usesFragData = fragmentShader->mUsesFragData; if (usesFragColor && usesFragData) { infoLog.append("Cannot use both gl_FragColor and gl_FragData in the same fragment shader."); return false; } // Write the HLSL input/output declarations const int shaderModel = mRenderer->getMajorShaderModel(); const int maxVaryingVectors = mRenderer->getMaxVaryingVectors(); const int registersNeeded = registers + (fragmentShader->mUsesFragCoord ? 1 : 0) + (fragmentShader->mUsesPointCoord ? 1 : 0); // The output color is broadcast to all enabled draw buffers when writing to gl_FragColor const bool broadcast = fragmentShader->mUsesFragColor; const unsigned int numRenderTargets = (broadcast || usesMRT ? mRenderer->getMaxRenderTargets() : 1); if (registersNeeded > maxVaryingVectors) { infoLog.append("No varying registers left to support gl_FragCoord/gl_PointCoord"); return false; } vertexShader->resetVaryingsRegisterAssignment(); for (VaryingList::iterator input = fragmentShader->mVaryings.begin(); input != fragmentShader->mVaryings.end(); input++) { bool matched = false; for (VaryingList::iterator output = vertexShader->mVaryings.begin(); output != vertexShader->mVaryings.end(); output++) { if (output->name == input->name) { if (output->type != input->type || output->size != input->size) { infoLog.append("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str()); return false; } output->reg = input->reg; output->col = input->col; matched = true; break; } } if (!matched) { infoLog.append("Fragment varying %s does not match any vertex varying", input->name.c_str()); return false; } } mUsesPointSize = vertexShader->mUsesPointSize; std::string varyingSemantic = (mUsesPointSize && shaderModel == 3) ? "COLOR" : "TEXCOORD"; std::string targetSemantic = (shaderModel >= 4) ? "SV_Target" : "COLOR"; std::string positionSemantic = (shaderModel >= 4) ? "SV_Position" : "POSITION"; std::string depthSemantic = (shaderModel >= 4) ? "SV_Depth" : "DEPTH"; // special varyings that use reserved registers int reservedRegisterIndex = registers; std::string fragCoordSemantic; std::string pointCoordSemantic; if (fragmentShader->mUsesFragCoord) { fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); } if (fragmentShader->mUsesPointCoord) { // Shader model 3 uses a special TEXCOORD semantic for point sprite texcoords. // In DX11 we compute this in the GS. if (shaderModel == 3) { pointCoordSemantic = "TEXCOORD0"; } else if (shaderModel >= 4) { pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); } } vertexHLSL += "struct VS_INPUT\n" "{\n"; int semanticIndex = 0; for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++) { switch (attribute->type) { case GL_FLOAT: vertexHLSL += " float "; break; case GL_FLOAT_VEC2: vertexHLSL += " float2 "; break; case GL_FLOAT_VEC3: vertexHLSL += " float3 "; break; case GL_FLOAT_VEC4: vertexHLSL += " float4 "; break; case GL_FLOAT_MAT2: vertexHLSL += " float2x2 "; break; case GL_FLOAT_MAT3: vertexHLSL += " float3x3 "; break; case GL_FLOAT_MAT4: vertexHLSL += " float4x4 "; break; default: UNREACHABLE(); } vertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n"; semanticIndex += VariableRowCount(attribute->type); } vertexHLSL += "};\n" "\n" "struct VS_OUTPUT\n" "{\n"; if (shaderModel < 4) { vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; } for (int r = 0; r < registers; r++) { int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1)); vertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n"; } if (fragmentShader->mUsesFragCoord) { vertexHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; } if (vertexShader->mUsesPointSize && shaderModel >= 3) { vertexHLSL += " float gl_PointSize : PSIZE;\n"; } if (shaderModel >= 4) { vertexHLSL += " float4 gl_Position : " + positionSemantic + ";\n"; } vertexHLSL += "};\n" "\n" "VS_OUTPUT main(VS_INPUT input)\n" "{\n"; for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++) { vertexHLSL += " " + decorateAttribute(attribute->name) + " = "; if (VariableRowCount(attribute->type) > 1) // Matrix { vertexHLSL += "transpose"; } vertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n"; } if (shaderModel >= 4) { vertexHLSL += "\n" " gl_main();\n" "\n" " VS_OUTPUT output;\n" " output.gl_Position.x = gl_Position.x;\n" " output.gl_Position.y = -gl_Position.y;\n" " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" " output.gl_Position.w = gl_Position.w;\n"; } else { vertexHLSL += "\n" " gl_main();\n" "\n" " VS_OUTPUT output;\n" " output.gl_Position.x = gl_Position.x * dx_ViewAdjust.z + dx_ViewAdjust.x * gl_Position.w;\n" " output.gl_Position.y = -(gl_Position.y * dx_ViewAdjust.w + dx_ViewAdjust.y * gl_Position.w);\n" " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n" " output.gl_Position.w = gl_Position.w;\n"; } if (vertexShader->mUsesPointSize && shaderModel >= 3) { vertexHLSL += " output.gl_PointSize = gl_PointSize;\n"; } if (fragmentShader->mUsesFragCoord) { vertexHLSL += " output.gl_FragCoord = gl_Position;\n"; } for (VaryingList::iterator varying = vertexShader->mVaryings.begin(); varying != vertexShader->mVaryings.end(); varying++) { if (varying->reg >= 0) { for (int i = 0; i < varying->size; i++) { int rows = VariableRowCount(varying->type); for (int j = 0; j < rows; j++) { int r = varying->reg + i * rows + j; vertexHLSL += " output.v" + str(r); bool sharedRegister = false; // Register used by multiple varyings for (int x = 0; x < 4; x++) { if (packing[r][x] && packing[r][x] != packing[r][0]) { sharedRegister = true; break; } } if(sharedRegister) { vertexHLSL += "."; for (int x = 0; x < 4; x++) { if (packing[r][x] == &*varying) { switch(x) { case 0: vertexHLSL += "x"; break; case 1: vertexHLSL += "y"; break; case 2: vertexHLSL += "z"; break; case 3: vertexHLSL += "w"; break; } } } } vertexHLSL += " = " + varying->name; if (varying->array) { vertexHLSL += "[" + str(i) + "]"; } if (rows > 1) { vertexHLSL += "[" + str(j) + "]"; } vertexHLSL += ";\n"; } } } } vertexHLSL += "\n" " return output;\n" "}\n"; pixelHLSL += "struct PS_INPUT\n" "{\n"; for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++) { if (varying->reg >= 0) { for (int i = 0; i < varying->size; i++) { int rows = VariableRowCount(varying->type); for (int j = 0; j < rows; j++) { std::string n = str(varying->reg + i * rows + j); pixelHLSL += " float" + str(VariableColumnCount(varying->type)) + " v" + n + " : " + varyingSemantic + n + ";\n"; } } } else UNREACHABLE(); } if (fragmentShader->mUsesFragCoord) { pixelHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; } if (fragmentShader->mUsesPointCoord && shaderModel >= 3) { pixelHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; } // Must consume the PSIZE element if the geometry shader is not active // We won't know if we use a GS until we draw if (vertexShader->mUsesPointSize && shaderModel >= 4) { pixelHLSL += " float gl_PointSize : PSIZE;\n"; } if (fragmentShader->mUsesFragCoord) { if (shaderModel >= 4) { pixelHLSL += " float4 dx_VPos : SV_Position;\n"; } else if (shaderModel >= 3) { pixelHLSL += " float2 dx_VPos : VPOS;\n"; } } pixelHLSL += "};\n" "\n" "struct PS_OUTPUT\n" "{\n"; for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) { pixelHLSL += " float4 gl_Color" + str(renderTargetIndex) + " : " + targetSemantic + str(renderTargetIndex) + ";\n"; } if (fragmentShader->mUsesFragDepth) { pixelHLSL += " float gl_Depth : " + depthSemantic + ";\n"; } pixelHLSL += "};\n" "\n"; if (fragmentShader->mUsesFrontFacing) { if (shaderModel >= 4) { pixelHLSL += "PS_OUTPUT main(PS_INPUT input, bool isFrontFace : SV_IsFrontFace)\n" "{\n"; } else { pixelHLSL += "PS_OUTPUT main(PS_INPUT input, float vFace : VFACE)\n" "{\n"; } } else { pixelHLSL += "PS_OUTPUT main(PS_INPUT input)\n" "{\n"; } if (fragmentShader->mUsesFragCoord) { pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"; if (shaderModel >= 4) { pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n" " gl_FragCoord.y = input.dx_VPos.y;\n"; } else if (shaderModel >= 3) { pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n" " gl_FragCoord.y = input.dx_VPos.y + 0.5;\n"; } else { // dx_ViewCoords contains the viewport width/2, height/2, center.x and center.y. See Renderer::setViewport() pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_ViewCoords.x + dx_ViewCoords.z;\n" " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_ViewCoords.y + dx_ViewCoords.w;\n"; } pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_DepthFront.x + dx_DepthFront.y;\n" " gl_FragCoord.w = rhw;\n"; } if (fragmentShader->mUsesPointCoord && shaderModel >= 3) { pixelHLSL += " gl_PointCoord.x = input.gl_PointCoord.x;\n"; pixelHLSL += " gl_PointCoord.y = 1.0 - input.gl_PointCoord.y;\n"; } if (fragmentShader->mUsesFrontFacing) { if (shaderModel <= 3) { pixelHLSL += " gl_FrontFacing = (vFace * dx_DepthFront.z >= 0.0);\n"; } else { pixelHLSL += " gl_FrontFacing = isFrontFace;\n"; } } for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++) { if (varying->reg >= 0) { for (int i = 0; i < varying->size; i++) { int rows = VariableRowCount(varying->type); for (int j = 0; j < rows; j++) { std::string n = str(varying->reg + i * rows + j); pixelHLSL += " " + varying->name; if (varying->array) { pixelHLSL += "[" + str(i) + "]"; } if (rows > 1) { pixelHLSL += "[" + str(j) + "]"; } switch (VariableColumnCount(varying->type)) { case 1: pixelHLSL += " = input.v" + n + ".x;\n"; break; case 2: pixelHLSL += " = input.v" + n + ".xy;\n"; break; case 3: pixelHLSL += " = input.v" + n + ".xyz;\n"; break; case 4: pixelHLSL += " = input.v" + n + ";\n"; break; default: UNREACHABLE(); } } } } else UNREACHABLE(); } pixelHLSL += "\n" " gl_main();\n" "\n" " PS_OUTPUT output;\n"; for (unsigned int renderTargetIndex = 0; renderTargetIndex < numRenderTargets; renderTargetIndex++) { unsigned int sourceColorIndex = broadcast ? 0 : renderTargetIndex; pixelHLSL += " output.gl_Color" + str(renderTargetIndex) + " = gl_Color[" + str(sourceColorIndex) + "];\n"; } if (fragmentShader->mUsesFragDepth) { pixelHLSL += " output.gl_Depth = gl_Depth;\n"; } pixelHLSL += "\n" " return output;\n" "}\n"; return true; } bool ProgramBinary::load(InfoLog &infoLog, const void *binary, GLsizei length) { BinaryInputStream stream(binary, length); int format = 0; stream.read(&format); if (format != GL_PROGRAM_BINARY_ANGLE) { infoLog.append("Invalid program binary format."); return false; } int version = 0; stream.read(&version); if (version != VERSION_DWORD) { infoLog.append("Invalid program binary version."); return false; } int compileFlags = 0; stream.read(&compileFlags); if (compileFlags != ANGLE_COMPILE_OPTIMIZATION_LEVEL) { infoLog.append("Mismatched compilation flags."); return false; } for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i) { stream.read(&mLinkedAttribute[i].type); std::string name; stream.read(&name); mLinkedAttribute[i].name = name; stream.read(&mSemanticIndex[i]); } for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i) { stream.read(&mSamplersPS[i].active); stream.read(&mSamplersPS[i].logicalTextureUnit); int textureType; stream.read(&textureType); mSamplersPS[i].textureType = (TextureType) textureType; } for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i) { stream.read(&mSamplersVS[i].active); stream.read(&mSamplersVS[i].logicalTextureUnit); int textureType; stream.read(&textureType); mSamplersVS[i].textureType = (TextureType) textureType; } stream.read(&mUsedVertexSamplerRange); stream.read(&mUsedPixelSamplerRange); stream.read(&mUsesPointSize); size_t size; stream.read(&size); if (stream.error()) { infoLog.append("Invalid program binary."); return false; } mUniforms.resize(size); for (unsigned int i = 0; i < size; ++i) { GLenum type; GLenum precision; std::string name; unsigned int arraySize; stream.read(&type); stream.read(&precision); stream.read(&name); stream.read(&arraySize); mUniforms[i] = new Uniform(type, precision, name, arraySize); stream.read(&mUniforms[i]->psRegisterIndex); stream.read(&mUniforms[i]->vsRegisterIndex); stream.read(&mUniforms[i]->registerCount); } stream.read(&size); if (stream.error()) { infoLog.append("Invalid program binary."); return false; } mUniformIndex.resize(size); for (unsigned int i = 0; i < size; ++i) { stream.read(&mUniformIndex[i].name); stream.read(&mUniformIndex[i].element); stream.read(&mUniformIndex[i].index); } unsigned int pixelShaderSize; stream.read(&pixelShaderSize); unsigned int vertexShaderSize; stream.read(&vertexShaderSize); unsigned int geometryShaderSize; stream.read(&geometryShaderSize); const char *ptr = (const char*) binary + stream.offset(); const GUID *binaryIdentifier = (const GUID *) ptr; ptr += sizeof(GUID); GUID identifier = mRenderer->getAdapterIdentifier(); if (memcmp(&identifier, binaryIdentifier, sizeof(GUID)) != 0) { infoLog.append("Invalid program binary."); return false; } const char *pixelShaderFunction = ptr; ptr += pixelShaderSize; const char *vertexShaderFunction = ptr; ptr += vertexShaderSize; const char *geometryShaderFunction = geometryShaderSize > 0 ? ptr : NULL; ptr += geometryShaderSize; mPixelExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(pixelShaderFunction), pixelShaderSize, rx::SHADER_PIXEL); if (!mPixelExecutable) { infoLog.append("Could not create pixel shader."); return false; } mVertexExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(vertexShaderFunction), vertexShaderSize, rx::SHADER_VERTEX); if (!mVertexExecutable) { infoLog.append("Could not create vertex shader."); delete mPixelExecutable; mPixelExecutable = NULL; return false; } if (geometryShaderFunction != NULL && geometryShaderSize > 0) { mGeometryExecutable = mRenderer->loadExecutable(reinterpret_cast<const DWORD*>(geometryShaderFunction), geometryShaderSize, rx::SHADER_GEOMETRY); if (!mGeometryExecutable) { infoLog.append("Could not create geometry shader."); delete mPixelExecutable; mPixelExecutable = NULL; delete mVertexExecutable; mVertexExecutable = NULL; return false; } } else { mGeometryExecutable = NULL; } return true; } bool ProgramBinary::save(void* binary, GLsizei bufSize, GLsizei *length) { BinaryOutputStream stream; stream.write(GL_PROGRAM_BINARY_ANGLE); stream.write(VERSION_DWORD); stream.write(ANGLE_COMPILE_OPTIMIZATION_LEVEL); for (unsigned int i = 0; i < MAX_VERTEX_ATTRIBS; ++i) { stream.write(mLinkedAttribute[i].type); stream.write(mLinkedAttribute[i].name); stream.write(mSemanticIndex[i]); } for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i) { stream.write(mSamplersPS[i].active); stream.write(mSamplersPS[i].logicalTextureUnit); stream.write((int) mSamplersPS[i].textureType); } for (unsigned int i = 0; i < IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; ++i) { stream.write(mSamplersVS[i].active); stream.write(mSamplersVS[i].logicalTextureUnit); stream.write((int) mSamplersVS[i].textureType); } stream.write(mUsedVertexSamplerRange); stream.write(mUsedPixelSamplerRange); stream.write(mUsesPointSize); stream.write(mUniforms.size()); for (unsigned int i = 0; i < mUniforms.size(); ++i) { stream.write(mUniforms[i]->type); stream.write(mUniforms[i]->precision); stream.write(mUniforms[i]->name); stream.write(mUniforms[i]->arraySize); stream.write(mUniforms[i]->psRegisterIndex); stream.write(mUniforms[i]->vsRegisterIndex); stream.write(mUniforms[i]->registerCount); } stream.write(mUniformIndex.size()); for (unsigned int i = 0; i < mUniformIndex.size(); ++i) { stream.write(mUniformIndex[i].name); stream.write(mUniformIndex[i].element); stream.write(mUniformIndex[i].index); } UINT pixelShaderSize = mPixelExecutable->getLength(); stream.write(pixelShaderSize); UINT vertexShaderSize = mVertexExecutable->getLength(); stream.write(vertexShaderSize); UINT geometryShaderSize = (mGeometryExecutable != NULL) ? mGeometryExecutable->getLength() : 0; stream.write(geometryShaderSize); GUID identifier = mRenderer->getAdapterIdentifier(); GLsizei streamLength = stream.length(); const void *streamData = stream.data(); GLsizei totalLength = streamLength + sizeof(GUID) + pixelShaderSize + vertexShaderSize + geometryShaderSize; if (totalLength > bufSize) { if (length) { *length = 0; } return false; } if (binary) { char *ptr = (char*) binary; memcpy(ptr, streamData, streamLength); ptr += streamLength; memcpy(ptr, &identifier, sizeof(GUID)); ptr += sizeof(GUID); memcpy(ptr, mPixelExecutable->getFunction(), pixelShaderSize); ptr += pixelShaderSize; memcpy(ptr, mVertexExecutable->getFunction(), vertexShaderSize); ptr += vertexShaderSize; if (mGeometryExecutable != NULL && geometryShaderSize > 0) { memcpy(ptr, mGeometryExecutable->getFunction(), geometryShaderSize); ptr += geometryShaderSize; } ASSERT(ptr - totalLength == binary); } if (length) { *length = totalLength; } return true; } GLint ProgramBinary::getLength() { GLint length; if (save(NULL, INT_MAX, &length)) { return length; } else { return 0; } } bool ProgramBinary::link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader) { if (!fragmentShader || !fragmentShader->isCompiled()) { return false; } if (!vertexShader || !vertexShader->isCompiled()) { return false; } std::string pixelHLSL = fragmentShader->getHLSL(); std::string vertexHLSL = vertexShader->getHLSL(); // Map the varyings to the register file const Varying *packing[IMPLEMENTATION_MAX_VARYING_VECTORS][4] = {NULL}; int registers = packVaryings(infoLog, packing, fragmentShader); if (registers < 0) { return false; } if (!linkVaryings(infoLog, registers, packing, pixelHLSL, vertexHLSL, fragmentShader, vertexShader)) { return false; } bool success = true; mVertexExecutable = mRenderer->compileToExecutable(infoLog, vertexHLSL.c_str(), rx::SHADER_VERTEX); mPixelExecutable = mRenderer->compileToExecutable(infoLog, pixelHLSL.c_str(), rx::SHADER_PIXEL); if (usesGeometryShader()) { std::string geometryHLSL = generateGeometryShaderHLSL(registers, packing, fragmentShader, vertexShader); mGeometryExecutable = mRenderer->compileToExecutable(infoLog, geometryHLSL.c_str(), rx::SHADER_GEOMETRY); } if (!mVertexExecutable || !mPixelExecutable || (usesGeometryShader() && !mGeometryExecutable)) { infoLog.append("Failed to create D3D shaders."); success = false; delete mVertexExecutable; mVertexExecutable = NULL; delete mPixelExecutable; mPixelExecutable = NULL; delete mGeometryExecutable; mGeometryExecutable = NULL; } if (!linkAttributes(infoLog, attributeBindings, fragmentShader, vertexShader)) { success = false; } if (!linkUniforms(infoLog, vertexShader->getUniforms(), fragmentShader->getUniforms())) { success = false; } // special case for gl_DepthRange, the only built-in uniform (also a struct) if (vertexShader->mUsesDepthRange || fragmentShader->mUsesDepthRange) { mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0)); mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0)); mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0)); } return success; } // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices bool ProgramBinary::linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader) { unsigned int usedLocations = 0; // Link attributes that have a binding location for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++) { int location = attributeBindings.getAttributeBinding(attribute->name); if (location != -1) // Set by glBindAttribLocation { if (!mLinkedAttribute[location].name.empty()) { // Multiple active attributes bound to the same location; not an error } mLinkedAttribute[location] = *attribute; int rows = VariableRowCount(attribute->type); if (rows + location > MAX_VERTEX_ATTRIBS) { infoLog.append("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location); return false; } for (int i = 0; i < rows; i++) { usedLocations |= 1 << (location + i); } } } // Link attributes that don't have a binding location for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++) { int location = attributeBindings.getAttributeBinding(attribute->name); if (location == -1) // Not set by glBindAttribLocation { int rows = VariableRowCount(attribute->type); int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS); if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS) { infoLog.append("Too many active attributes (%s)", attribute->name.c_str()); return false; // Fail to link } mLinkedAttribute[availableIndex] = *attribute; } } for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; ) { int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name); int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1); for (int r = 0; r < rows; r++) { mSemanticIndex[attributeIndex++] = index++; } } return true; } bool ProgramBinary::linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms) { for (sh::ActiveUniforms::const_iterator uniform = vertexUniforms.begin(); uniform != vertexUniforms.end(); uniform++) { if (!defineUniform(GL_VERTEX_SHADER, *uniform, infoLog)) { return false; } } for (sh::ActiveUniforms::const_iterator uniform = fragmentUniforms.begin(); uniform != fragmentUniforms.end(); uniform++) { if (!defineUniform(GL_FRAGMENT_SHADER, *uniform, infoLog)) { return false; } } return true; } bool ProgramBinary::defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog) { if (constant.type == GL_SAMPLER_2D || constant.type == GL_SAMPLER_CUBE) { unsigned int samplerIndex = constant.registerIndex; do { if (shader == GL_VERTEX_SHADER) { if (samplerIndex < mRenderer->getMaxVertexTextureImageUnits()) { mSamplersVS[samplerIndex].active = true; mSamplersVS[samplerIndex].textureType = (constant.type == GL_SAMPLER_CUBE) ? TEXTURE_CUBE : TEXTURE_2D; mSamplersVS[samplerIndex].logicalTextureUnit = 0; mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange); } else { infoLog.append("Vertex shader sampler count exceeds the maximum vertex texture units (%d).", mRenderer->getMaxVertexTextureImageUnits()); return false; } } else if (shader == GL_FRAGMENT_SHADER) { if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS) { mSamplersPS[samplerIndex].active = true; mSamplersPS[samplerIndex].textureType = (constant.type == GL_SAMPLER_CUBE) ? TEXTURE_CUBE : TEXTURE_2D; mSamplersPS[samplerIndex].logicalTextureUnit = 0; mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange); } else { infoLog.append("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS); return false; } } else UNREACHABLE(); samplerIndex++; } while (samplerIndex < constant.registerIndex + constant.arraySize); } Uniform *uniform = NULL; GLint location = getUniformLocation(constant.name); if (location >= 0) // Previously defined, type and precision must match { uniform = mUniforms[mUniformIndex[location].index]; if (uniform->type != constant.type) { infoLog.append("Types for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str()); return false; } if (uniform->precision != constant.precision) { infoLog.append("Precisions for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str()); return false; } } else { uniform = new Uniform(constant.type, constant.precision, constant.name, constant.arraySize); } if (!uniform) { return false; } if (shader == GL_FRAGMENT_SHADER) { uniform->psRegisterIndex = constant.registerIndex; } else if (shader == GL_VERTEX_SHADER) { uniform->vsRegisterIndex = constant.registerIndex; } else UNREACHABLE(); if (location >= 0) { return uniform->type == constant.type; } mUniforms.push_back(uniform); unsigned int uniformIndex = mUniforms.size() - 1; for (unsigned int i = 0; i < uniform->elementCount(); i++) { mUniformIndex.push_back(UniformLocation(constant.name, i, uniformIndex)); } if (shader == GL_VERTEX_SHADER) { if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedVertexUniformVectors() + mRenderer->getMaxVertexUniformVectors()) { infoLog.append("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%u)", mRenderer->getMaxVertexUniformVectors()); return false; } } else if (shader == GL_FRAGMENT_SHADER) { if (constant.registerIndex + uniform->registerCount > mRenderer->getReservedFragmentUniformVectors() + mRenderer->getMaxFragmentUniformVectors()) { infoLog.append("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%u)", mRenderer->getMaxFragmentUniformVectors()); return false; } } else UNREACHABLE(); return true; } std::string ProgramBinary::generateGeometryShaderHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const { // for now we only handle point sprite emulation ASSERT(usesPointSpriteEmulation()); return generatePointSpriteHLSL(registers, packing, fragmentShader, vertexShader); } std::string ProgramBinary::generatePointSpriteHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const { ASSERT(registers >= 0); ASSERT(vertexShader->mUsesPointSize); ASSERT(mRenderer->getMajorShaderModel() >= 4); std::string geomHLSL; std::string varyingSemantic = "TEXCOORD"; std::string fragCoordSemantic; std::string pointCoordSemantic; int reservedRegisterIndex = registers; if (fragmentShader->mUsesFragCoord) { fragCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); } if (fragmentShader->mUsesPointCoord) { pointCoordSemantic = varyingSemantic + str(reservedRegisterIndex++); } geomHLSL += "uniform float4 dx_ViewCoords : register(c1);\n" "\n" "struct GS_INPUT\n" "{\n"; for (int r = 0; r < registers; r++) { int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1)); geomHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n"; } if (fragmentShader->mUsesFragCoord) { geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; } geomHLSL += " float gl_PointSize : PSIZE;\n" " float4 gl_Position : SV_Position;\n" "};\n" "\n" "struct GS_OUTPUT\n" "{\n"; for (int r = 0; r < registers; r++) { int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1)); geomHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n"; } if (fragmentShader->mUsesFragCoord) { geomHLSL += " float4 gl_FragCoord : " + fragCoordSemantic + ";\n"; } if (fragmentShader->mUsesPointCoord) { geomHLSL += " float2 gl_PointCoord : " + pointCoordSemantic + ";\n"; } geomHLSL += " float gl_PointSize : PSIZE;\n" " float4 gl_Position : SV_Position;\n" "};\n" "\n" "static float2 pointSpriteCorners[] = \n" "{\n" " float2( 0.5f, -0.5f),\n" " float2( 0.5f, 0.5f),\n" " float2(-0.5f, -0.5f),\n" " float2(-0.5f, 0.5f)\n" "};\n" "\n" "static float2 pointSpriteTexcoords[] = \n" "{\n" " float2(1.0f, 1.0f),\n" " float2(1.0f, 0.0f),\n" " float2(0.0f, 1.0f),\n" " float2(0.0f, 0.0f)\n" "};\n" "\n" "static float minPointSize = " + str(ALIASED_POINT_SIZE_RANGE_MIN) + ".0f;\n" "static float maxPointSize = " + str(mRenderer->getMaxPointSize()) + ".0f;\n" "\n" "[maxvertexcount(4)]\n" "void main(point GS_INPUT input[1], inout TriangleStream<GS_OUTPUT> outStream)\n" "{\n" " GS_OUTPUT output = (GS_OUTPUT)0;\n" " output.gl_PointSize = input[0].gl_PointSize;\n"; for (int r = 0; r < registers; r++) { geomHLSL += " output.v" + str(r) + " = input[0].v" + str(r) + ";\n"; } if (fragmentShader->mUsesFragCoord) { geomHLSL += " output.gl_FragCoord = input[0].gl_FragCoord;\n"; } geomHLSL += " \n" " float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n" " float4 gl_Position = input[0].gl_Position;\n" " float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n"; for (int corner = 0; corner < 4; corner++) { geomHLSL += " \n" " output.gl_Position = gl_Position + float4(pointSpriteCorners[" + str(corner) + "] * viewportScale * gl_PointSize, 0.0f, 0.0f);\n"; if (fragmentShader->mUsesPointCoord) { geomHLSL += " output.gl_PointCoord = pointSpriteTexcoords[" + str(corner) + "];\n"; } geomHLSL += " outStream.Append(output);\n"; } geomHLSL += " \n" " outStream.RestartStrip();\n" "}\n"; return geomHLSL; } // This method needs to match OutputHLSL::decorate std::string ProgramBinary::decorateAttribute(const std::string &name) { if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0) { return "_" + name; } return name; } bool ProgramBinary::isValidated() const { return mValidated; } void ProgramBinary::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const { // Skip over inactive attributes unsigned int activeAttribute = 0; unsigned int attribute; for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) { if (mLinkedAttribute[attribute].name.empty()) { continue; } if (activeAttribute == index) { break; } activeAttribute++; } if (bufsize > 0) { const char *string = mLinkedAttribute[attribute].name.c_str(); strncpy(name, string, bufsize); name[bufsize - 1] = '\0'; if (length) { *length = strlen(name); } } *size = 1; // Always a single 'type' instance *type = mLinkedAttribute[attribute].type; } GLint ProgramBinary::getActiveAttributeCount() const { int count = 0; for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) { if (!mLinkedAttribute[attributeIndex].name.empty()) { count++; } } return count; } GLint ProgramBinary::getActiveAttributeMaxLength() const { int maxLength = 0; for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) { if (!mLinkedAttribute[attributeIndex].name.empty()) { maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength); } } return maxLength; } void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const { ASSERT(index < mUniforms.size()); // index must be smaller than getActiveUniformCount() if (bufsize > 0) { std::string string = mUniforms[index]->name; if (mUniforms[index]->isArray()) { string += "[0]"; } strncpy(name, string.c_str(), bufsize); name[bufsize - 1] = '\0'; if (length) { *length = strlen(name); } } *size = mUniforms[index]->elementCount(); *type = mUniforms[index]->type; } GLint ProgramBinary::getActiveUniformCount() const { return mUniforms.size(); } GLint ProgramBinary::getActiveUniformMaxLength() const { int maxLength = 0; unsigned int numUniforms = mUniforms.size(); for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++) { if (!mUniforms[uniformIndex]->name.empty()) { int length = (int)(mUniforms[uniformIndex]->name.length() + 1); if (mUniforms[uniformIndex]->isArray()) { length += 3; // Counting in "[0]". } maxLength = std::max(length, maxLength); } } return maxLength; } void ProgramBinary::validate(InfoLog &infoLog) { applyUniforms(); if (!validateSamplers(&infoLog)) { mValidated = false; } else { mValidated = true; } } bool ProgramBinary::validateSamplers(InfoLog *infoLog) { // if any two active samplers in a program are of different types, but refer to the same // texture image unit, and this is the current program, then ValidateProgram will fail, and // DrawArrays and DrawElements will issue the INVALID_OPERATION error. const unsigned int maxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits(); TextureType textureUnitType[IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS]; for (unsigned int i = 0; i < IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS; ++i) { textureUnitType[i] = TEXTURE_UNKNOWN; } for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i) { if (mSamplersPS[i].active) { unsigned int unit = mSamplersPS[i].logicalTextureUnit; if (unit >= maxCombinedTextureImageUnits) { if (infoLog) { infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits); } return false; } if (textureUnitType[unit] != TEXTURE_UNKNOWN) { if (mSamplersPS[i].textureType != textureUnitType[unit]) { if (infoLog) { infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); } return false; } } else { textureUnitType[unit] = mSamplersPS[i].textureType; } } } for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i) { if (mSamplersVS[i].active) { unsigned int unit = mSamplersVS[i].logicalTextureUnit; if (unit >= maxCombinedTextureImageUnits) { if (infoLog) { infoLog->append("Sampler uniform (%d) exceeds IMPLEMENTATION_MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits); } return false; } if (textureUnitType[unit] != TEXTURE_UNKNOWN) { if (mSamplersVS[i].textureType != textureUnitType[unit]) { if (infoLog) { infoLog->append("Samplers of conflicting types refer to the same texture image unit (%d).", unit); } return false; } } else { textureUnitType[unit] = mSamplersVS[i].textureType; } } } return true; } ProgramBinary::Sampler::Sampler() : active(false), logicalTextureUnit(0), textureType(TEXTURE_2D) { } struct AttributeSorter { AttributeSorter(const int (&semanticIndices)[MAX_VERTEX_ATTRIBS]) : originalIndices(semanticIndices) { for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { indices[i] = i; } std::sort(&indices[0], &indices[MAX_VERTEX_ATTRIBS], *this); } bool operator()(int a, int b) { return originalIndices[a] == -1 ? false : originalIndices[a] < originalIndices[b]; } int indices[MAX_VERTEX_ATTRIBS]; const int (&originalIndices)[MAX_VERTEX_ATTRIBS]; }; void ProgramBinary::sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const { AttributeSorter sorter(mSemanticIndex); int oldIndices[MAX_VERTEX_ATTRIBS]; rx::TranslatedAttribute oldTranslatedAttributes[MAX_VERTEX_ATTRIBS]; for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { oldIndices[i] = mSemanticIndex[i]; oldTranslatedAttributes[i] = attributes[i]; } for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { int oldIndex = sorter.indices[i]; sortedSemanticIndices[i] = oldIndices[oldIndex]; attributes[i] = oldTranslatedAttributes[oldIndex]; } } }
010smithzhang-ddd
src/libGLESv2/ProgramBinary.cpp
C++
bsd
79,056
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // Image.h: Implements the rx::Image class, an abstract base class for the // renderer-specific classes which will define the interface to the underlying // surfaces or resources. #include "libGLESv2/renderer/Image.h" namespace rx { Image::Image() { mWidth = 0; mHeight = 0; mInternalFormat = GL_NONE; mActualFormat = GL_NONE; } void Image::loadAlphaDataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { dest[4 * x + 0] = 0; dest[4 * x + 1] = 0; dest[4 * x + 2] = 0; dest[4 * x + 3] = source[x]; } } } void Image::loadAlphaDataToNative(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; memcpy(dest, source, width); } } void Image::loadAlphaFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const float *source = NULL; float *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = 0; dest[4 * x + 1] = 0; dest[4 * x + 2] = 0; dest[4 * x + 3] = source[x]; } } } void Image::loadAlphaHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned short *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = 0; dest[4 * x + 1] = 0; dest[4 * x + 2] = 0; dest[4 * x + 3] = source[x]; } } } void Image::loadLuminanceDataToNativeOrBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output, bool native) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; if (!native) // BGRA8 destination format { for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[x]; dest[4 * x + 1] = source[x]; dest[4 * x + 2] = source[x]; dest[4 * x + 3] = 0xFF; } } else // L8 destination format { memcpy(dest, source, width); } } } void Image::loadLuminanceFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const float *source = NULL; float *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[x]; dest[4 * x + 1] = source[x]; dest[4 * x + 2] = source[x]; dest[4 * x + 3] = 1.0f; } } } void Image::loadLuminanceFloatDataToRGB(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const float *source = NULL; float *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[3 * x + 0] = source[x]; dest[3 * x + 1] = source[x]; dest[3 * x + 2] = source[x]; } } } void Image::loadLuminanceHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned short *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[x]; dest[4 * x + 1] = source[x]; dest[4 * x + 2] = source[x]; dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1 } } } void Image::loadLuminanceAlphaDataToNativeOrBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output, bool native) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; if (!native) // BGRA8 destination format { for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[2*x+0]; dest[4 * x + 1] = source[2*x+0]; dest[4 * x + 2] = source[2*x+0]; dest[4 * x + 3] = source[2*x+1]; } } else { memcpy(dest, source, width * 2); } } } void Image::loadLuminanceAlphaFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const float *source = NULL; float *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[2*x+0]; dest[4 * x + 1] = source[2*x+0]; dest[4 * x + 2] = source[2*x+0]; dest[4 * x + 3] = source[2*x+1]; } } } void Image::loadLuminanceAlphaHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned short *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[2*x+0]; dest[4 * x + 1] = source[2*x+0]; dest[4 * x + 2] = source[2*x+0]; dest[4 * x + 3] = source[2*x+1]; } } } void Image::loadRGBUByteDataToBGRX(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[x * 3 + 2]; dest[4 * x + 1] = source[x * 3 + 1]; dest[4 * x + 2] = source[x * 3 + 0]; dest[4 * x + 3] = 0xFF; } } } void Image::loadRGBUByteDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[x * 3 + 0]; dest[4 * x + 1] = source[x * 3 + 1]; dest[4 * x + 2] = source[x * 3 + 2]; dest[4 * x + 3] = 0xFF; } } } void Image::loadRGB565DataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { unsigned short rgba = source[x]; dest[4 * x + 0] = ((rgba & 0x001F) << 3) | ((rgba & 0x001F) >> 2); dest[4 * x + 1] = ((rgba & 0x07E0) >> 3) | ((rgba & 0x07E0) >> 9); dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13); dest[4 * x + 3] = 0xFF; } } } void Image::loadRGB565DataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { unsigned short rgba = source[x]; dest[4 * x + 0] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13); dest[4 * x + 1] = ((rgba & 0x07E0) >> 3) | ((rgba & 0x07E0) >> 9); dest[4 * x + 2] = ((rgba & 0x001F) << 3) | ((rgba & 0x001F) >> 2); dest[4 * x + 3] = 0xFF; } } } void Image::loadRGBFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const float *source = NULL; float *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[x * 3 + 0]; dest[4 * x + 1] = source[x * 3 + 1]; dest[4 * x + 2] = source[x * 3 + 2]; dest[4 * x + 3] = 1.0f; } } } void Image::loadRGBFloatDataToNative(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const float *source = NULL; float *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch); memcpy(dest, source, width * 12); } } void Image::loadRGBHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned short *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { dest[4 * x + 0] = source[x * 3 + 0]; dest[4 * x + 1] = source[x * 3 + 1]; dest[4 * x + 2] = source[x * 3 + 2]; dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1 } } } void Image::loadRGBAUByteDataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned int *source = NULL; unsigned int *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + y * outputPitch); for (int x = 0; x < width; x++) { unsigned int rgba = source[x]; dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00); } } } void Image::loadRGBAUByteDataToNative(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned int *source = NULL; unsigned int *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + y * outputPitch); memcpy(dest, source, width * 4); } } void Image::loadRGBA4444DataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { unsigned short rgba = source[x]; dest[4 * x + 0] = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4); dest[4 * x + 1] = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8); dest[4 * x + 2] = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12); dest[4 * x + 3] = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0); } } } void Image::loadRGBA4444DataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { unsigned short rgba = source[x]; dest[4 * x + 0] = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12); dest[4 * x + 1] = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8); dest[4 * x + 2] = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4); dest[4 * x + 3] = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0); } } } void Image::loadRGBA5551DataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { unsigned short rgba = source[x]; dest[4 * x + 0] = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3); dest[4 * x + 1] = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8); dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13); dest[4 * x + 3] = (rgba & 0x0001) ? 0xFF : 0; } } } void Image::loadRGBA5551DataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned short *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = static_cast<unsigned char*>(output) + y * outputPitch; for (int x = 0; x < width; x++) { unsigned short rgba = source[x]; dest[4 * x + 0] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13); dest[4 * x + 1] = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8); dest[4 * x + 2] = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3); dest[4 * x + 3] = (rgba & 0x0001) ? 0xFF : 0; } } } void Image::loadRGBAFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const float *source = NULL; float *dest = NULL; for (int y = 0; y < height; y++) { source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch); memcpy(dest, source, width * 16); } } void Image::loadRGBAHalfFloatDataToRGBA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; memcpy(dest, source, width * 8); } } void Image::loadBGRADataToBGRA(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned char *source = NULL; unsigned char *dest = NULL; for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = static_cast<unsigned char*>(output) + y * outputPitch; memcpy(dest, source, width*4); } } }
010smithzhang-ddd
src/libGLESv2/renderer/Image.cpp
C++
bsd
20,213
// // Copyright (c) 2002-2012 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. // // VertexBuffer9.h: Defines the D3D9 VertexBuffer implementation. #ifndef LIBGLESV2_RENDERER_VERTEXBUFFER9_H_ #define LIBGLESV2_RENDERER_VERTEXBUFFER9_H_ #include "libGLESv2/renderer/VertexBuffer.h" namespace rx { class Renderer9; class VertexBuffer9 : public VertexBuffer { public: explicit VertexBuffer9(rx::Renderer9 *const renderer); virtual ~VertexBuffer9(); virtual bool initialize(unsigned int size, bool dynamicUsage); static VertexBuffer9 *makeVertexBuffer9(VertexBuffer *vertexBuffer); virtual bool storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances, unsigned int offset); virtual bool storeRawData(const void* data, unsigned int size, unsigned int offset); virtual unsigned int getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances) const; virtual bool requiresConversion(const gl::VertexAttribute &attrib) const; unsigned int getVertexSize(const gl::VertexAttribute &attrib) const; D3DDECLTYPE getDeclType(const gl::VertexAttribute &attrib) const; virtual unsigned int getBufferSize() const; virtual bool setBufferSize(unsigned int size); virtual bool discard(); IDirect3DVertexBuffer9 *getBuffer() const; private: DISALLOW_COPY_AND_ASSIGN(VertexBuffer9); rx::Renderer9 *const mRenderer; IDirect3DVertexBuffer9 *mVertexBuffer; unsigned int mBufferSize; bool mDynamicUsage; // Attribute format conversion enum { NUM_GL_VERTEX_ATTRIB_TYPES = 6 }; struct FormatConverter { bool identity; std::size_t outputElementSize; void (*convertArray)(const void *in, std::size_t stride, std::size_t n, void *out); D3DDECLTYPE d3dDeclType; }; static bool mTranslationsInitialized; static void initializeTranslations(DWORD declTypes); // [GL types as enumerated by typeIndex()][normalized][size - 1] static FormatConverter mFormatConverters[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; struct TranslationDescription { DWORD capsFlag; FormatConverter preferredConversion; FormatConverter fallbackConversion; }; // This table is used to generate mFormatConverters. // [GL types as enumerated by typeIndex()][normalized][size - 1] static const TranslationDescription mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; static unsigned int typeIndex(GLenum type); static const FormatConverter &formatConverter(const gl::VertexAttribute &attribute); static unsigned int spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances); }; } #endif // LIBGLESV2_RENDERER_VERTEXBUFFER9_H_
010smithzhang-ddd
src/libGLESv2/renderer/VertexBuffer9.h
C++
bsd
2,936
#include "precompiled.h" // // Copyright (c) 2012 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. // // InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches // D3D11 input layouts. #include "libGLESv2/renderer/InputLayoutCache.h" #include "libGLESv2/renderer/VertexBuffer11.h" #include "libGLESv2/renderer/BufferStorage11.h" #include "libGLESv2/renderer/ShaderExecutable11.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Context.h" #include "libGLESv2/renderer/VertexDataManager.h" #include "third_party/murmurhash/MurmurHash3.h" namespace rx { const unsigned int InputLayoutCache::kMaxInputLayouts = 1024; InputLayoutCache::InputLayoutCache() : mInputLayoutMap(kMaxInputLayouts, hashInputLayout, compareInputLayouts) { mCounter = 0; mDevice = NULL; mDeviceContext = NULL; } InputLayoutCache::~InputLayoutCache() { clear(); } void InputLayoutCache::initialize(ID3D11Device *device, ID3D11DeviceContext *context) { clear(); mDevice = device; mDeviceContext = context; } void InputLayoutCache::clear() { for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) { i->second.inputLayout->Release(); } mInputLayoutMap.clear(); } GLenum InputLayoutCache::applyVertexBuffers(TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], gl::ProgramBinary *programBinary) { int sortedSemanticIndices[gl::MAX_VERTEX_ATTRIBS]; programBinary->sortAttributesByLayout(attributes, sortedSemanticIndices); if (!mDevice || !mDeviceContext) { ERR("InputLayoutCache is not initialized."); return GL_INVALID_OPERATION; } InputLayoutKey ilKey = { 0 }; ID3D11Buffer *vertexBuffers[gl::MAX_VERTEX_ATTRIBS] = { NULL }; UINT vertexStrides[gl::MAX_VERTEX_ATTRIBS] = { 0 }; UINT vertexOffsets[gl::MAX_VERTEX_ATTRIBS] = { 0 }; static const char* semanticName = "TEXCOORD"; for (unsigned int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { if (attributes[i].active) { VertexBuffer11 *vertexBuffer = VertexBuffer11::makeVertexBuffer11(attributes[i].vertexBuffer); BufferStorage11 *bufferStorage = attributes[i].storage ? BufferStorage11::makeBufferStorage11(attributes[i].storage) : NULL; D3D11_INPUT_CLASSIFICATION inputClass = attributes[i].divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; // Record the type of the associated vertex shader vector in our key // This will prevent mismatched vertex shaders from using the same input layout GLint attributeSize; programBinary->getActiveAttribute(ilKey.elementCount, 0, NULL, &attributeSize, &ilKey.glslElementType[ilKey.elementCount], NULL); ilKey.elements[ilKey.elementCount].SemanticName = semanticName; ilKey.elements[ilKey.elementCount].SemanticIndex = sortedSemanticIndices[i]; ilKey.elements[ilKey.elementCount].Format = attributes[i].attribute->mArrayEnabled ? vertexBuffer->getDXGIFormat(*attributes[i].attribute) : DXGI_FORMAT_R32G32B32A32_FLOAT; ilKey.elements[ilKey.elementCount].InputSlot = i; ilKey.elements[ilKey.elementCount].AlignedByteOffset = 0; ilKey.elements[ilKey.elementCount].InputSlotClass = inputClass; ilKey.elements[ilKey.elementCount].InstanceDataStepRate = attributes[i].divisor; ilKey.elementCount++; vertexBuffers[i] = bufferStorage ? bufferStorage->getBuffer() : vertexBuffer->getBuffer(); vertexStrides[i] = attributes[i].stride; vertexOffsets[i] = attributes[i].offset; } } ID3D11InputLayout *inputLayout = NULL; InputLayoutMap::iterator i = mInputLayoutMap.find(ilKey); if (i != mInputLayoutMap.end()) { inputLayout = i->second.inputLayout; i->second.lastUsedTime = mCounter++; } else { ShaderExecutable11 *shader = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); HRESULT result = mDevice->CreateInputLayout(ilKey.elements, ilKey.elementCount, shader->getFunction(), shader->getLength(), &inputLayout); if (FAILED(result)) { ERR("Failed to crate input layout, result: 0x%08x", result); return GL_INVALID_OPERATION; } if (mInputLayoutMap.size() >= kMaxInputLayouts) { TRACE("Overflowed the limit of %u input layouts, removing the least recently used " "to make room.", kMaxInputLayouts); InputLayoutMap::iterator leastRecentlyUsed = mInputLayoutMap.begin(); for (InputLayoutMap::iterator i = mInputLayoutMap.begin(); i != mInputLayoutMap.end(); i++) { if (i->second.lastUsedTime < leastRecentlyUsed->second.lastUsedTime) { leastRecentlyUsed = i; } } leastRecentlyUsed->second.inputLayout->Release(); mInputLayoutMap.erase(leastRecentlyUsed); } InputLayoutCounterPair inputCounterPair; inputCounterPair.inputLayout = inputLayout; inputCounterPair.lastUsedTime = mCounter++; mInputLayoutMap.insert(std::make_pair(ilKey, inputCounterPair)); } mDeviceContext->IASetInputLayout(inputLayout); mDeviceContext->IASetVertexBuffers(0, gl::MAX_VERTEX_ATTRIBS, vertexBuffers, vertexStrides, vertexOffsets); return GL_NO_ERROR; } std::size_t InputLayoutCache::hashInputLayout(const InputLayoutKey &inputLayout) { static const unsigned int seed = 0xDEADBEEF; std::size_t hash = 0; MurmurHash3_x86_32(&inputLayout, sizeof(InputLayoutKey), seed, &hash); return hash; } bool InputLayoutCache::compareInputLayouts(const InputLayoutKey &a, const InputLayoutKey &b) { return memcmp(&a, &b, sizeof(InputLayoutKey)) == 0; } }
010smithzhang-ddd
src/libGLESv2/renderer/InputLayoutCache.cpp
C++
bsd
6,090
// // Copyright (c) 2002-2012 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. // // Indexffer9.h: Defines the D3D9 IndexBuffer implementation. #ifndef LIBGLESV2_RENDERER_INDEXBUFFER9_H_ #define LIBGLESV2_RENDERER_INDEXBUFFER9_H_ #include "libGLESv2/renderer/IndexBuffer.h" namespace rx { class Renderer9; class IndexBuffer9 : public IndexBuffer { public: explicit IndexBuffer9(Renderer9 *const renderer); virtual ~IndexBuffer9(); virtual bool initialize(unsigned int bufferSize, GLenum indexType, bool dynamic); static IndexBuffer9 *makeIndexBuffer9(IndexBuffer *indexBuffer); virtual bool mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory); virtual bool unmapBuffer(); virtual GLenum getIndexType() const; virtual unsigned int getBufferSize() const; virtual bool setSize(unsigned int bufferSize, GLenum indexType); virtual bool discard(); D3DFORMAT getIndexFormat() const; IDirect3DIndexBuffer9 *getBuffer() const; private: DISALLOW_COPY_AND_ASSIGN(IndexBuffer9); rx::Renderer9 *const mRenderer; IDirect3DIndexBuffer9 *mIndexBuffer; unsigned int mBufferSize; GLenum mIndexType; bool mDynamic; }; } #endif // LIBGLESV2_RENDERER_INDEXBUFFER9_H_
010smithzhang-ddd
src/libGLESv2/renderer/IndexBuffer9.h
C++
bsd
1,363
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // VertexBuffer.cpp: Defines the abstract VertexBuffer class and VertexBufferInterface // class with derivations, classes that perform graphics API agnostic vertex buffer operations. #include "libGLESv2/renderer/VertexBuffer.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Context.h" namespace rx { unsigned int VertexBuffer::mNextSerial = 1; VertexBuffer::VertexBuffer() { updateSerial(); } VertexBuffer::~VertexBuffer() { } void VertexBuffer::updateSerial() { mSerial = mNextSerial++; } unsigned int VertexBuffer::getSerial() const { return mSerial; } VertexBufferInterface::VertexBufferInterface(rx::Renderer *renderer, bool dynamic) : mRenderer(renderer) { mDynamic = dynamic; mWritePosition = 0; mReservedSpace = 0; mVertexBuffer = renderer->createVertexBuffer(); } VertexBufferInterface::~VertexBufferInterface() { delete mVertexBuffer; } unsigned int VertexBufferInterface::getSerial() const { return mVertexBuffer->getSerial(); } unsigned int VertexBufferInterface::getBufferSize() const { return mVertexBuffer->getBufferSize(); } bool VertexBufferInterface::setBufferSize(unsigned int size) { if (mVertexBuffer->getBufferSize() == 0) { return mVertexBuffer->initialize(size, mDynamic); } else { return mVertexBuffer->setBufferSize(size); } } unsigned int VertexBufferInterface::getWritePosition() const { return mWritePosition; } void VertexBufferInterface::setWritePosition(unsigned int writePosition) { mWritePosition = writePosition; } bool VertexBufferInterface::discard() { return mVertexBuffer->discard(); } int VertexBufferInterface::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances) { if (!reserveSpace(mReservedSpace)) { return -1; } mReservedSpace = 0; if (!mVertexBuffer->storeVertexAttributes(attrib, start, count, instances, mWritePosition)) { return -1; } int oldWritePos = static_cast<int>(mWritePosition); mWritePosition += mVertexBuffer->getSpaceRequired(attrib, count, instances); return oldWritePos; } int VertexBufferInterface::storeRawData(const void* data, unsigned int size) { if (!reserveSpace(mReservedSpace)) { return -1; } mReservedSpace = 0; if (!mVertexBuffer->storeRawData(data, size, mWritePosition)) { return -1; } int oldWritePos = static_cast<int>(mWritePosition); mWritePosition += size; return oldWritePos; } void VertexBufferInterface::reserveVertexSpace(const gl::VertexAttribute &attribute, GLsizei count, GLsizei instances) { mReservedSpace += mVertexBuffer->getSpaceRequired(attribute, count, instances); } void VertexBufferInterface::reserveRawDataSpace(unsigned int size) { mReservedSpace += size; } VertexBuffer* VertexBufferInterface::getVertexBuffer() const { return mVertexBuffer; } StreamingVertexBufferInterface::StreamingVertexBufferInterface(rx::Renderer *renderer, std::size_t initialSize) : VertexBufferInterface(renderer, true) { setBufferSize(initialSize); } StreamingVertexBufferInterface::~StreamingVertexBufferInterface() { } bool StreamingVertexBufferInterface::reserveSpace(unsigned int size) { bool result = true; unsigned int curBufferSize = getBufferSize(); if (size > curBufferSize) { result = setBufferSize(std::max(size, 3 * curBufferSize / 2)); setWritePosition(0); } else if (getWritePosition() + size > curBufferSize) { if (!discard()) { return false; } setWritePosition(0); } return result; } StaticVertexBufferInterface::StaticVertexBufferInterface(rx::Renderer *renderer) : VertexBufferInterface(renderer, false) { } StaticVertexBufferInterface::~StaticVertexBufferInterface() { } int StaticVertexBufferInterface::lookupAttribute(const gl::VertexAttribute &attribute) { for (unsigned int element = 0; element < mCache.size(); element++) { if (mCache[element].type == attribute.mType && mCache[element].size == attribute.mSize && mCache[element].stride == attribute.stride() && mCache[element].normalized == attribute.mNormalized) { if (mCache[element].attributeOffset == attribute.mOffset % attribute.stride()) { return mCache[element].streamOffset; } } } return -1; } bool StaticVertexBufferInterface::reserveSpace(unsigned int size) { unsigned int curSize = getBufferSize(); if (curSize == 0) { setBufferSize(size); return true; } else if (curSize >= size) { return true; } else { UNREACHABLE(); // Static vertex buffers can't be resized return false; } } int StaticVertexBufferInterface::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances) { int attributeOffset = attrib.mOffset % attrib.stride(); VertexElement element = { attrib.mType, attrib.mSize, attrib.stride(), attrib.mNormalized, attributeOffset, getWritePosition() }; mCache.push_back(element); return VertexBufferInterface::storeVertexAttributes(attrib, start, count, instances); } }
010smithzhang-ddd
src/libGLESv2/renderer/VertexBuffer.cpp
C++
bsd
5,544
// // Copyright (c) 2012-2013 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. // // Renderer.h: Defines a back-end specific class that hides the details of the // implementation-specific renderer. #ifndef LIBGLESV2_RENDERER_RENDERER_H_ #define LIBGLESV2_RENDERER_RENDERER_H_ #include "libGLESv2/Uniform.h" #include "libGLESv2/angletypes.h" #if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL) #define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3 #endif const int versionWindowsVista = MAKEWORD(0x00, 0x06); const int versionWindows7 = MAKEWORD(0x01, 0x06); // Return the version of the operating system in a format suitable for ordering // comparison. inline int getComparableOSVersion() { DWORD version = GetVersion(); int majorVersion = LOBYTE(LOWORD(version)); int minorVersion = HIBYTE(LOWORD(version)); return MAKEWORD(minorVersion, majorVersion); } namespace egl { class Display; } namespace gl { class InfoLog; class ProgramBinary; class VertexAttribute; class Buffer; class Texture; class Framebuffer; } namespace rx { class TextureStorageInterface2D; class TextureStorageInterfaceCube; class VertexBuffer; class IndexBuffer; class QueryImpl; class FenceImpl; class BufferStorage; class Blit; struct TranslatedIndexData; class ShaderExecutable; class SwapChain; class RenderTarget; class Image; class TextureStorage; typedef void * ShaderBlob; typedef void (*pCompileFunc)(); struct ConfigDesc { GLenum renderTargetFormat; GLenum depthStencilFormat; GLint multiSample; bool fastConfig; }; struct dx_VertexConstants { float depthRange[4]; float viewAdjust[4]; }; struct dx_PixelConstants { float depthRange[4]; float viewCoords[4]; float depthFront[4]; }; enum ShaderType { SHADER_VERTEX, SHADER_PIXEL, SHADER_GEOMETRY }; class Renderer { public: explicit Renderer(egl::Display *display); virtual ~Renderer(); virtual EGLint initialize() = 0; virtual bool resetDevice() = 0; virtual int generateConfigs(ConfigDesc **configDescList) = 0; virtual void deleteConfigs(ConfigDesc *configDescList) = 0; virtual void sync(bool block) = 0; virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) = 0; virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler) = 0; virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture) = 0; virtual void setRasterizerState(const gl::RasterizerState &rasterState) = 0; virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask) = 0; virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW) = 0; virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled) = 0; virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport) = 0; virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer) = 0; virtual void applyShaders(gl::ProgramBinary *programBinary) = 0; virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) = 0; virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount) = 0; virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) = 0; virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) = 0; virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances) = 0; virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) = 0; virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) = 0; virtual void markAllStateDirty() = 0; // lost device virtual void notifyDeviceLost() = 0; virtual bool isDeviceLost() = 0; virtual bool testDeviceLost(bool notify) = 0; virtual bool testDeviceResettable() = 0; // Renderer capabilities virtual DWORD getAdapterVendor() const = 0; virtual std::string getRendererDescription() const = 0; virtual GUID getAdapterIdentifier() const = 0; virtual bool getBGRATextureSupport() const = 0; virtual bool getDXT1TextureSupport() = 0; virtual bool getDXT3TextureSupport() = 0; virtual bool getDXT5TextureSupport() = 0; virtual bool getEventQuerySupport() = 0; virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable) = 0; virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable) = 0; virtual bool getLuminanceTextureSupport() = 0; virtual bool getLuminanceAlphaTextureSupport() = 0; bool getVertexTextureSupport() const { return getMaxVertexTextureImageUnits() > 0; } virtual unsigned int getMaxVertexTextureImageUnits() const = 0; virtual unsigned int getMaxCombinedTextureImageUnits() const = 0; virtual unsigned int getReservedVertexUniformVectors() const = 0; virtual unsigned int getReservedFragmentUniformVectors() const = 0; virtual unsigned int getMaxVertexUniformVectors() const = 0; virtual unsigned int getMaxFragmentUniformVectors() const = 0; virtual unsigned int getMaxVaryingVectors() const = 0; virtual bool getNonPower2TextureSupport() const = 0; virtual bool getDepthTextureSupport() const = 0; virtual bool getOcclusionQuerySupport() const = 0; virtual bool getInstancingSupport() const = 0; virtual bool getTextureFilterAnisotropySupport() const = 0; virtual float getTextureMaxAnisotropy() const = 0; virtual bool getShareHandleSupport() const = 0; virtual bool getDerivativeInstructionSupport() const = 0; virtual bool getPostSubBufferSupport() const = 0; virtual int getMajorShaderModel() const = 0; virtual float getMaxPointSize() const = 0; virtual int getMaxViewportDimension() const = 0; virtual int getMaxTextureWidth() const = 0; virtual int getMaxTextureHeight() const = 0; virtual bool get32BitIndexSupport() const = 0; virtual int getMinSwapInterval() const = 0; virtual int getMaxSwapInterval() const = 0; virtual GLsizei getMaxSupportedSamples() const = 0; virtual unsigned int getMaxRenderTargets() const = 0; // Pixel operations virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) = 0; virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) = 0; virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) = 0; virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) = 0; virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, bool blitRenderTarget, bool blitDepthStencil) = 0; virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) = 0; // RenderTarget creation virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth) = 0; virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) = 0; // Shader operations virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type) = 0; virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type) = 0; // Image operations virtual Image *createImage() = 0; virtual void generateMipmap(Image *dest, Image *source) = 0; virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain) = 0; virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) = 0; virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) = 0; // Buffer creation virtual VertexBuffer *createVertexBuffer() = 0; virtual IndexBuffer *createIndexBuffer() = 0; virtual BufferStorage *createBufferStorage() = 0; // Query and Fence creation virtual QueryImpl *createQuery(GLenum type) = 0; virtual FenceImpl *createFence() = 0; virtual bool getLUID(LUID *adapterLuid) const = 0; protected: bool initializeCompiler(); ShaderBlob *compileToBinary(gl::InfoLog &infoLog, const char *hlsl, const char *profile, UINT optimizationFlags, bool alternateFlags); egl::Display *mDisplay; private: DISALLOW_COPY_AND_ASSIGN(Renderer); HMODULE mD3dCompilerModule; pCompileFunc mD3DCompileFunc; }; } #endif // LIBGLESV2_RENDERER_RENDERER_H_
010smithzhang-ddd
src/libGLESv2/renderer/Renderer.h
C++
bsd
9,724
// // Copyright (c) 2012-2013 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. // // Renderer9.h: Defines a back-end specific class for the D3D9 renderer. #ifndef LIBGLESV2_RENDERER_RENDERER9_H_ #define LIBGLESV2_RENDERER_RENDERER9_H_ #include "common/angleutils.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/renderer/ShaderCache.h" #include "libGLESv2/renderer/VertexDeclarationCache.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/renderer/RenderTarget.h" namespace gl { class Renderbuffer; } namespace rx { class VertexDataManager; class IndexDataManager; class StreamingIndexBufferInterface; struct TranslatedAttribute; class Renderer9 : public Renderer { public: Renderer9(egl::Display *display, HDC hDc, bool softwareDevice); virtual ~Renderer9(); static Renderer9 *makeRenderer9(Renderer *renderer); virtual EGLint initialize(); virtual bool resetDevice(); virtual int generateConfigs(ConfigDesc **configDescList); virtual void deleteConfigs(ConfigDesc *configDescList); void startScene(); void endScene(); virtual void sync(bool block); virtual SwapChain *createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); IDirect3DQuery9* allocateEventQuery(); void freeEventQuery(IDirect3DQuery9* query); // resource creation IDirect3DVertexShader9 *createVertexShader(const DWORD *function, size_t length); IDirect3DPixelShader9 *createPixelShader(const DWORD *function, size_t length); HRESULT createVertexBuffer(UINT Length, DWORD Usage, IDirect3DVertexBuffer9 **ppVertexBuffer); HRESULT createIndexBuffer(UINT Length, DWORD Usage, D3DFORMAT Format, IDirect3DIndexBuffer9 **ppIndexBuffer); #if 0 void *createTexture2D(); void *createTextureCube(); void *createQuery(); void *createIndexBuffer(); void *createVertexbuffer(); // state setup void applyShaders(); void applyConstants(); #endif virtual void setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &sampler); virtual void setTexture(gl::SamplerType type, int index, gl::Texture *texture); virtual void setRasterizerState(const gl::RasterizerState &rasterState); virtual void setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask); virtual void setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW); virtual void setScissorRectangle(const gl::Rectangle &scissor, bool enabled); virtual bool setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport); virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer); virtual void applyShaders(gl::ProgramBinary *programBinary); virtual void applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray); virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount); virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances); virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo); virtual void drawArrays(GLenum mode, GLsizei count, GLsizei instances); virtual void drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances); virtual void clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer); virtual void markAllStateDirty(); // lost device void notifyDeviceLost(); virtual bool isDeviceLost(); virtual bool testDeviceLost(bool notify); virtual bool testDeviceResettable(); // Renderer capabilities IDirect3DDevice9 *getDevice() { return mDevice; } virtual DWORD getAdapterVendor() const; virtual std::string getRendererDescription() const; virtual GUID getAdapterIdentifier() const; virtual bool getBGRATextureSupport() const; virtual bool getDXT1TextureSupport(); virtual bool getDXT3TextureSupport(); virtual bool getDXT5TextureSupport(); virtual bool getEventQuerySupport(); virtual bool getFloat32TextureSupport(bool *filtering, bool *renderable); virtual bool getFloat16TextureSupport(bool *filtering, bool *renderable); virtual bool getLuminanceTextureSupport(); virtual bool getLuminanceAlphaTextureSupport(); virtual unsigned int getMaxVertexTextureImageUnits() const; virtual unsigned int getMaxCombinedTextureImageUnits() const; virtual unsigned int getReservedVertexUniformVectors() const; virtual unsigned int getReservedFragmentUniformVectors() const; virtual unsigned int getMaxVertexUniformVectors() const; virtual unsigned int getMaxFragmentUniformVectors() const; virtual unsigned int getMaxVaryingVectors() const; virtual bool getNonPower2TextureSupport() const; virtual bool getDepthTextureSupport() const; virtual bool getOcclusionQuerySupport() const; virtual bool getInstancingSupport() const; virtual bool getTextureFilterAnisotropySupport() const; virtual float getTextureMaxAnisotropy() const; virtual bool getShareHandleSupport() const; virtual bool getDerivativeInstructionSupport() const; virtual bool getPostSubBufferSupport() const; virtual int getMajorShaderModel() const; virtual float getMaxPointSize() const; virtual int getMaxViewportDimension() const; virtual int getMaxTextureWidth() const; virtual int getMaxTextureHeight() const; virtual bool get32BitIndexSupport() const; DWORD getCapsDeclTypes() const; virtual int getMinSwapInterval() const; virtual int getMaxSwapInterval() const; virtual GLsizei getMaxSupportedSamples() const; int getNearestSupportedSamples(D3DFORMAT format, int requested) const; virtual unsigned int getMaxRenderTargets() const; D3DFORMAT ConvertTextureInternalFormat(GLint internalformat); // Pixel operations virtual bool copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source); virtual bool copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source); virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level); virtual bool copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level); virtual bool blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, bool blitRenderTarget, bool blitDepthStencil); virtual void readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels); // RenderTarget creation virtual RenderTarget *createRenderTarget(SwapChain *swapChain, bool depth); virtual RenderTarget *createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth); // Shader operations virtual ShaderExecutable *loadExecutable(const void *function, size_t length, rx::ShaderType type); virtual ShaderExecutable *compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type); // Image operations virtual Image *createImage(); virtual void generateMipmap(Image *dest, Image *source); virtual TextureStorage *createTextureStorage2D(SwapChain *swapChain); virtual TextureStorage *createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); virtual TextureStorage *createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); // Buffer creation virtual VertexBuffer *createVertexBuffer(); virtual IndexBuffer *createIndexBuffer(); virtual BufferStorage *createBufferStorage(); // Query and Fence creation virtual QueryImpl *createQuery(GLenum type); virtual FenceImpl *createFence(); // D3D9-renderer specific methods bool boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest); D3DPOOL getTexturePool(DWORD usage) const; virtual bool getLUID(LUID *adapterLuid) const; private: DISALLOW_COPY_AND_ASSIGN(Renderer9); void applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v); void applyUniformniv(gl::Uniform *targetUniform, const GLint *v); void applyUniformnbv(gl::Uniform *targetUniform, const GLint *v); void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer); void drawIndexedPoints(GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer); void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray); bool copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged); gl::Renderbuffer *getNullColorbuffer(gl::Renderbuffer *depthbuffer); D3DPOOL getBufferPool(DWORD usage) const; HMODULE mD3d9Module; HDC mDc; void initializeDevice(); D3DPRESENT_PARAMETERS getDefaultPresentParameters(); void releaseDeviceResources(); UINT mAdapter; D3DDEVTYPE mDeviceType; bool mSoftwareDevice; // FIXME: Deprecate IDirect3D9 *mD3d9; // Always valid after successful initialization. IDirect3D9Ex *mD3d9Ex; // Might be null if D3D9Ex is not supported. IDirect3DDevice9 *mDevice; IDirect3DDevice9Ex *mDeviceEx; // Might be null if D3D9Ex is not supported. Blit *mBlit; HWND mDeviceWindow; bool mDeviceLost; D3DCAPS9 mDeviceCaps; D3DADAPTER_IDENTIFIER9 mAdapterIdentifier; D3DPRIMITIVETYPE mPrimitiveType; int mPrimitiveCount; GLsizei mRepeatDraw; bool mSceneStarted; bool mSupportsNonPower2Textures; bool mSupportsTextureFilterAnisotropy; int mMinSwapInterval; int mMaxSwapInterval; bool mOcclusionQuerySupport; bool mEventQuerySupport; bool mVertexTextureSupport; bool mDepthTextureSupport; bool mFloat32TextureSupport; bool mFloat32FilterSupport; bool mFloat32RenderSupport; bool mFloat16TextureSupport; bool mFloat16FilterSupport; bool mFloat16RenderSupport; bool mDXT1TextureSupport; bool mDXT3TextureSupport; bool mDXT5TextureSupport; bool mLuminanceTextureSupport; bool mLuminanceAlphaTextureSupport; std::map<D3DFORMAT, bool *> mMultiSampleSupport; GLsizei mMaxSupportedSamples; // current render target states unsigned int mAppliedRenderTargetSerial; unsigned int mAppliedDepthbufferSerial; unsigned int mAppliedStencilbufferSerial; bool mDepthStencilInitialized; bool mRenderTargetDescInitialized; rx::RenderTarget::Desc mRenderTargetDesc; unsigned int mCurStencilSize; unsigned int mCurDepthSize; IDirect3DStateBlock9 *mMaskedClearSavedState; // previously set render states bool mForceSetDepthStencilState; gl::DepthStencilState mCurDepthStencilState; int mCurStencilRef; int mCurStencilBackRef; bool mCurFrontFaceCCW; bool mForceSetRasterState; gl::RasterizerState mCurRasterState; bool mForceSetScissor; gl::Rectangle mCurScissor; bool mScissorEnabled; bool mForceSetViewport; gl::Rectangle mCurViewport; float mCurNear; float mCurFar; bool mForceSetBlendState; gl::BlendState mCurBlendState; gl::Color mCurBlendColor; GLuint mCurSampleMask; // Currently applied sampler states bool mForceSetVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; gl::SamplerState mCurVertexSamplerStates[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; bool mForceSetPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; gl::SamplerState mCurPixelSamplerStates[gl::MAX_TEXTURE_IMAGE_UNITS]; // Currently applied textures unsigned int mCurVertexTextureSerials[gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; unsigned int mCurPixelTextureSerials[gl::MAX_TEXTURE_IMAGE_UNITS]; unsigned int mAppliedIBSerial; unsigned int mAppliedProgramBinarySerial; rx::dx_VertexConstants mVertexConstants; rx::dx_PixelConstants mPixelConstants; bool mDxUniformsDirty; // A pool of event queries that are currently unused. std::vector<IDirect3DQuery9*> mEventQueryPool; VertexShaderCache mVertexShaderCache; PixelShaderCache mPixelShaderCache; VertexDataManager *mVertexDataManager; VertexDeclarationCache mVertexDeclarationCache; IndexDataManager *mIndexDataManager; StreamingIndexBufferInterface *mLineLoopIB; enum { NUM_NULL_COLORBUFFER_CACHE_ENTRIES = 12 }; struct NullColorbufferCacheEntry { UINT lruCount; int width; int height; gl::Renderbuffer *buffer; } mNullColorbufferCache[NUM_NULL_COLORBUFFER_CACHE_ENTRIES]; UINT mMaxNullColorbufferLRU; }; } #endif // LIBGLESV2_RENDERER_RENDERER9_H_
010smithzhang-ddd
src/libGLESv2/renderer/Renderer9.h
C++
bsd
13,756
// // Copyright (c) 2002-2012 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. // // Image9.h: Defines the rx::Image9 class, which acts as the interface to // the actual underlying surfaces of a Texture. #ifndef LIBGLESV2_RENDERER_IMAGE9_H_ #define LIBGLESV2_RENDERER_IMAGE9_H_ #include "libGLESv2/renderer/Image.h" #include "common/debug.h" namespace gl { class Framebuffer; } namespace rx { class Renderer; class Renderer9; class TextureStorageInterface2D; class TextureStorageInterfaceCube; class Image9 : public Image { public: Image9(); ~Image9(); static Image9 *makeImage9(Image *img); static void generateMipmap(Image9 *dest, Image9 *source); static void generateMip(IDirect3DSurface9 *destSurface, IDirect3DSurface9 *sourceSurface); static void copyLockableSurfaces(IDirect3DSurface9 *dest, IDirect3DSurface9 *source); virtual bool redefine(Renderer *renderer, GLint internalformat, GLsizei width, GLsizei height, bool forceRelease); virtual bool isRenderableFormat() const; D3DFORMAT getD3DFormat() const; virtual bool isDirty() const {return mSurface && mDirty;} IDirect3DSurface9 *getSurface(); virtual void setManagedSurface(TextureStorageInterface2D *storage, int level); virtual void setManagedSurface(TextureStorageInterfaceCube *storage, int face, int level); virtual bool updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); virtual bool updateSurface(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); virtual void loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint unpackAlignment, const void *input); virtual void loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, const void *input); virtual void copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); private: DISALLOW_COPY_AND_ASSIGN(Image9); void createSurface(); void setManagedSurface(IDirect3DSurface9 *surface); bool updateSurface(IDirect3DSurface9 *dest, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); HRESULT lock(D3DLOCKED_RECT *lockedRect, const RECT *rect); void unlock(); Renderer9 *mRenderer; D3DPOOL mD3DPool; // can only be D3DPOOL_SYSTEMMEM or D3DPOOL_MANAGED since it needs to be lockable. D3DFORMAT mD3DFormat; IDirect3DSurface9 *mSurface; }; } #endif // LIBGLESV2_RENDERER_IMAGE9_H_
010smithzhang-ddd
src/libGLESv2/renderer/Image9.h
C++
bsd
2,740
// // Copyright (c) 2002-2012 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. // // VertexDataManager.h: Defines the VertexDataManager, a class that // runs the Buffer translation process. #ifndef LIBGLESV2_RENDERER_VERTEXDATAMANAGER_H_ #define LIBGLESV2_RENDERER_VERTEXDATAMANAGER_H_ #include "libGLESv2/Constants.h" #include "common/angleutils.h" namespace gl { class VertexAttribute; class ProgramBinary; } namespace rx { class BufferStorage; class StreamingVertexBufferInterface; class VertexBuffer; class Renderer; struct TranslatedAttribute { bool active; const gl::VertexAttribute *attribute; UINT offset; UINT stride; // 0 means not to advance the read pointer at all VertexBuffer *vertexBuffer; BufferStorage *storage; unsigned int serial; unsigned int divisor; }; class VertexDataManager { public: VertexDataManager(rx::Renderer *renderer); virtual ~VertexDataManager(); GLenum prepareVertexData(const gl::VertexAttribute attribs[], gl::ProgramBinary *programBinary, GLint start, GLsizei count, TranslatedAttribute *outAttribs, GLsizei instances); private: DISALLOW_COPY_AND_ASSIGN(VertexDataManager); rx::Renderer *const mRenderer; StreamingVertexBufferInterface *mStreamingBuffer; float mCurrentValue[gl::MAX_VERTEX_ATTRIBS][4]; StreamingVertexBufferInterface *mCurrentValueBuffer[gl::MAX_VERTEX_ATTRIBS]; std::size_t mCurrentValueOffsets[gl::MAX_VERTEX_ATTRIBS]; }; } #endif // LIBGLESV2_RENDERER_VERTEXDATAMANAGER_H_
010smithzhang-ddd
src/libGLESv2/renderer/VertexDataManager.h
C++
bsd
1,627
// // Copyright (c) 2002-2012 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. // // TextureStorage.h: Defines the abstract rx::TextureStorageInterface class and its concrete derived // classes TextureStorageInterface2D and TextureStorageInterfaceCube, which act as the interface to the // GPU-side texture. #ifndef LIBGLESV2_RENDERER_TEXTURESTORAGE_H_ #define LIBGLESV2_RENDERER_TEXTURESTORAGE_H_ #include "common/debug.h" namespace rx { class Renderer; class SwapChain; class RenderTarget; class Blit; class TextureStorage { public: TextureStorage() {}; virtual ~TextureStorage() {}; virtual int getLodOffset() const = 0; virtual bool isRenderTarget() const = 0; virtual bool isManaged() const = 0; virtual int levelCount() = 0; virtual RenderTarget *getRenderTarget() = 0; virtual RenderTarget *getRenderTarget(GLenum faceTarget) = 0; virtual void generateMipmap(int level) = 0; virtual void generateMipmap(int face, int level) = 0; private: DISALLOW_COPY_AND_ASSIGN(TextureStorage); }; class TextureStorageInterface { public: TextureStorageInterface(); virtual ~TextureStorageInterface(); TextureStorage *getStorageInstance() { return mInstance; } unsigned int getTextureSerial() const; virtual unsigned int getRenderTargetSerial(GLenum target) const = 0; virtual int getLodOffset() const; virtual bool isRenderTarget() const; virtual bool isManaged() const; virtual int levelCount(); protected: TextureStorage *mInstance; private: DISALLOW_COPY_AND_ASSIGN(TextureStorageInterface); const unsigned int mTextureSerial; static unsigned int issueTextureSerial(); static unsigned int mCurrentTextureSerial; }; class TextureStorageInterface2D : public TextureStorageInterface { public: TextureStorageInterface2D(Renderer *renderer, SwapChain *swapchain); TextureStorageInterface2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); virtual ~TextureStorageInterface2D(); void generateMipmap(int level); RenderTarget *getRenderTarget() const; virtual unsigned int getRenderTargetSerial(GLenum target) const; private: DISALLOW_COPY_AND_ASSIGN(TextureStorageInterface2D); const unsigned int mRenderTargetSerial; }; class TextureStorageInterfaceCube : public TextureStorageInterface { public: TextureStorageInterfaceCube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); virtual ~TextureStorageInterfaceCube(); void generateMipmap(int face, int level); RenderTarget *getRenderTarget(GLenum faceTarget) const; virtual unsigned int getRenderTargetSerial(GLenum target) const; private: DISALLOW_COPY_AND_ASSIGN(TextureStorageInterfaceCube); const unsigned int mFirstRenderTargetSerial; }; } #endif // LIBGLESV2_RENDERER_TEXTURESTORAGE_H_
010smithzhang-ddd
src/libGLESv2/renderer/TextureStorage.h
C++
bsd
3,064
#include "precompiled.h" // // Copyright (c) 2012 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. // // Image11.h: Implements the rx::Image11 class, which acts as the interface to // the actual underlying resources of a Texture #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/Image11.h" #include "libGLESv2/renderer/TextureStorage11.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/main.h" #include "libGLESv2/utilities.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/renderer/generatemip.h" namespace rx { Image11::Image11() { mStagingTexture = NULL; mRenderer = NULL; mDXGIFormat = DXGI_FORMAT_UNKNOWN; } Image11::~Image11() { if (mStagingTexture) { mStagingTexture->Release(); } } Image11 *Image11::makeImage11(Image *img) { ASSERT(HAS_DYNAMIC_TYPE(rx::Image11*, img)); return static_cast<rx::Image11*>(img); } void Image11::generateMipmap(Image11 *dest, Image11 *src) { ASSERT(src->getDXGIFormat() == dest->getDXGIFormat()); ASSERT(src->getWidth() == 1 || src->getWidth() / 2 == dest->getWidth()); ASSERT(src->getHeight() == 1 || src->getHeight() / 2 == dest->getHeight()); D3D11_MAPPED_SUBRESOURCE destMapped, srcMapped; dest->map(&destMapped); src->map(&srcMapped); const unsigned char *sourceData = reinterpret_cast<const unsigned char*>(srcMapped.pData); unsigned char *destData = reinterpret_cast<unsigned char*>(destMapped.pData); if (sourceData && destData) { switch (src->getDXGIFormat()) { case DXGI_FORMAT_R8G8B8A8_UNORM: case DXGI_FORMAT_B8G8R8A8_UNORM: GenerateMip<R8G8B8A8>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_A8_UNORM: GenerateMip<A8>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R8_UNORM: GenerateMip<R8>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R32G32B32A32_FLOAT: GenerateMip<A32B32G32R32F>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R32G32B32_FLOAT: GenerateMip<R32G32B32F>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R16G16B16A16_FLOAT: GenerateMip<A16B16G16R16F>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R8G8_UNORM: GenerateMip<R8G8>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R16_FLOAT: GenerateMip<R16F>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R16G16_FLOAT: GenerateMip<R16G16F>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R32_FLOAT: GenerateMip<R32F>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; case DXGI_FORMAT_R32G32_FLOAT: GenerateMip<R32G32F>(src->getWidth(), src->getHeight(), sourceData, srcMapped.RowPitch, destData, destMapped.RowPitch); break; default: UNREACHABLE(); break; } dest->unmap(); src->unmap(); } dest->markDirty(); } bool Image11::isDirty() const { return (mStagingTexture && mDirty); } bool Image11::updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance()); return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, 0, xoffset, yoffset, width, height); } bool Image11::updateSurface(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance()); return storage11->updateSubresourceLevel(getStagingTexture(), getStagingSubresource(), level, face, xoffset, yoffset, width, height); } bool Image11::redefine(Renderer *renderer, GLint internalformat, GLsizei width, GLsizei height, bool forceRelease) { if (mWidth != width || mHeight != height || mInternalFormat != internalformat || forceRelease) { mRenderer = Renderer11::makeRenderer11(renderer); mWidth = width; mHeight = height; mInternalFormat = internalformat; // compute the d3d format that will be used mDXGIFormat = gl_d3d11::ConvertTextureFormat(internalformat); mActualFormat = d3d11_gl::ConvertTextureInternalFormat(mDXGIFormat); if (mStagingTexture) { mStagingTexture->Release(); mStagingTexture = NULL; } return true; } return false; } bool Image11::isRenderableFormat() const { return TextureStorage11::IsTextureFormatRenderable(mDXGIFormat); } DXGI_FORMAT Image11::getDXGIFormat() const { // this should only happen if the image hasn't been redefined first // which would be a bug by the caller ASSERT(mDXGIFormat != DXGI_FORMAT_UNKNOWN); return mDXGIFormat; } // Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input // into the target pixel rectangle. void Image11::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint unpackAlignment, const void *input) { D3D11_MAPPED_SUBRESOURCE mappedImage; HRESULT result = map(&mappedImage); if (FAILED(result)) { ERR("Could not map image for loading."); return; } GLsizei inputPitch = gl::ComputePitch(width, mInternalFormat, unpackAlignment); size_t pixelSize = d3d11::ComputePixelSizeBits(mDXGIFormat) / 8; void* offsetMappedData = (void*)((BYTE *)mappedImage.pData + (yoffset * mappedImage.RowPitch + xoffset * pixelSize)); switch (mInternalFormat) { case GL_ALPHA8_EXT: loadAlphaDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_LUMINANCE8_EXT: loadLuminanceDataToNativeOrBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData, false); break; case GL_ALPHA32F_EXT: loadAlphaFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_LUMINANCE32F_EXT: loadLuminanceFloatDataToRGB(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_ALPHA16F_EXT: loadAlphaHalfFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_LUMINANCE16F_EXT: loadLuminanceHalfFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_LUMINANCE8_ALPHA8_EXT: loadLuminanceAlphaDataToNativeOrBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData, false); break; case GL_LUMINANCE_ALPHA32F_EXT: loadLuminanceAlphaFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_LUMINANCE_ALPHA16F_EXT: loadLuminanceAlphaHalfFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGB8_OES: loadRGBUByteDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGB565: loadRGB565DataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGBA8_OES: loadRGBAUByteDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGBA4: loadRGBA4444DataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGB5_A1: loadRGBA5551DataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_BGRA8_EXT: loadBGRADataToBGRA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGB32F_EXT: loadRGBFloatDataToNative(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGB16F_EXT: loadRGBHalfFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGBA32F_EXT: loadRGBAFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; case GL_RGBA16F_EXT: loadRGBAHalfFloatDataToRGBA(width, height, inputPitch, input, mappedImage.RowPitch, offsetMappedData); break; default: UNREACHABLE(); } unmap(); } void Image11::loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, const void *input) { ASSERT(xoffset % 4 == 0); ASSERT(yoffset % 4 == 0); D3D11_MAPPED_SUBRESOURCE mappedImage; HRESULT result = map(&mappedImage); if (FAILED(result)) { ERR("Could not map image for loading."); return; } // Size computation assumes a 4x4 block compressed texture format size_t blockSize = d3d11::ComputeBlockSizeBits(mDXGIFormat) / 8; void* offsetMappedData = (void*)((BYTE *)mappedImage.pData + ((yoffset / 4) * mappedImage.RowPitch + (xoffset / 4) * blockSize)); GLsizei inputSize = gl::ComputeCompressedSize(width, height, mInternalFormat); GLsizei inputPitch = gl::ComputeCompressedPitch(width, mInternalFormat); int rows = inputSize / inputPitch; for (int i = 0; i < rows; ++i) { memcpy((void*)((BYTE*)offsetMappedData + i * mappedImage.RowPitch), (void*)((BYTE*)input + i * inputPitch), inputPitch); } unmap(); } void Image11::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) { gl::Renderbuffer *colorbuffer = source->getReadColorbuffer(); if (colorbuffer && colorbuffer->getActualFormat() == (GLuint)mActualFormat) { // No conversion needed-- use copyback fastpath ID3D11Texture2D *colorBufferTexture = NULL; unsigned int subresourceIndex = 0; if (mRenderer->getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture)) { D3D11_TEXTURE2D_DESC textureDesc; colorBufferTexture->GetDesc(&textureDesc); ID3D11Device *device = mRenderer->getDevice(); ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); ID3D11Texture2D* srcTex = NULL; if (textureDesc.SampleDesc.Count > 1) { D3D11_TEXTURE2D_DESC resolveDesc; resolveDesc.Width = textureDesc.Width; resolveDesc.Height = textureDesc.Height; resolveDesc.MipLevels = 1; resolveDesc.ArraySize = 1; resolveDesc.Format = textureDesc.Format; resolveDesc.SampleDesc.Count = 1; resolveDesc.SampleDesc.Quality = 0; resolveDesc.Usage = D3D11_USAGE_DEFAULT; resolveDesc.BindFlags = 0; resolveDesc.CPUAccessFlags = 0; resolveDesc.MiscFlags = 0; HRESULT result = device->CreateTexture2D(&resolveDesc, NULL, &srcTex); if (FAILED(result)) { ERR("Failed to create resolve texture for Image11::copy, HRESULT: 0x%X.", result); return; } deviceContext->ResolveSubresource(srcTex, 0, colorBufferTexture, subresourceIndex, textureDesc.Format); subresourceIndex = 0; } else { srcTex = colorBufferTexture; srcTex->AddRef(); } D3D11_BOX srcBox; srcBox.left = x; srcBox.right = x + width; srcBox.top = y; srcBox.bottom = y + height; srcBox.front = 0; srcBox.back = 1; deviceContext->CopySubresourceRegion(mStagingTexture, 0, xoffset, yoffset, 0, srcTex, subresourceIndex, &srcBox); srcTex->Release(); colorBufferTexture->Release(); } } else { // This format requires conversion, so we must copy the texture to staging and manually convert via readPixels D3D11_MAPPED_SUBRESOURCE mappedImage; HRESULT result = map(&mappedImage); // determine the offset coordinate into the destination buffer GLsizei rowOffset = gl::ComputePixelSize(mActualFormat) * xoffset; void *dataOffset = static_cast<unsigned char*>(mappedImage.pData) + mappedImage.RowPitch * yoffset + rowOffset; mRenderer->readPixels(source, x, y, width, height, gl::ExtractFormat(mInternalFormat), gl::ExtractType(mInternalFormat), mappedImage.RowPitch, false, 4, dataOffset); unmap(); } } ID3D11Texture2D *Image11::getStagingTexture() { createStagingTexture(); return mStagingTexture; } unsigned int Image11::getStagingSubresource() { createStagingTexture(); return mStagingSubresource; } void Image11::createStagingTexture() { if (mStagingTexture) { return; } ID3D11Texture2D *newTexture = NULL; int lodOffset = 1; const DXGI_FORMAT dxgiFormat = getDXGIFormat(); ASSERT(!d3d11::IsDepthStencilFormat(dxgiFormat)); // We should never get here for depth textures if (mWidth != 0 && mHeight != 0) { GLsizei width = mWidth; GLsizei height = mHeight; // adjust size if needed for compressed textures gl::MakeValidSize(false, d3d11::IsCompressed(dxgiFormat), &width, &height, &lodOffset); ID3D11Device *device = mRenderer->getDevice(); D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = lodOffset + 1; desc.ArraySize = 1; desc.Format = dxgiFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_STAGING; desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; HRESULT result = device->CreateTexture2D(&desc, NULL, &newTexture); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); ERR("Creating image failed."); return gl::error(GL_OUT_OF_MEMORY); } } mStagingTexture = newTexture; mStagingSubresource = D3D11CalcSubresource(lodOffset, 0, lodOffset + 1); mDirty = false; } HRESULT Image11::map(D3D11_MAPPED_SUBRESOURCE *map) { createStagingTexture(); HRESULT result = E_FAIL; if (mStagingTexture) { ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); result = deviceContext->Map(mStagingTexture, mStagingSubresource, D3D11_MAP_WRITE, 0, map); // this can fail if the device is removed (from TDR) if (d3d11::isDeviceLostError(result)) { mRenderer->notifyDeviceLost(); } else if (SUCCEEDED(result)) { mDirty = true; } } return result; } void Image11::unmap() { if (mStagingTexture) { ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext(); deviceContext->Unmap(mStagingTexture, mStagingSubresource); } } }
010smithzhang-ddd
src/libGLESv2/renderer/Image11.cpp
C++
bsd
16,601
// // Copyright (c) 2012-2013 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. // // ShaderExecutable11.h: Defines a D3D11-specific class to contain shader // executable implementation details. #ifndef LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_ #define LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_ #include "libGLESv2/renderer/ShaderExecutable.h" namespace rx { class ShaderExecutable11 : public ShaderExecutable { public: ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable); ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable); ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable); virtual ~ShaderExecutable11(); static ShaderExecutable11 *makeShaderExecutable11(ShaderExecutable *executable); ID3D11PixelShader *getPixelShader() const; ID3D11VertexShader *getVertexShader() const; ID3D11GeometryShader *getGeometryShader() const; ID3D11Buffer *getConstantBuffer(ID3D11Device *device, unsigned int registerCount); private: DISALLOW_COPY_AND_ASSIGN(ShaderExecutable11); ID3D11PixelShader *mPixelExecutable; ID3D11VertexShader *mVertexExecutable; ID3D11GeometryShader *mGeometryExecutable; ID3D11Buffer *mConstantBuffer; }; } #endif // LIBGLESV2_RENDERER_SHADEREXECUTABLE11_H_
010smithzhang-ddd
src/libGLESv2/renderer/ShaderExecutable11.h
C++
bsd
1,455
#include "precompiled.h" // // Copyright (c) 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. // // Query9.cpp: Defines the rx::Query9 class which implements rx::QueryImpl. #include "libGLESv2/renderer/Query9.h" #include "libGLESv2/main.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/Renderer9.h" namespace rx { Query9::Query9(rx::Renderer9 *renderer, GLenum type) : QueryImpl(type) { mRenderer = renderer; mQuery = NULL; } Query9::~Query9() { if (mQuery) { mQuery->Release(); mQuery = NULL; } } void Query9::begin() { if (mQuery == NULL) { if (FAILED(mRenderer->getDevice()->CreateQuery(D3DQUERYTYPE_OCCLUSION, &mQuery))) { return gl::error(GL_OUT_OF_MEMORY); } } HRESULT result = mQuery->Issue(D3DISSUE_BEGIN); ASSERT(SUCCEEDED(result)); } void Query9::end() { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION); } HRESULT result = mQuery->Issue(D3DISSUE_END); ASSERT(SUCCEEDED(result)); mStatus = GL_FALSE; mResult = GL_FALSE; } GLuint Query9::getResult() { if (mQuery != NULL) { while (!testQuery()) { Sleep(0); // explicitly check for device loss // some drivers seem to return S_FALSE even if the device is lost // instead of D3DERR_DEVICELOST like they should if (mRenderer->testDeviceLost(true)) { return gl::error(GL_OUT_OF_MEMORY, 0); } } } return mResult; } GLboolean Query9::isResultAvailable() { if (mQuery != NULL) { testQuery(); } return mStatus; } GLboolean Query9::testQuery() { if (mQuery != NULL && mStatus != GL_TRUE) { DWORD numPixels = 0; HRESULT hres = mQuery->GetData(&numPixels, sizeof(DWORD), D3DGETDATA_FLUSH); if (hres == S_OK) { mStatus = GL_TRUE; switch (getType()) { case GL_ANY_SAMPLES_PASSED_EXT: case GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT: mResult = (numPixels > 0) ? GL_TRUE : GL_FALSE; break; default: ASSERT(false); } } else if (d3d9::isDeviceLostError(hres)) { mRenderer->notifyDeviceLost(); return gl::error(GL_OUT_OF_MEMORY, GL_TRUE); } return mStatus; } return GL_TRUE; // prevent blocking when query is null } }
010smithzhang-ddd
src/libGLESv2/renderer/Query9.cpp
C++
bsd
2,670
// // Copyright (c) 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. // // BufferStorage11.h Defines the BufferStorage11 class. #ifndef LIBGLESV2_RENDERER_BUFFERSTORAGE11_H_ #define LIBGLESV2_RENDERER_BUFFERSTORAGE11_H_ #include "libGLESv2/renderer/BufferStorage.h" namespace rx { class Renderer11; class BufferStorage11 : public BufferStorage { public: explicit BufferStorage11(Renderer11 *renderer); virtual ~BufferStorage11(); static BufferStorage11 *makeBufferStorage11(BufferStorage *bufferStorage); virtual void *getData(); virtual void setData(const void* data, unsigned int size, unsigned int offset); virtual void clear(); virtual unsigned int getSize() const; virtual bool supportsDirectBinding() const; virtual void markBufferUsage(); ID3D11Buffer *getBuffer() const; private: Renderer11 *mRenderer; ID3D11Buffer *mStagingBuffer; unsigned int mStagingBufferSize; ID3D11Buffer *mBuffer; unsigned int mBufferSize; unsigned int mSize; void *mResolvedData; unsigned int mResolvedDataSize; bool mResolvedDataValid; unsigned int mReadUsageCount; unsigned int mWriteUsageCount; }; } #endif // LIBGLESV2_RENDERER_BUFFERSTORAGE11_H_
010smithzhang-ddd
src/libGLESv2/renderer/BufferStorage11.h
C++
bsd
1,347
// // Copyright (c) 2012 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. // // ShaderCache: Defines rx::ShaderCache, a cache of Direct3D shader objects // keyed by their byte code. #ifndef LIBGLESV2_RENDERER_SHADER_CACHE_H_ #define LIBGLESV2_RENDERER_SHADER_CACHE_H_ #include "common/debug.h" namespace rx { template <typename ShaderObject> class ShaderCache { public: ShaderCache() : mDevice(NULL) { } ~ShaderCache() { // Call clear while the device is still valid. ASSERT(mMap.empty()); } void initialize(IDirect3DDevice9* device) { mDevice = device; } ShaderObject *create(const DWORD *function, size_t length) { std::string key(reinterpret_cast<const char*>(function), length); typename Map::iterator it = mMap.find(key); if (it != mMap.end()) { it->second->AddRef(); return it->second; } ShaderObject *shader; HRESULT result = createShader(function, &shader); if (FAILED(result)) { return NULL; } // Random eviction policy. if (mMap.size() >= kMaxMapSize) { mMap.begin()->second->Release(); mMap.erase(mMap.begin()); } shader->AddRef(); mMap[key] = shader; return shader; } void clear() { for (typename Map::iterator it = mMap.begin(); it != mMap.end(); ++it) { it->second->Release(); } mMap.clear(); } private: DISALLOW_COPY_AND_ASSIGN(ShaderCache); const static size_t kMaxMapSize = 100; HRESULT createShader(const DWORD *function, IDirect3DVertexShader9 **shader) { return mDevice->CreateVertexShader(function, shader); } HRESULT createShader(const DWORD *function, IDirect3DPixelShader9 **shader) { return mDevice->CreatePixelShader(function, shader); } #ifndef HASH_MAP # ifdef _MSC_VER # define HASH_MAP stdext::hash_map # else # define HASH_MAP std::unordered_map # endif #endif typedef HASH_MAP<std::string, ShaderObject*> Map; Map mMap; IDirect3DDevice9 *mDevice; }; typedef ShaderCache<IDirect3DVertexShader9> VertexShaderCache; typedef ShaderCache<IDirect3DPixelShader9> PixelShaderCache; } #endif // LIBGLESV2_RENDERER_SHADER_CACHE_H_
010smithzhang-ddd
src/libGLESv2/renderer/ShaderCache.h
C++
bsd
2,471
// // Copyright (c) 2002-2012 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. // // renderer9_utils.h: Conversion functions and other utility routines // specific to the D3D9 renderer #ifndef LIBGLESV2_RENDERER_RENDERER9_UTILS_H #define LIBGLESV2_RENDERER_RENDERER9_UTILS_H #include "libGLESv2/utilities.h" const D3DFORMAT D3DFMT_INTZ = ((D3DFORMAT)(MAKEFOURCC('I','N','T','Z'))); const D3DFORMAT D3DFMT_NULL = ((D3DFORMAT)(MAKEFOURCC('N','U','L','L'))); namespace gl_d3d9 { D3DCMPFUNC ConvertComparison(GLenum comparison); D3DCOLOR ConvertColor(gl::Color color); D3DBLEND ConvertBlendFunc(GLenum blend); D3DBLENDOP ConvertBlendOp(GLenum blendOp); D3DSTENCILOP ConvertStencilOp(GLenum stencilOp); D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap); D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace); D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace); DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha); D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy); void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy); D3DFORMAT ConvertRenderbufferFormat(GLenum format); D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples); } namespace d3d9_gl { GLuint GetAlphaSize(D3DFORMAT colorFormat); GLuint GetStencilSize(D3DFORMAT stencilFormat); GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type); bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format); GLenum ConvertBackBufferFormat(D3DFORMAT format); GLenum ConvertDepthStencilFormat(D3DFORMAT format); GLenum ConvertRenderTargetFormat(D3DFORMAT format); GLenum GetEquivalentFormat(D3DFORMAT format); } namespace d3d9 { bool IsCompressedFormat(D3DFORMAT format); size_t ComputeRowSize(D3DFORMAT format, unsigned int width); inline bool isDeviceLostError(HRESULT errorCode) { switch (errorCode) { case D3DERR_DRIVERINTERNALERROR: case D3DERR_DEVICELOST: case D3DERR_DEVICEHUNG: case D3DERR_DEVICEREMOVED: return true; default: return false; } } } #endif // LIBGLESV2_RENDERER_RENDERER9_UTILS_H
010smithzhang-ddd
src/libGLESv2/renderer/renderer9_utils.h
C++
bsd
2,278
#include "precompiled.h" // // Copyright (c) 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. // // VertexBuffer11.cpp: Defines the D3D11 VertexBuffer implementation. #include "libGLESv2/renderer/VertexBuffer11.h" #include "libGLESv2/renderer/BufferStorage.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/Context.h" namespace rx { VertexBuffer11::VertexBuffer11(rx::Renderer11 *const renderer) : mRenderer(renderer) { mBuffer = NULL; mBufferSize = 0; mDynamicUsage = false; } VertexBuffer11::~VertexBuffer11() { if (mBuffer) { mBuffer->Release(); mBuffer = NULL; } } bool VertexBuffer11::initialize(unsigned int size, bool dynamicUsage) { if (mBuffer) { mBuffer->Release(); mBuffer = NULL; } updateSerial(); if (size > 0) { ID3D11Device* dxDevice = mRenderer->getDevice(); D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = size; bufferDesc.Usage = D3D11_USAGE_DYNAMIC; bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 0; HRESULT result = dxDevice->CreateBuffer(&bufferDesc, NULL, &mBuffer); if (FAILED(result)) { return false; } } mBufferSize = size; mDynamicUsage = dynamicUsage; return true; } VertexBuffer11 *VertexBuffer11::makeVertexBuffer11(VertexBuffer *vetexBuffer) { ASSERT(HAS_DYNAMIC_TYPE(VertexBuffer11*, vetexBuffer)); return static_cast<VertexBuffer11*>(vetexBuffer); } bool VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib, GLint start, GLsizei count, GLsizei instances, unsigned int offset) { if (mBuffer) { gl::Buffer *buffer = attrib.mBoundBuffer.get(); int inputStride = attrib.stride(); const VertexConverter &converter = getVertexConversion(attrib); ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource); if (FAILED(result)) { ERR("Vertex buffer map failed with error 0x%08x", result); return false; } char* output = reinterpret_cast<char*>(mappedResource.pData) + offset; const char *input = NULL; if (buffer) { BufferStorage *storage = buffer->getStorage(); input = static_cast<const char*>(storage->getData()) + static_cast<int>(attrib.mOffset); } else { input = static_cast<const char*>(attrib.mPointer); } if (instances == 0 || attrib.mDivisor == 0) { input += inputStride * start; } converter.conversionFunc(input, inputStride, count, output); dxContext->Unmap(mBuffer, 0); return true; } else { ERR("Vertex buffer not initialized."); return false; } } bool VertexBuffer11::storeRawData(const void* data, unsigned int size, unsigned int offset) { if (mBuffer) { ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &mappedResource); if (FAILED(result)) { ERR("Vertex buffer map failed with error 0x%08x", result); return false; } char* bufferData = static_cast<char*>(mappedResource.pData); memcpy(bufferData + offset, data, size); dxContext->Unmap(mBuffer, 0); return true; } else { ERR("Vertex buffer not initialized."); return false; } } unsigned int VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count, GLsizei instances) const { unsigned int elementSize = getVertexConversion(attrib).outputElementSize; if (instances == 0 || attrib.mDivisor == 0) { return elementSize * count; } else { return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor); } } bool VertexBuffer11::requiresConversion(const gl::VertexAttribute &attrib) const { return !getVertexConversion(attrib).identity; } unsigned int VertexBuffer11::getBufferSize() const { return mBufferSize; } bool VertexBuffer11::setBufferSize(unsigned int size) { if (size > mBufferSize) { return initialize(size, mDynamicUsage); } else { return true; } } bool VertexBuffer11::discard() { if (mBuffer) { ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext(); D3D11_MAPPED_SUBRESOURCE mappedResource; HRESULT result = dxContext->Map(mBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { ERR("Vertex buffer map failed with error 0x%08x", result); return false; } dxContext->Unmap(mBuffer, 0); return true; } else { ERR("Vertex buffer not initialized."); return false; } } unsigned int VertexBuffer11::getVertexSize(const gl::VertexAttribute &attrib) const { return getVertexConversion(attrib).outputElementSize; } DXGI_FORMAT VertexBuffer11::getDXGIFormat(const gl::VertexAttribute &attrib) const { return getVertexConversion(attrib).dxgiFormat; } ID3D11Buffer *VertexBuffer11::getBuffer() const { return mBuffer; } template <typename T, unsigned int componentCount, bool widen, bool normalized> static void copyVertexData(const void *input, unsigned int stride, unsigned int count, void *output) { unsigned int attribSize = sizeof(T) * componentCount; if (attribSize == stride && !widen) { memcpy(output, input, count * attribSize); } else { unsigned int outputStride = widen ? 4 : componentCount; T defaultVal = normalized ? std::numeric_limits<T>::max() : T(1); for (unsigned int i = 0; i < count; i++) { const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + i * stride); T *offsetOutput = reinterpret_cast<T*>(output) + i * outputStride; for (unsigned int j = 0; j < componentCount; j++) { offsetOutput[j] = offsetInput[j]; } if (widen) { offsetOutput[3] = defaultVal; } } } } template <unsigned int componentCount> static void copyFixedVertexData(const void* input, unsigned int stride, unsigned int count, void* output) { static const float divisor = 1.0f / (1 << 16); for (unsigned int i = 0; i < count; i++) { const GLfixed* offsetInput = reinterpret_cast<const GLfixed*>(reinterpret_cast<const char*>(input) + stride * i); float* offsetOutput = reinterpret_cast<float*>(output) + i * componentCount; for (unsigned int j = 0; j < componentCount; j++) { offsetOutput[j] = static_cast<float>(offsetInput[j]) * divisor; } } } template <typename T, unsigned int componentCount, bool normalized> static void copyToFloatVertexData(const void* input, unsigned int stride, unsigned int count, void* output) { typedef std::numeric_limits<T> NL; for (unsigned int i = 0; i < count; i++) { const T *offsetInput = reinterpret_cast<const T*>(reinterpret_cast<const char*>(input) + stride * i); float *offsetOutput = reinterpret_cast<float*>(output) + i * componentCount; for (unsigned int j = 0; j < componentCount; j++) { if (normalized) { if (NL::is_signed) { const float divisor = 1.0f / (2 * static_cast<float>(NL::max()) + 1); offsetOutput[j] = (2 * static_cast<float>(offsetInput[j]) + 1) * divisor; } else { offsetOutput[j] = static_cast<float>(offsetInput[j]) / NL::max(); } } else { offsetOutput[j] = static_cast<float>(offsetInput[j]); } } } } const VertexBuffer11::VertexConverter VertexBuffer11::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = { { // GL_BYTE { // unnormalized { &copyToFloatVertexData<GLbyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyToFloatVertexData<GLbyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyToFloatVertexData<GLbyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyToFloatVertexData<GLbyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, { // normalized { &copyVertexData<GLbyte, 1, false, true>, true, DXGI_FORMAT_R8_SNORM, 1 }, { &copyVertexData<GLbyte, 2, false, true>, true, DXGI_FORMAT_R8G8_SNORM, 2 }, { &copyVertexData<GLbyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_SNORM, 4 }, { &copyVertexData<GLbyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_SNORM, 4 }, }, }, { // GL_UNSIGNED_BYTE { // unnormalized { &copyToFloatVertexData<GLubyte, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyToFloatVertexData<GLubyte, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyToFloatVertexData<GLubyte, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyToFloatVertexData<GLubyte, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, { // normalized { &copyVertexData<GLubyte, 1, false, true>, true, DXGI_FORMAT_R8_UNORM, 1 }, { &copyVertexData<GLubyte, 2, false, true>, true, DXGI_FORMAT_R8G8_UNORM, 2 }, { &copyVertexData<GLubyte, 3, true, true>, false, DXGI_FORMAT_R8G8B8A8_UNORM, 4 }, { &copyVertexData<GLubyte, 4, false, true>, true, DXGI_FORMAT_R8G8B8A8_UNORM, 4 }, }, }, { // GL_SHORT { // unnormalized { &copyToFloatVertexData<GLshort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyToFloatVertexData<GLshort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyToFloatVertexData<GLshort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyToFloatVertexData<GLshort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, { // normalized { &copyVertexData<GLshort, 1, false, true>, true, DXGI_FORMAT_R16_SNORM, 2 }, { &copyVertexData<GLshort, 2, false, true>, true, DXGI_FORMAT_R16G16_SNORM, 4 }, { &copyVertexData<GLshort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_SNORM, 8 }, { &copyVertexData<GLshort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_SNORM, 8 }, }, }, { // GL_UNSIGNED_SHORT { // unnormalized { &copyToFloatVertexData<GLushort, 1, false>, false, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyToFloatVertexData<GLushort, 2, false>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyToFloatVertexData<GLushort, 3, false>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyToFloatVertexData<GLushort, 4, false>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, { // normalized { &copyVertexData<GLushort, 1, false, true>, true, DXGI_FORMAT_R16_UNORM, 2 }, { &copyVertexData<GLushort, 2, false, true>, true, DXGI_FORMAT_R16G16_UNORM, 4 }, { &copyVertexData<GLushort, 3, true, true>, false, DXGI_FORMAT_R16G16B16A16_UNORM, 8 }, { &copyVertexData<GLushort, 4, false, true>, true, DXGI_FORMAT_R16G16B16A16_UNORM, 8 }, }, }, { // GL_FIXED { // unnormalized { &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, { // normalized { &copyFixedVertexData<1>, false, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyFixedVertexData<2>, false, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyFixedVertexData<3>, false, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyFixedVertexData<4>, false, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, }, { // GL_FLOAT { // unnormalized { &copyVertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLfloat, 4, false, false>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, { // normalized { &copyVertexData<GLfloat, 1, false, false>, true, DXGI_FORMAT_R32_FLOAT, 4 }, { &copyVertexData<GLfloat, 2, false, false>, true, DXGI_FORMAT_R32G32_FLOAT, 8 }, { &copyVertexData<GLfloat, 3, false, false>, true, DXGI_FORMAT_R32G32B32_FLOAT, 12 }, { &copyVertexData<GLfloat, 4, false, false>, true, DXGI_FORMAT_R32G32B32A32_FLOAT, 16 }, }, }, }; const VertexBuffer11::VertexConverter &VertexBuffer11::getVertexConversion(const gl::VertexAttribute &attribute) { unsigned int typeIndex = 0; switch (attribute.mType) { case GL_BYTE: typeIndex = 0; break; case GL_UNSIGNED_BYTE: typeIndex = 1; break; case GL_SHORT: typeIndex = 2; break; case GL_UNSIGNED_SHORT: typeIndex = 3; break; case GL_FIXED: typeIndex = 4; break; case GL_FLOAT: typeIndex = 5; break; default: UNREACHABLE(); break; } return mPossibleTranslations[typeIndex][attribute.mNormalized ? 1 : 0][attribute.mSize - 1]; } }
010smithzhang-ddd
src/libGLESv2/renderer/VertexBuffer11.cpp
C++
bsd
14,448
#include "precompiled.h" // // Copyright (c) 2012-2013 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. // // Renderer11.cpp: Implements a back-end specific class for the D3D11 renderer. #include "libGLESv2/main.h" #include "libGLESv2/utilities.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/ProgramBinary.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/RenderBuffer.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/RenderTarget11.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/renderer/ShaderExecutable11.h" #include "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/Image11.h" #include "libGLESv2/renderer/VertexBuffer11.h" #include "libGLESv2/renderer/IndexBuffer11.h" #include "libGLESv2/renderer/BufferStorage11.h" #include "libGLESv2/renderer/VertexDataManager.h" #include "libGLESv2/renderer/IndexDataManager.h" #include "libGLESv2/renderer/TextureStorage11.h" #include "libGLESv2/renderer/Query11.h" #include "libGLESv2/renderer/Fence11.h" #include "libGLESv2/renderer/shaders/compiled/passthrough11vs.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgba11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughrgb11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughlum11ps.h" #include "libGLESv2/renderer/shaders/compiled/passthroughlumalpha11ps.h" #include "libGLESv2/renderer/shaders/compiled/clear11vs.h" #include "libGLESv2/renderer/shaders/compiled/clearsingle11ps.h" #include "libGLESv2/renderer/shaders/compiled/clearmultiple11ps.h" #include "libEGL/Display.h" #ifdef _DEBUG // this flag enables suppressing some spurious warnings that pop up in certain WebGL samples // and conformance tests. to enable all warnings, remove this define. #define ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS 1 #endif namespace rx { static const DXGI_FORMAT RenderTargetFormats[] = { DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_R8G8B8A8_UNORM }; static const DXGI_FORMAT DepthStencilFormats[] = { DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_D24_UNORM_S8_UINT, DXGI_FORMAT_D16_UNORM }; enum { MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 = 16 }; Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc) { mVertexDataManager = NULL; mIndexDataManager = NULL; mLineLoopIB = NULL; mTriangleFanIB = NULL; mCopyResourcesInitialized = false; mCopyVB = NULL; mCopySampler = NULL; mCopyIL = NULL; mCopyVS = NULL; mCopyRGBAPS = NULL; mCopyRGBPS = NULL; mCopyLumPS = NULL; mCopyLumAlphaPS = NULL; mClearResourcesInitialized = false; mClearVB = NULL; mClearIL = NULL; mClearVS = NULL; mClearSinglePS = NULL; mClearMultiplePS = NULL; mClearScissorRS = NULL; mClearNoScissorRS = NULL; mSyncQuery = NULL; mD3d11Module = NULL; mDxgiModule = NULL; mDeviceLost = false; mMaxSupportedSamples = 0; mDevice = NULL; mDeviceContext = NULL; mDxgiAdapter = NULL; mDxgiFactory = NULL; mDriverConstantBufferVS = NULL; mDriverConstantBufferPS = NULL; mBGRATextureSupport = false; mIsGeometryShaderActive = false; } Renderer11::~Renderer11() { release(); } Renderer11 *Renderer11::makeRenderer11(Renderer *renderer) { ASSERT(HAS_DYNAMIC_TYPE(rx::Renderer11*, renderer)); return static_cast<rx::Renderer11*>(renderer); } #ifndef __d3d11_1_h__ #define D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET ((D3D11_MESSAGE_ID)3146081) #endif EGLint Renderer11::initialize() { if (!initializeCompiler()) { return EGL_NOT_INITIALIZED; } mDxgiModule = LoadLibrary(TEXT("dxgi.dll")); mD3d11Module = LoadLibrary(TEXT("d3d11.dll")); if (mD3d11Module == NULL || mDxgiModule == NULL) { ERR("Could not load D3D11 or DXGI library - aborting!\n"); return EGL_NOT_INITIALIZED; } // create the D3D11 device ASSERT(mDevice == NULL); PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); if (D3D11CreateDevice == NULL) { ERR("Could not retrieve D3D11CreateDevice address - aborting!\n"); return EGL_NOT_INITIALIZED; } D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; HRESULT result = S_OK; #ifdef _DEBUG result = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, D3D11_CREATE_DEVICE_DEBUG, featureLevels, ArraySize(featureLevels), D3D11_SDK_VERSION, &mDevice, &mFeatureLevel, &mDeviceContext); if (!mDevice || FAILED(result)) { ERR("Failed creating Debug D3D11 device - falling back to release runtime.\n"); } if (!mDevice || FAILED(result)) #endif { result = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, featureLevels, ArraySize(featureLevels), D3D11_SDK_VERSION, &mDevice, &mFeatureLevel, &mDeviceContext); if (!mDevice || FAILED(result)) { ERR("Could not create D3D11 device - aborting!\n"); return EGL_NOT_INITIALIZED; // Cleanup done by destructor through glDestroyRenderer } } IDXGIDevice *dxgiDevice = NULL; result = mDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&dxgiDevice); if (FAILED(result)) { ERR("Could not query DXGI device - aborting!\n"); return EGL_NOT_INITIALIZED; } result = dxgiDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&mDxgiAdapter); if (FAILED(result)) { ERR("Could not retrieve DXGI adapter - aborting!\n"); return EGL_NOT_INITIALIZED; } dxgiDevice->Release(); mDxgiAdapter->GetDesc(&mAdapterDescription); memset(mDescription, 0, sizeof(mDescription)); wcstombs(mDescription, mAdapterDescription.Description, sizeof(mDescription) - 1); result = mDxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&mDxgiFactory); if (!mDxgiFactory || FAILED(result)) { ERR("Could not create DXGI factory - aborting!\n"); return EGL_NOT_INITIALIZED; } // Disable some spurious D3D11 debug warnings to prevent them from flooding the output log #if defined(ANGLE_SUPPRESS_D3D11_HAZARD_WARNINGS) && defined(_DEBUG) ID3D11InfoQueue *infoQueue; result = mDevice->QueryInterface(__uuidof(ID3D11InfoQueue), (void **)&infoQueue); if (SUCCEEDED(result)) { D3D11_MESSAGE_ID hideMessages[] = { D3D11_MESSAGE_ID_DEVICE_OMSETRENDERTARGETS_HAZARD, D3D11_MESSAGE_ID_DEVICE_PSSETSHADERRESOURCES_HAZARD, D3D11_MESSAGE_ID_DEVICE_DRAW_RENDERTARGETVIEW_NOT_SET }; D3D11_INFO_QUEUE_FILTER filter = {0}; filter.DenyList.NumIDs = ArraySize(hideMessages); filter.DenyList.pIDList = hideMessages; infoQueue->AddStorageFilterEntries(&filter); infoQueue->Release(); } #endif unsigned int maxSupportedSamples = 0; unsigned int rtFormatCount = ArraySize(RenderTargetFormats); unsigned int dsFormatCount = ArraySize(DepthStencilFormats); for (unsigned int i = 0; i < rtFormatCount + dsFormatCount; ++i) { DXGI_FORMAT format = (i < rtFormatCount) ? RenderTargetFormats[i] : DepthStencilFormats[i - rtFormatCount]; if (format != DXGI_FORMAT_UNKNOWN) { UINT formatSupport; result = mDevice->CheckFormatSupport(format, &formatSupport); if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET)) { MultisampleSupportInfo supportInfo; for (unsigned int j = 1; j <= D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; j++) { result = mDevice->CheckMultisampleQualityLevels(format, j, &supportInfo.qualityLevels[j - 1]); if (SUCCEEDED(result) && supportInfo.qualityLevels[j - 1] > 0) { maxSupportedSamples = std::max(j, maxSupportedSamples); } else { supportInfo.qualityLevels[j - 1] = 0; } } mMultisampleSupportMap.insert(std::make_pair(format, supportInfo)); } } } mMaxSupportedSamples = maxSupportedSamples; initializeDevice(); // BGRA texture support is optional in feature levels 10 and 10_1 UINT formatSupport; result = mDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupport); if (FAILED(result)) { ERR("Error checking BGRA format support: 0x%08X", result); } else { const int flags = (D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_RENDER_TARGET); mBGRATextureSupport = (formatSupport & flags) == flags; } // Check floating point texture support static const unsigned int requiredTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D | D3D11_FORMAT_SUPPORT_TEXTURECUBE; static const unsigned int requiredRenderableFlags = D3D11_FORMAT_SUPPORT_RENDER_TARGET; static const unsigned int requiredFilterFlags = D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; DXGI_FORMAT float16Formats[] = { DXGI_FORMAT_R16_FLOAT, DXGI_FORMAT_R16G16_FLOAT, DXGI_FORMAT_R16G16B16A16_FLOAT, }; DXGI_FORMAT float32Formats[] = { DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_R32G32_FLOAT, DXGI_FORMAT_R32G32B32_FLOAT, DXGI_FORMAT_R32G32B32A32_FLOAT, }; mFloat16TextureSupport = true; mFloat16FilterSupport = true; mFloat16RenderSupport = true; for (unsigned int i = 0; i < ArraySize(float16Formats); i++) { if (SUCCEEDED(mDevice->CheckFormatSupport(float16Formats[i], &formatSupport))) { mFloat16TextureSupport = mFloat16TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; mFloat16FilterSupport = mFloat16FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; mFloat16RenderSupport = mFloat16RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; } else { mFloat16TextureSupport = false; mFloat16RenderSupport = false; mFloat16FilterSupport = false; } } mFloat32TextureSupport = true; mFloat32FilterSupport = true; mFloat32RenderSupport = true; for (unsigned int i = 0; i < ArraySize(float32Formats); i++) { if (SUCCEEDED(mDevice->CheckFormatSupport(float32Formats[i], &formatSupport))) { mFloat32TextureSupport = mFloat32TextureSupport && (formatSupport & requiredTextureFlags) == requiredTextureFlags; mFloat32FilterSupport = mFloat32FilterSupport && (formatSupport & requiredFilterFlags) == requiredFilterFlags; mFloat32RenderSupport = mFloat32RenderSupport && (formatSupport & requiredRenderableFlags) == requiredRenderableFlags; } else { mFloat32TextureSupport = false; mFloat32FilterSupport = false; mFloat32RenderSupport = false; } } // Check compressed texture support const unsigned int requiredCompressedTextureFlags = D3D11_FORMAT_SUPPORT_TEXTURE2D; if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC1_UNORM, &formatSupport))) { mDXT1TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; } else { mDXT1TextureSupport = false; } if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC3_UNORM, &formatSupport))) { mDXT3TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; } else { mDXT3TextureSupport = false; } if (SUCCEEDED(mDevice->CheckFormatSupport(DXGI_FORMAT_BC5_UNORM, &formatSupport))) { mDXT5TextureSupport = (formatSupport & requiredCompressedTextureFlags) == requiredCompressedTextureFlags; } else { mDXT5TextureSupport = false; } // Check depth texture support DXGI_FORMAT depthTextureFormats[] = { DXGI_FORMAT_D16_UNORM, DXGI_FORMAT_D24_UNORM_S8_UINT, }; static const unsigned int requiredDepthTextureFlags = D3D11_FORMAT_SUPPORT_DEPTH_STENCIL | D3D11_FORMAT_SUPPORT_TEXTURE2D; mDepthTextureSupport = true; for (unsigned int i = 0; i < ArraySize(depthTextureFormats); i++) { if (SUCCEEDED(mDevice->CheckFormatSupport(depthTextureFormats[i], &formatSupport))) { mDepthTextureSupport = mDepthTextureSupport && ((formatSupport & requiredDepthTextureFlags) == requiredDepthTextureFlags); } else { mDepthTextureSupport = false; } } return EGL_SUCCESS; } // do any one-time device initialization // NOTE: this is also needed after a device lost/reset // to reset the scene status and ensure the default states are reset. void Renderer11::initializeDevice() { mStateCache.initialize(mDevice); mInputLayoutCache.initialize(mDevice, mDeviceContext); ASSERT(!mVertexDataManager && !mIndexDataManager); mVertexDataManager = new VertexDataManager(this); mIndexDataManager = new IndexDataManager(this); markAllStateDirty(); } int Renderer11::generateConfigs(ConfigDesc **configDescList) { unsigned int numRenderFormats = ArraySize(RenderTargetFormats); unsigned int numDepthFormats = ArraySize(DepthStencilFormats); (*configDescList) = new ConfigDesc[numRenderFormats * numDepthFormats]; int numConfigs = 0; for (unsigned int formatIndex = 0; formatIndex < numRenderFormats; formatIndex++) { for (unsigned int depthStencilIndex = 0; depthStencilIndex < numDepthFormats; depthStencilIndex++) { DXGI_FORMAT renderTargetFormat = RenderTargetFormats[formatIndex]; UINT formatSupport = 0; HRESULT result = mDevice->CheckFormatSupport(renderTargetFormat, &formatSupport); if (SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_RENDER_TARGET)) { DXGI_FORMAT depthStencilFormat = DepthStencilFormats[depthStencilIndex]; bool depthStencilFormatOK = true; if (depthStencilFormat != DXGI_FORMAT_UNKNOWN) { UINT formatSupport = 0; result = mDevice->CheckFormatSupport(depthStencilFormat, &formatSupport); depthStencilFormatOK = SUCCEEDED(result) && (formatSupport & D3D11_FORMAT_SUPPORT_DEPTH_STENCIL); } if (depthStencilFormatOK) { ConfigDesc newConfig; newConfig.renderTargetFormat = d3d11_gl::ConvertBackBufferFormat(renderTargetFormat); newConfig.depthStencilFormat = d3d11_gl::ConvertDepthStencilFormat(depthStencilFormat); newConfig.multiSample = 0; // FIXME: enumerate multi-sampling newConfig.fastConfig = true; // Assume all DX11 format conversions to be fast (*configDescList)[numConfigs++] = newConfig; } } } } return numConfigs; } void Renderer11::deleteConfigs(ConfigDesc *configDescList) { delete [] (configDescList); } void Renderer11::sync(bool block) { if (block) { HRESULT result; if (!mSyncQuery) { D3D11_QUERY_DESC queryDesc; queryDesc.Query = D3D11_QUERY_EVENT; queryDesc.MiscFlags = 0; result = mDevice->CreateQuery(&queryDesc, &mSyncQuery); ASSERT(SUCCEEDED(result)); } mDeviceContext->End(mSyncQuery); mDeviceContext->Flush(); do { result = mDeviceContext->GetData(mSyncQuery, NULL, 0, D3D11_ASYNC_GETDATA_DONOTFLUSH); // Keep polling, but allow other threads to do something useful first Sleep(0); if (testDeviceLost(true)) { return; } } while (result == S_FALSE); } else { mDeviceContext->Flush(); } } SwapChain *Renderer11::createSwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) { return new rx::SwapChain11(this, window, shareHandle, backBufferFormat, depthBufferFormat); } void Renderer11::setSamplerState(gl::SamplerType type, int index, const gl::SamplerState &samplerState) { if (type == gl::SAMPLER_PIXEL) { if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) { ERR("Pixel shader sampler index %i is not valid.", index); return; } if (mForceSetPixelSamplerStates[index] || memcmp(&samplerState, &mCurPixelSamplerStates[index], sizeof(gl::SamplerState)) != 0) { ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); if (!dxSamplerState) { ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" "sampler state for pixel shaders at slot %i.", index); } mDeviceContext->PSSetSamplers(index, 1, &dxSamplerState); mCurPixelSamplerStates[index] = samplerState; } mForceSetPixelSamplerStates[index] = false; } else if (type == gl::SAMPLER_VERTEX) { if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) { ERR("Vertex shader sampler index %i is not valid.", index); return; } if (mForceSetVertexSamplerStates[index] || memcmp(&samplerState, &mCurVertexSamplerStates[index], sizeof(gl::SamplerState)) != 0) { ID3D11SamplerState *dxSamplerState = mStateCache.getSamplerState(samplerState); if (!dxSamplerState) { ERR("NULL sampler state returned by RenderStateCache::getSamplerState, setting the default" "sampler state for vertex shaders at slot %i.", index); } mDeviceContext->VSSetSamplers(index, 1, &dxSamplerState); mCurVertexSamplerStates[index] = samplerState; } mForceSetVertexSamplerStates[index] = false; } else UNREACHABLE(); } void Renderer11::setTexture(gl::SamplerType type, int index, gl::Texture *texture) { ID3D11ShaderResourceView *textureSRV = NULL; unsigned int serial = 0; bool forceSetTexture = false; if (texture) { TextureStorageInterface *texStorage = texture->getNativeTexture(); if (texStorage) { TextureStorage11 *storage11 = TextureStorage11::makeTextureStorage11(texStorage->getStorageInstance()); textureSRV = storage11->getSRV(); } // If we get NULL back from getSRV here, something went wrong in the texture class and we're unexpectedly // missing the shader resource view ASSERT(textureSRV != NULL); serial = texture->getTextureSerial(); forceSetTexture = texture->hasDirtyImages(); } if (type == gl::SAMPLER_PIXEL) { if (index < 0 || index >= gl::MAX_TEXTURE_IMAGE_UNITS) { ERR("Pixel shader sampler index %i is not valid.", index); return; } if (forceSetTexture || mCurPixelTextureSerials[index] != serial) { mDeviceContext->PSSetShaderResources(index, 1, &textureSRV); } mCurPixelTextureSerials[index] = serial; } else if (type == gl::SAMPLER_VERTEX) { if (index < 0 || index >= (int)getMaxVertexTextureImageUnits()) { ERR("Vertex shader sampler index %i is not valid.", index); return; } if (forceSetTexture || mCurVertexTextureSerials[index] != serial) { mDeviceContext->VSSetShaderResources(index, 1, &textureSRV); } mCurVertexTextureSerials[index] = serial; } else UNREACHABLE(); } void Renderer11::setRasterizerState(const gl::RasterizerState &rasterState) { if (mForceSetRasterState || memcmp(&rasterState, &mCurRasterState, sizeof(gl::RasterizerState)) != 0) { ID3D11RasterizerState *dxRasterState = mStateCache.getRasterizerState(rasterState, mScissorEnabled, mCurDepthSize); if (!dxRasterState) { ERR("NULL rasterizer state returned by RenderStateCache::getRasterizerState, setting the default" "rasterizer state."); } mDeviceContext->RSSetState(dxRasterState); mCurRasterState = rasterState; } mForceSetRasterState = false; } void Renderer11::setBlendState(const gl::BlendState &blendState, const gl::Color &blendColor, unsigned int sampleMask) { if (mForceSetBlendState || memcmp(&blendState, &mCurBlendState, sizeof(gl::BlendState)) != 0 || memcmp(&blendColor, &mCurBlendColor, sizeof(gl::Color)) != 0 || sampleMask != mCurSampleMask) { ID3D11BlendState *dxBlendState = mStateCache.getBlendState(blendState); if (!dxBlendState) { ERR("NULL blend state returned by RenderStateCache::getBlendState, setting the default " "blend state."); } float blendColors[4] = {0.0f}; if (blendState.sourceBlendRGB != GL_CONSTANT_ALPHA && blendState.sourceBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA && blendState.destBlendRGB != GL_CONSTANT_ALPHA && blendState.destBlendRGB != GL_ONE_MINUS_CONSTANT_ALPHA) { blendColors[0] = blendColor.red; blendColors[1] = blendColor.green; blendColors[2] = blendColor.blue; blendColors[3] = blendColor.alpha; } else { blendColors[0] = blendColor.alpha; blendColors[1] = blendColor.alpha; blendColors[2] = blendColor.alpha; blendColors[3] = blendColor.alpha; } mDeviceContext->OMSetBlendState(dxBlendState, blendColors, sampleMask); mCurBlendState = blendState; mCurBlendColor = blendColor; mCurSampleMask = sampleMask; } mForceSetBlendState = false; } void Renderer11::setDepthStencilState(const gl::DepthStencilState &depthStencilState, int stencilRef, int stencilBackRef, bool frontFaceCCW) { if (mForceSetDepthStencilState || memcmp(&depthStencilState, &mCurDepthStencilState, sizeof(gl::DepthStencilState)) != 0 || stencilRef != mCurStencilRef || stencilBackRef != mCurStencilBackRef) { if (depthStencilState.stencilWritemask != depthStencilState.stencilBackWritemask || stencilRef != stencilBackRef || depthStencilState.stencilMask != depthStencilState.stencilBackMask) { ERR("Separate front/back stencil writemasks, reference values, or stencil mask values are " "invalid under WebGL."); return gl::error(GL_INVALID_OPERATION); } ID3D11DepthStencilState *dxDepthStencilState = mStateCache.getDepthStencilState(depthStencilState); if (!dxDepthStencilState) { ERR("NULL depth stencil state returned by RenderStateCache::getDepthStencilState, " "setting the default depth stencil state."); } mDeviceContext->OMSetDepthStencilState(dxDepthStencilState, static_cast<UINT>(stencilRef)); mCurDepthStencilState = depthStencilState; mCurStencilRef = stencilRef; mCurStencilBackRef = stencilBackRef; } mForceSetDepthStencilState = false; } void Renderer11::setScissorRectangle(const gl::Rectangle &scissor, bool enabled) { if (mForceSetScissor || memcmp(&scissor, &mCurScissor, sizeof(gl::Rectangle)) != 0 || enabled != mScissorEnabled) { if (enabled) { D3D11_RECT rect; rect.left = std::max(0, scissor.x); rect.top = std::max(0, scissor.y); rect.right = scissor.x + std::max(0, scissor.width); rect.bottom = scissor.y + std::max(0, scissor.height); mDeviceContext->RSSetScissorRects(1, &rect); } if (enabled != mScissorEnabled) { mForceSetRasterState = true; } mCurScissor = scissor; mScissorEnabled = enabled; } mForceSetScissor = false; } bool Renderer11::setViewport(const gl::Rectangle &viewport, float zNear, float zFar, GLenum drawMode, GLenum frontFace, bool ignoreViewport) { gl::Rectangle actualViewport = viewport; float actualZNear = gl::clamp01(zNear); float actualZFar = gl::clamp01(zFar); if (ignoreViewport) { actualViewport.x = 0; actualViewport.y = 0; actualViewport.width = mRenderTargetDesc.width; actualViewport.height = mRenderTargetDesc.height; actualZNear = 0.0f; actualZFar = 1.0f; } // Get D3D viewport bounds, which depends on the feature level const Range& viewportBounds = getViewportBounds(); // Clamp width and height first to the gl maximum, then clamp further if we extend past the D3D maximum bounds D3D11_VIEWPORT dxViewport; dxViewport.TopLeftX = gl::clamp(actualViewport.x, viewportBounds.start, viewportBounds.end); dxViewport.TopLeftY = gl::clamp(actualViewport.y, viewportBounds.start, viewportBounds.end); dxViewport.Width = gl::clamp(actualViewport.width, 0, getMaxViewportDimension()); dxViewport.Height = gl::clamp(actualViewport.height, 0, getMaxViewportDimension()); dxViewport.Width = std::min((int)dxViewport.Width, viewportBounds.end - static_cast<int>(dxViewport.TopLeftX)); dxViewport.Height = std::min((int)dxViewport.Height, viewportBounds.end - static_cast<int>(dxViewport.TopLeftY)); dxViewport.MinDepth = actualZNear; dxViewport.MaxDepth = actualZFar; if (dxViewport.Width <= 0 || dxViewport.Height <= 0) { return false; // Nothing to render } bool viewportChanged = mForceSetViewport || memcmp(&actualViewport, &mCurViewport, sizeof(gl::Rectangle)) != 0 || actualZNear != mCurNear || actualZFar != mCurFar; if (viewportChanged) { mDeviceContext->RSSetViewports(1, &dxViewport); mCurViewport = actualViewport; mCurNear = actualZNear; mCurFar = actualZFar; mPixelConstants.viewCoords[0] = actualViewport.width * 0.5f; mPixelConstants.viewCoords[1] = actualViewport.height * 0.5f; mPixelConstants.viewCoords[2] = actualViewport.x + (actualViewport.width * 0.5f); mPixelConstants.viewCoords[3] = actualViewport.y + (actualViewport.height * 0.5f); mPixelConstants.depthFront[0] = (actualZFar - actualZNear) * 0.5f; mPixelConstants.depthFront[1] = (actualZNear + actualZFar) * 0.5f; mVertexConstants.depthRange[0] = actualZNear; mVertexConstants.depthRange[1] = actualZFar; mVertexConstants.depthRange[2] = actualZFar - actualZNear; mPixelConstants.depthRange[0] = actualZNear; mPixelConstants.depthRange[1] = actualZFar; mPixelConstants.depthRange[2] = actualZFar - actualZNear; } mForceSetViewport = false; return true; } bool Renderer11::applyPrimitiveType(GLenum mode, GLsizei count) { D3D11_PRIMITIVE_TOPOLOGY primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_UNDEFINED; switch (mode) { case GL_POINTS: primitiveTopology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST; break; case GL_LINES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINELIST; break; case GL_LINE_LOOP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break; case GL_LINE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_LINESTRIP; break; case GL_TRIANGLES: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; case GL_TRIANGLE_STRIP: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP; break; // emulate fans via rewriting index buffer case GL_TRIANGLE_FAN: primitiveTopology = D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST; break; default: return gl::error(GL_INVALID_ENUM, false); } mDeviceContext->IASetPrimitiveTopology(primitiveTopology); return count > 0; } bool Renderer11::applyRenderTarget(gl::Framebuffer *framebuffer) { // Get the color render buffer and serial // Also extract the render target dimensions and view unsigned int renderTargetWidth = 0; unsigned int renderTargetHeight = 0; GLenum renderTargetFormat = 0; unsigned int renderTargetSerials[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {0}; ID3D11RenderTargetView* framebufferRTVs[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; bool missingColorRenderTarget = true; for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { const GLenum drawBufferState = framebuffer->getDrawBufferState(colorAttachment); if (framebuffer->getColorbufferType(colorAttachment) != GL_NONE && drawBufferState != GL_NONE) { // the draw buffer must be either "none", "back" for the default buffer or the same index as this color (in order) ASSERT(drawBufferState == GL_BACK || drawBufferState == (GL_COLOR_ATTACHMENT0_EXT + colorAttachment)); gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(colorAttachment); if (!colorbuffer) { ERR("render target pointer unexpectedly null."); return false; } // check for zero-sized default framebuffer, which is a special case. // in this case we do not wish to modify any state and just silently return false. // this will not report any gl error but will cause the calling method to return. if (colorbuffer->getWidth() == 0 || colorbuffer->getHeight() == 0) { return false; } renderTargetSerials[colorAttachment] = colorbuffer->getSerial(); // Extract the render target dimensions and view RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); if (!renderTarget) { ERR("render target pointer unexpectedly null."); return false; } framebufferRTVs[colorAttachment] = renderTarget->getRenderTargetView(); if (!framebufferRTVs[colorAttachment]) { ERR("render target view pointer unexpectedly null."); return false; } if (missingColorRenderTarget) { renderTargetWidth = colorbuffer->getWidth(); renderTargetHeight = colorbuffer->getHeight(); renderTargetFormat = colorbuffer->getActualFormat(); missingColorRenderTarget = false; } } } // Get the depth stencil render buffer and serials gl::Renderbuffer *depthStencil = NULL; unsigned int depthbufferSerial = 0; unsigned int stencilbufferSerial = 0; if (framebuffer->getDepthbufferType() != GL_NONE) { depthStencil = framebuffer->getDepthbuffer(); if (!depthStencil) { ERR("Depth stencil pointer unexpectedly null."); SafeRelease(framebufferRTVs); return false; } depthbufferSerial = depthStencil->getSerial(); } else if (framebuffer->getStencilbufferType() != GL_NONE) { depthStencil = framebuffer->getStencilbuffer(); if (!depthStencil) { ERR("Depth stencil pointer unexpectedly null."); SafeRelease(framebufferRTVs); return false; } stencilbufferSerial = depthStencil->getSerial(); } // Extract the depth stencil sizes and view unsigned int depthSize = 0; unsigned int stencilSize = 0; ID3D11DepthStencilView* framebufferDSV = NULL; if (depthStencil) { RenderTarget11 *depthStencilRenderTarget = RenderTarget11::makeRenderTarget11(depthStencil->getDepthStencil()); if (!depthStencilRenderTarget) { ERR("render target pointer unexpectedly null."); SafeRelease(framebufferRTVs); return false; } framebufferDSV = depthStencilRenderTarget->getDepthStencilView(); if (!framebufferDSV) { ERR("depth stencil view pointer unexpectedly null."); SafeRelease(framebufferRTVs); return false; } // If there is no render buffer, the width, height and format values come from // the depth stencil if (missingColorRenderTarget) { renderTargetWidth = depthStencil->getWidth(); renderTargetHeight = depthStencil->getHeight(); renderTargetFormat = depthStencil->getActualFormat(); } depthSize = depthStencil->getDepthSize(); stencilSize = depthStencil->getStencilSize(); } // Apply the render target and depth stencil if (!mRenderTargetDescInitialized || !mDepthStencilInitialized || memcmp(renderTargetSerials, mAppliedRenderTargetSerials, sizeof(renderTargetSerials)) != 0 || depthbufferSerial != mAppliedDepthbufferSerial || stencilbufferSerial != mAppliedStencilbufferSerial) { mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), framebufferRTVs, framebufferDSV); mRenderTargetDesc.width = renderTargetWidth; mRenderTargetDesc.height = renderTargetHeight; mRenderTargetDesc.format = renderTargetFormat; mForceSetViewport = true; mForceSetScissor = true; if (!mDepthStencilInitialized || depthSize != mCurDepthSize) { mCurDepthSize = depthSize; mForceSetRasterState = true; } mCurStencilSize = stencilSize; for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) { mAppliedRenderTargetSerials[rtIndex] = renderTargetSerials[rtIndex]; } mAppliedDepthbufferSerial = depthbufferSerial; mAppliedStencilbufferSerial = stencilbufferSerial; mRenderTargetDescInitialized = true; mDepthStencilInitialized = true; } SafeRelease(framebufferRTVs); SafeRelease(framebufferDSV); return true; } GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances) { TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS]; GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances); if (err != GL_NO_ERROR) { return err; } return mInputLayoutCache.applyVertexBuffers(attributes, programBinary); } GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo) { GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo); if (err == GL_NO_ERROR) { if (indexInfo->storage) { if (indexInfo->serial != mAppliedStorageIBSerial || indexInfo->startOffset != mAppliedIBOffset) { BufferStorage11 *storage = BufferStorage11::makeBufferStorage11(indexInfo->storage); IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); mDeviceContext->IASetIndexBuffer(storage->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); mAppliedIBSerial = 0; mAppliedStorageIBSerial = storage->getSerial(); mAppliedIBOffset = indexInfo->startOffset; } } else if (indexInfo->serial != mAppliedIBSerial || indexInfo->startOffset != mAppliedIBOffset) { IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer); mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startOffset); mAppliedIBSerial = indexInfo->serial; mAppliedStorageIBSerial = 0; mAppliedIBOffset = indexInfo->startOffset; } } return err; } void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances) { if (mode == GL_LINE_LOOP) { drawLineLoop(count, GL_NONE, NULL, 0, NULL); } else if (mode == GL_TRIANGLE_FAN) { drawTriangleFan(count, GL_NONE, NULL, 0, NULL, instances); } else if (instances > 0) { mDeviceContext->DrawInstanced(count, instances, 0, 0); } else { mDeviceContext->Draw(count, 0); } } void Renderer11::drawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, gl::Buffer *elementArrayBuffer, const TranslatedIndexData &indexInfo, GLsizei instances) { if (mode == GL_LINE_LOOP) { drawLineLoop(count, type, indices, indexInfo.minIndex, elementArrayBuffer); } else if (mode == GL_TRIANGLE_FAN) { drawTriangleFan(count, type, indices, indexInfo.minIndex, elementArrayBuffer, instances); } else if (instances > 0) { mDeviceContext->DrawIndexedInstanced(count, instances, 0, -static_cast<int>(indexInfo.minIndex), 0); } else { mDeviceContext->DrawIndexed(count, 0, -static_cast<int>(indexInfo.minIndex)); } } void Renderer11::drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer) { // Get the raw indices for an indexed draw if (type != GL_NONE && elementArrayBuffer) { gl::Buffer *indexBuffer = elementArrayBuffer; BufferStorage *storage = indexBuffer->getStorage(); intptr_t offset = reinterpret_cast<intptr_t>(indices); indices = static_cast<const GLubyte*>(storage->getData()) + offset; } if (!mLineLoopIB) { mLineLoopIB = new StreamingIndexBufferInterface(this); if (!mLineLoopIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) { delete mLineLoopIB; mLineLoopIB = NULL; ERR("Could not create a 32-bit looping index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } } const int spaceNeeded = (count + 1) * sizeof(unsigned int); if (!mLineLoopIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) { ERR("Could not reserve enough space in looping index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } void* mappedMemory = NULL; int offset = mLineLoopIB->mapBuffer(spaceNeeded, &mappedMemory); if (offset == -1 || mappedMemory == NULL) { ERR("Could not map index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); unsigned int indexBufferOffset = static_cast<unsigned int>(offset); switch (type) { case GL_NONE: // Non-indexed draw for (int i = 0; i < count; i++) { data[i] = i; } data[count] = 0; break; case GL_UNSIGNED_BYTE: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLubyte*>(indices)[i]; } data[count] = static_cast<const GLubyte*>(indices)[0]; break; case GL_UNSIGNED_SHORT: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLushort*>(indices)[i]; } data[count] = static_cast<const GLushort*>(indices)[0]; break; case GL_UNSIGNED_INT: for (int i = 0; i < count; i++) { data[i] = static_cast<const GLuint*>(indices)[i]; } data[count] = static_cast<const GLuint*>(indices)[0]; break; default: UNREACHABLE(); } if (!mLineLoopIB->unmapBuffer()) { ERR("Could not unmap index buffer for GL_LINE_LOOP."); return gl::error(GL_OUT_OF_MEMORY); } if (mAppliedIBSerial != mLineLoopIB->getSerial() || mAppliedIBOffset != indexBufferOffset) { IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mLineLoopIB->getIndexBuffer()); mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); mAppliedIBSerial = mLineLoopIB->getSerial(); mAppliedStorageIBSerial = 0; mAppliedIBOffset = indexBufferOffset; } mDeviceContext->DrawIndexed(count + 1, 0, -minIndex); } void Renderer11::drawTriangleFan(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer, int instances) { // Get the raw indices for an indexed draw if (type != GL_NONE && elementArrayBuffer) { gl::Buffer *indexBuffer = elementArrayBuffer; BufferStorage *storage = indexBuffer->getStorage(); intptr_t offset = reinterpret_cast<intptr_t>(indices); indices = static_cast<const GLubyte*>(storage->getData()) + offset; } if (!mTriangleFanIB) { mTriangleFanIB = new StreamingIndexBufferInterface(this); if (!mTriangleFanIB->reserveBufferSpace(INITIAL_INDEX_BUFFER_SIZE, GL_UNSIGNED_INT)) { delete mTriangleFanIB; mTriangleFanIB = NULL; ERR("Could not create a scratch index buffer for GL_TRIANGLE_FAN."); return gl::error(GL_OUT_OF_MEMORY); } } const int numTris = count - 2; const int spaceNeeded = (numTris * 3) * sizeof(unsigned int); if (!mTriangleFanIB->reserveBufferSpace(spaceNeeded, GL_UNSIGNED_INT)) { ERR("Could not reserve enough space in scratch index buffer for GL_TRIANGLE_FAN."); return gl::error(GL_OUT_OF_MEMORY); } void* mappedMemory = NULL; int offset = mTriangleFanIB->mapBuffer(spaceNeeded, &mappedMemory); if (offset == -1 || mappedMemory == NULL) { ERR("Could not map scratch index buffer for GL_TRIANGLE_FAN."); return gl::error(GL_OUT_OF_MEMORY); } unsigned int *data = reinterpret_cast<unsigned int*>(mappedMemory); unsigned int indexBufferOffset = static_cast<unsigned int>(offset); switch (type) { case GL_NONE: // Non-indexed draw for (int i = 0; i < numTris; i++) { data[i*3 + 0] = 0; data[i*3 + 1] = i + 1; data[i*3 + 2] = i + 2; } break; case GL_UNSIGNED_BYTE: for (int i = 0; i < numTris; i++) { data[i*3 + 0] = static_cast<const GLubyte*>(indices)[0]; data[i*3 + 1] = static_cast<const GLubyte*>(indices)[i + 1]; data[i*3 + 2] = static_cast<const GLubyte*>(indices)[i + 2]; } break; case GL_UNSIGNED_SHORT: for (int i = 0; i < numTris; i++) { data[i*3 + 0] = static_cast<const GLushort*>(indices)[0]; data[i*3 + 1] = static_cast<const GLushort*>(indices)[i + 1]; data[i*3 + 2] = static_cast<const GLushort*>(indices)[i + 2]; } break; case GL_UNSIGNED_INT: for (int i = 0; i < numTris; i++) { data[i*3 + 0] = static_cast<const GLuint*>(indices)[0]; data[i*3 + 1] = static_cast<const GLuint*>(indices)[i + 1]; data[i*3 + 2] = static_cast<const GLuint*>(indices)[i + 2]; } break; default: UNREACHABLE(); } if (!mTriangleFanIB->unmapBuffer()) { ERR("Could not unmap scratch index buffer for GL_TRIANGLE_FAN."); return gl::error(GL_OUT_OF_MEMORY); } if (mAppliedIBSerial != mTriangleFanIB->getSerial() || mAppliedIBOffset != indexBufferOffset) { IndexBuffer11 *indexBuffer = IndexBuffer11::makeIndexBuffer11(mTriangleFanIB->getIndexBuffer()); mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexBufferOffset); mAppliedIBSerial = mTriangleFanIB->getSerial(); mAppliedStorageIBSerial = 0; mAppliedIBOffset = indexBufferOffset; } if (instances > 0) { mDeviceContext->DrawIndexedInstanced(numTris * 3, instances, 0, -minIndex, 0); } else { mDeviceContext->DrawIndexed(numTris * 3, 0, -minIndex); } } void Renderer11::applyShaders(gl::ProgramBinary *programBinary) { unsigned int programBinarySerial = programBinary->getSerial(); const bool updateProgramState = (programBinarySerial != mAppliedProgramBinarySerial); if (updateProgramState) { ShaderExecutable *vertexExe = programBinary->getVertexExecutable(); ShaderExecutable *pixelExe = programBinary->getPixelExecutable(); ID3D11VertexShader *vertexShader = NULL; if (vertexExe) vertexShader = ShaderExecutable11::makeShaderExecutable11(vertexExe)->getVertexShader(); ID3D11PixelShader *pixelShader = NULL; if (pixelExe) pixelShader = ShaderExecutable11::makeShaderExecutable11(pixelExe)->getPixelShader(); mDeviceContext->PSSetShader(pixelShader, NULL, 0); mDeviceContext->VSSetShader(vertexShader, NULL, 0); programBinary->dirtyAllUniforms(); mAppliedProgramBinarySerial = programBinarySerial; } // Only use the geometry shader currently for point sprite drawing const bool usesGeometryShader = (programBinary->usesGeometryShader() && mCurRasterState.pointDrawMode); if (updateProgramState || usesGeometryShader != mIsGeometryShaderActive) { if (usesGeometryShader) { ShaderExecutable *geometryExe = programBinary->getGeometryExecutable(); ID3D11GeometryShader *geometryShader = ShaderExecutable11::makeShaderExecutable11(geometryExe)->getGeometryShader(); mDeviceContext->GSSetShader(geometryShader, NULL, 0); } else { mDeviceContext->GSSetShader(NULL, NULL, 0); } mIsGeometryShaderActive = usesGeometryShader; } } void Renderer11::applyUniforms(gl::ProgramBinary *programBinary, gl::UniformArray *uniformArray) { ShaderExecutable11 *vertexExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getVertexExecutable()); ShaderExecutable11 *pixelExecutable = ShaderExecutable11::makeShaderExecutable11(programBinary->getPixelExecutable()); unsigned int totalRegisterCountVS = 0; unsigned int totalRegisterCountPS = 0; bool vertexUniformsDirty = false; bool pixelUniformsDirty = false; for (gl::UniformArray::const_iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) { const gl::Uniform *uniform = *uniform_iterator; if (uniform->vsRegisterIndex >= 0) { totalRegisterCountVS += uniform->registerCount; vertexUniformsDirty = vertexUniformsDirty || uniform->dirty; } if (uniform->psRegisterIndex >= 0) { totalRegisterCountPS += uniform->registerCount; pixelUniformsDirty = pixelUniformsDirty || uniform->dirty; } } ID3D11Buffer *vertexConstantBuffer = vertexExecutable->getConstantBuffer(mDevice, totalRegisterCountVS); ID3D11Buffer *pixelConstantBuffer = pixelExecutable->getConstantBuffer(mDevice, totalRegisterCountPS); float (*mapVS)[4] = NULL; float (*mapPS)[4] = NULL; if (totalRegisterCountVS > 0 && vertexUniformsDirty) { D3D11_MAPPED_SUBRESOURCE map = {0}; HRESULT result = mDeviceContext->Map(vertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); ASSERT(SUCCEEDED(result)); mapVS = (float(*)[4])map.pData; } if (totalRegisterCountPS > 0 && pixelUniformsDirty) { D3D11_MAPPED_SUBRESOURCE map = {0}; HRESULT result = mDeviceContext->Map(pixelConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map); ASSERT(SUCCEEDED(result)); mapPS = (float(*)[4])map.pData; } for (gl::UniformArray::iterator uniform_iterator = uniformArray->begin(); uniform_iterator != uniformArray->end(); uniform_iterator++) { gl::Uniform *uniform = *uniform_iterator; if (uniform->type != GL_SAMPLER_2D && uniform->type != GL_SAMPLER_CUBE) { if (uniform->vsRegisterIndex >= 0 && mapVS) { memcpy(mapVS + uniform->vsRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); } if (uniform->psRegisterIndex >= 0 && mapPS) { memcpy(mapPS + uniform->psRegisterIndex, uniform->data, uniform->registerCount * sizeof(float[4])); } } uniform->dirty = false; } if (mapVS) { mDeviceContext->Unmap(vertexConstantBuffer, 0); } if (mapPS) { mDeviceContext->Unmap(pixelConstantBuffer, 0); } mDeviceContext->VSSetConstantBuffers(0, 1, &vertexConstantBuffer); mDeviceContext->PSSetConstantBuffers(0, 1, &pixelConstantBuffer); // Driver uniforms if (!mDriverConstantBufferVS) { D3D11_BUFFER_DESC constantBufferDescription = {0}; constantBufferDescription.ByteWidth = sizeof(dx_VertexConstants); constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDescription.CPUAccessFlags = 0; constantBufferDescription.MiscFlags = 0; constantBufferDescription.StructureByteStride = 0; HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferVS); ASSERT(SUCCEEDED(result)); mDeviceContext->VSSetConstantBuffers(1, 1, &mDriverConstantBufferVS); } if (!mDriverConstantBufferPS) { D3D11_BUFFER_DESC constantBufferDescription = {0}; constantBufferDescription.ByteWidth = sizeof(dx_PixelConstants); constantBufferDescription.Usage = D3D11_USAGE_DEFAULT; constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDescription.CPUAccessFlags = 0; constantBufferDescription.MiscFlags = 0; constantBufferDescription.StructureByteStride = 0; HRESULT result = mDevice->CreateBuffer(&constantBufferDescription, NULL, &mDriverConstantBufferPS); ASSERT(SUCCEEDED(result)); mDeviceContext->PSSetConstantBuffers(1, 1, &mDriverConstantBufferPS); } if (memcmp(&mVertexConstants, &mAppliedVertexConstants, sizeof(dx_VertexConstants)) != 0) { mDeviceContext->UpdateSubresource(mDriverConstantBufferVS, 0, NULL, &mVertexConstants, 16, 0); memcpy(&mAppliedVertexConstants, &mVertexConstants, sizeof(dx_VertexConstants)); } if (memcmp(&mPixelConstants, &mAppliedPixelConstants, sizeof(dx_PixelConstants)) != 0) { mDeviceContext->UpdateSubresource(mDriverConstantBufferPS, 0, NULL, &mPixelConstants, 16, 0); memcpy(&mAppliedPixelConstants, &mPixelConstants, sizeof(dx_PixelConstants)); } // needed for the point sprite geometry shader mDeviceContext->GSSetConstantBuffers(0, 1, &mDriverConstantBufferPS); } void Renderer11::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer) { bool alphaUnmasked = (gl::GetAlphaSize(mRenderTargetDesc.format) == 0) || clearParams.colorMaskAlpha; bool needMaskedColorClear = (clearParams.mask & GL_COLOR_BUFFER_BIT) && !(clearParams.colorMaskRed && clearParams.colorMaskGreen && clearParams.colorMaskBlue && alphaUnmasked); unsigned int stencilUnmasked = 0x0; if (frameBuffer->hasStencil()) { unsigned int stencilSize = gl::GetStencilSize(frameBuffer->getStencilbuffer()->getActualFormat()); stencilUnmasked = (0x1 << stencilSize) - 1; } bool needMaskedStencilClear = (clearParams.mask & GL_STENCIL_BUFFER_BIT) && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked; bool needScissoredClear = mScissorEnabled && (mCurScissor.x > 0 || mCurScissor.y > 0 || mCurScissor.x + mCurScissor.width < mRenderTargetDesc.width || mCurScissor.y + mCurScissor.height < mRenderTargetDesc.height); if (needMaskedColorClear || needMaskedStencilClear || needScissoredClear) { maskedClear(clearParams, frameBuffer->usingExtendedDrawBuffers()); } else { if (clearParams.mask & GL_COLOR_BUFFER_BIT) { for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (frameBuffer->isEnabledColorAttachment(colorAttachment)) { gl::Renderbuffer *renderbufferObject = frameBuffer->getColorbuffer(colorAttachment); if (renderbufferObject) { RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getRenderTarget()); if (!renderTarget) { ERR("render target pointer unexpectedly null."); return; } ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView(); if (!framebufferRTV) { ERR("render target view pointer unexpectedly null."); return; } const float clearValues[4] = { clearParams.colorClearValue.red, clearParams.colorClearValue.green, clearParams.colorClearValue.blue, clearParams.colorClearValue.alpha }; mDeviceContext->ClearRenderTargetView(framebufferRTV, clearValues); framebufferRTV->Release(); } } } } if (clearParams.mask & GL_DEPTH_BUFFER_BIT || clearParams.mask & GL_STENCIL_BUFFER_BIT) { gl::Renderbuffer *renderbufferObject = frameBuffer->getDepthOrStencilbuffer(); if (renderbufferObject) { RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbufferObject->getDepthStencil()); if (!renderTarget) { ERR("render target pointer unexpectedly null."); return; } ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView(); if (!framebufferDSV) { ERR("depth stencil view pointer unexpectedly null."); return; } UINT clearFlags = 0; if (clearParams.mask & GL_DEPTH_BUFFER_BIT) { clearFlags |= D3D11_CLEAR_DEPTH; } if (clearParams.mask & GL_STENCIL_BUFFER_BIT) { clearFlags |= D3D11_CLEAR_STENCIL; } float depthClear = gl::clamp01(clearParams.depthClearValue); UINT8 stencilClear = clearParams.stencilClearValue & 0x000000FF; mDeviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear); framebufferDSV->Release(); } } } } void Renderer11::maskedClear(const gl::ClearParameters &clearParams, bool usingExtendedDrawBuffers) { HRESULT result; if (!mClearResourcesInitialized) { ASSERT(!mClearVB && !mClearVS && !mClearSinglePS && !mClearMultiplePS && !mClearScissorRS && !mClearNoScissorRS); D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = sizeof(d3d11::PositionDepthColorVertex) * 4; vbDesc.Usage = D3D11_USAGE_DYNAMIC; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbDesc.MiscFlags = 0; vbDesc.StructureByteStride = 0; result = mDevice->CreateBuffer(&vbDesc, NULL, &mClearVB); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mClearVB, "Renderer11 masked clear vertex buffer"); D3D11_INPUT_ELEMENT_DESC quadLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Clear, sizeof(g_VS_Clear), &mClearIL); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mClearIL, "Renderer11 masked clear input layout"); result = mDevice->CreateVertexShader(g_VS_Clear, sizeof(g_VS_Clear), NULL, &mClearVS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mClearVS, "Renderer11 masked clear vertex shader"); result = mDevice->CreatePixelShader(g_PS_ClearSingle, sizeof(g_PS_ClearSingle), NULL, &mClearSinglePS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mClearSinglePS, "Renderer11 masked clear pixel shader (1 RT)"); result = mDevice->CreatePixelShader(g_PS_ClearMultiple, sizeof(g_PS_ClearMultiple), NULL, &mClearMultiplePS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mClearMultiplePS, "Renderer11 masked clear pixel shader (MRT)"); D3D11_RASTERIZER_DESC rsScissorDesc; rsScissorDesc.FillMode = D3D11_FILL_SOLID; rsScissorDesc.CullMode = D3D11_CULL_NONE; rsScissorDesc.FrontCounterClockwise = FALSE; rsScissorDesc.DepthBias = 0; rsScissorDesc.DepthBiasClamp = 0.0f; rsScissorDesc.SlopeScaledDepthBias = 0.0f; rsScissorDesc.DepthClipEnable = FALSE; rsScissorDesc.ScissorEnable = TRUE; rsScissorDesc.MultisampleEnable = FALSE; rsScissorDesc.AntialiasedLineEnable = FALSE; result = mDevice->CreateRasterizerState(&rsScissorDesc, &mClearScissorRS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mClearScissorRS, "Renderer11 masked clear scissor rasterizer state"); D3D11_RASTERIZER_DESC rsNoScissorDesc; rsNoScissorDesc.FillMode = D3D11_FILL_SOLID; rsNoScissorDesc.CullMode = D3D11_CULL_NONE; rsNoScissorDesc.FrontCounterClockwise = FALSE; rsNoScissorDesc.DepthBias = 0; rsNoScissorDesc.DepthBiasClamp = 0.0f; rsNoScissorDesc.SlopeScaledDepthBias = 0.0f; rsNoScissorDesc.DepthClipEnable = FALSE; rsNoScissorDesc.ScissorEnable = FALSE; rsNoScissorDesc.MultisampleEnable = FALSE; rsNoScissorDesc.AntialiasedLineEnable = FALSE; result = mDevice->CreateRasterizerState(&rsNoScissorDesc, &mClearNoScissorRS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mClearNoScissorRS, "Renderer11 masked clear no scissor rasterizer state"); mClearResourcesInitialized = true; } // Prepare the depth stencil state to write depth values if the depth should be cleared // and stencil values if the stencil should be cleared gl::DepthStencilState glDSState; glDSState.depthTest = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; glDSState.depthFunc = GL_ALWAYS; glDSState.depthMask = (clearParams.mask & GL_DEPTH_BUFFER_BIT) != 0; glDSState.stencilTest = (clearParams.mask & GL_STENCIL_BUFFER_BIT) != 0; glDSState.stencilFunc = GL_ALWAYS; glDSState.stencilMask = 0; glDSState.stencilFail = GL_REPLACE; glDSState.stencilPassDepthFail = GL_REPLACE; glDSState.stencilPassDepthPass = GL_REPLACE; glDSState.stencilWritemask = clearParams.stencilWriteMask; glDSState.stencilBackFunc = GL_ALWAYS; glDSState.stencilBackMask = 0; glDSState.stencilBackFail = GL_REPLACE; glDSState.stencilBackPassDepthFail = GL_REPLACE; glDSState.stencilBackPassDepthPass = GL_REPLACE; glDSState.stencilBackWritemask = clearParams.stencilWriteMask; int stencilClear = clearParams.stencilClearValue & 0x000000FF; ID3D11DepthStencilState *dsState = mStateCache.getDepthStencilState(glDSState); // Prepare the blend state to use a write mask if the color buffer should be cleared gl::BlendState glBlendState; glBlendState.blend = false; glBlendState.sourceBlendRGB = GL_ONE; glBlendState.destBlendRGB = GL_ZERO; glBlendState.sourceBlendAlpha = GL_ONE; glBlendState.destBlendAlpha = GL_ZERO; glBlendState.blendEquationRGB = GL_FUNC_ADD; glBlendState.blendEquationAlpha = GL_FUNC_ADD; glBlendState.colorMaskRed = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskRed : false; glBlendState.colorMaskGreen = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskGreen : false; glBlendState.colorMaskBlue = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskBlue : false; glBlendState.colorMaskAlpha = (clearParams.mask & GL_COLOR_BUFFER_BIT) ? clearParams.colorMaskAlpha : false; glBlendState.sampleAlphaToCoverage = false; glBlendState.dither = false; static const float blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; static const UINT sampleMask = 0xFFFFFFFF; ID3D11BlendState *blendState = mStateCache.getBlendState(glBlendState); // Set the vertices D3D11_MAPPED_SUBRESOURCE mappedResource; result = mDeviceContext->Map(mClearVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result); return; } d3d11::PositionDepthColorVertex *vertices = reinterpret_cast<d3d11::PositionDepthColorVertex*>(mappedResource.pData); float depthClear = gl::clamp01(clearParams.depthClearValue); d3d11::SetPositionDepthColorVertex(&vertices[0], -1.0f, 1.0f, depthClear, clearParams.colorClearValue); d3d11::SetPositionDepthColorVertex(&vertices[1], -1.0f, -1.0f, depthClear, clearParams.colorClearValue); d3d11::SetPositionDepthColorVertex(&vertices[2], 1.0f, 1.0f, depthClear, clearParams.colorClearValue); d3d11::SetPositionDepthColorVertex(&vertices[3], 1.0f, -1.0f, depthClear, clearParams.colorClearValue); mDeviceContext->Unmap(mClearVB, 0); // Apply state mDeviceContext->OMSetBlendState(blendState, blendFactors, sampleMask); mDeviceContext->OMSetDepthStencilState(dsState, stencilClear); mDeviceContext->RSSetState(mScissorEnabled ? mClearScissorRS : mClearNoScissorRS); // Apply shaders ID3D11PixelShader *pixelShader = usingExtendedDrawBuffers ? mClearMultiplePS : mClearSinglePS; mDeviceContext->IASetInputLayout(mClearIL); mDeviceContext->VSSetShader(mClearVS, NULL, 0); mDeviceContext->PSSetShader(pixelShader, NULL, 0); mDeviceContext->GSSetShader(NULL, NULL, 0); // Apply vertex buffer static UINT stride = sizeof(d3d11::PositionDepthColorVertex); static UINT startIdx = 0; mDeviceContext->IASetVertexBuffers(0, 1, &mClearVB, &stride, &startIdx); mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // Draw the clear quad mDeviceContext->Draw(4, 0); // Clean up markAllStateDirty(); } void Renderer11::markAllStateDirty() { for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) { mAppliedRenderTargetSerials[rtIndex] = 0; } mAppliedDepthbufferSerial = 0; mAppliedStencilbufferSerial = 0; mDepthStencilInitialized = false; mRenderTargetDescInitialized = false; for (int i = 0; i < gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) { mForceSetVertexSamplerStates[i] = true; mCurVertexTextureSerials[i] = 0; } for (int i = 0; i < gl::MAX_TEXTURE_IMAGE_UNITS; i++) { mForceSetPixelSamplerStates[i] = true; mCurPixelTextureSerials[i] = 0; } mForceSetBlendState = true; mForceSetRasterState = true; mForceSetDepthStencilState = true; mForceSetScissor = true; mForceSetViewport = true; mAppliedIBSerial = 0; mAppliedStorageIBSerial = 0; mAppliedIBOffset = 0; mAppliedProgramBinarySerial = 0; memset(&mAppliedVertexConstants, 0, sizeof(dx_VertexConstants)); memset(&mAppliedPixelConstants, 0, sizeof(dx_PixelConstants)); } void Renderer11::releaseDeviceResources() { mStateCache.clear(); mInputLayoutCache.clear(); delete mVertexDataManager; mVertexDataManager = NULL; delete mIndexDataManager; mIndexDataManager = NULL; delete mLineLoopIB; mLineLoopIB = NULL; delete mTriangleFanIB; mTriangleFanIB = NULL; SafeRelease(mCopyVB); SafeRelease(mCopySampler); SafeRelease(mCopyIL); SafeRelease(mCopyIL); SafeRelease(mCopyVS); SafeRelease(mCopyRGBAPS); SafeRelease(mCopyRGBPS); SafeRelease(mCopyLumPS); SafeRelease(mCopyLumAlphaPS); mCopyResourcesInitialized = false; SafeRelease(mClearVB); SafeRelease(mClearIL); SafeRelease(mClearVS); SafeRelease(mClearSinglePS); SafeRelease(mClearMultiplePS); SafeRelease(mClearScissorRS); SafeRelease(mClearNoScissorRS); mClearResourcesInitialized = false; SafeRelease(mDriverConstantBufferVS); SafeRelease(mDriverConstantBufferPS); SafeRelease(mSyncQuery); } void Renderer11::notifyDeviceLost() { mDeviceLost = true; mDisplay->notifyDeviceLost(); } bool Renderer11::isDeviceLost() { return mDeviceLost; } // set notify to true to broadcast a message to all contexts of the device loss bool Renderer11::testDeviceLost(bool notify) { bool isLost = false; // GetRemovedReason is used to test if the device is removed HRESULT result = mDevice->GetDeviceRemovedReason(); isLost = d3d11::isDeviceLostError(result); if (isLost) { // Log error if this is a new device lost event if (mDeviceLost == false) { ERR("The D3D11 device was removed: 0x%08X", result); } // ensure we note the device loss -- // we'll probably get this done again by notifyDeviceLost // but best to remember it! // Note that we don't want to clear the device loss status here // -- this needs to be done by resetDevice mDeviceLost = true; if (notify) { notifyDeviceLost(); } } return isLost; } bool Renderer11::testDeviceResettable() { // determine if the device is resettable by creating a dummy device PFN_D3D11_CREATE_DEVICE D3D11CreateDevice = (PFN_D3D11_CREATE_DEVICE)GetProcAddress(mD3d11Module, "D3D11CreateDevice"); if (D3D11CreateDevice == NULL) { return false; } D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; ID3D11Device* dummyDevice; D3D_FEATURE_LEVEL dummyFeatureLevel; ID3D11DeviceContext* dummyContext; HRESULT result = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, #if defined(_DEBUG) D3D11_CREATE_DEVICE_DEBUG, #else 0, #endif featureLevels, ArraySize(featureLevels), D3D11_SDK_VERSION, &dummyDevice, &dummyFeatureLevel, &dummyContext); if (!mDevice || FAILED(result)) { return false; } dummyContext->Release(); dummyDevice->Release(); return true; } void Renderer11::release() { releaseDeviceResources(); if (mDxgiFactory) { mDxgiFactory->Release(); mDxgiFactory = NULL; } if (mDxgiAdapter) { mDxgiAdapter->Release(); mDxgiAdapter = NULL; } if (mDeviceContext) { mDeviceContext->ClearState(); mDeviceContext->Flush(); mDeviceContext->Release(); mDeviceContext = NULL; } if (mDevice) { mDevice->Release(); mDevice = NULL; } if (mD3d11Module) { FreeLibrary(mD3d11Module); mD3d11Module = NULL; } if (mDxgiModule) { FreeLibrary(mDxgiModule); mDxgiModule = NULL; } } bool Renderer11::resetDevice() { // recreate everything release(); EGLint result = initialize(); if (result != EGL_SUCCESS) { ERR("Could not reinitialize D3D11 device: %08X", result); return false; } mDeviceLost = false; return true; } DWORD Renderer11::getAdapterVendor() const { return mAdapterDescription.VendorId; } std::string Renderer11::getRendererDescription() const { std::ostringstream rendererString; rendererString << mDescription; rendererString << " Direct3D11"; rendererString << " vs_" << getMajorShaderModel() << "_" << getMinorShaderModel(); rendererString << " ps_" << getMajorShaderModel() << "_" << getMinorShaderModel(); return rendererString.str(); } GUID Renderer11::getAdapterIdentifier() const { // Use the adapter LUID as our adapter ID // This number is local to a machine is only guaranteed to be unique between restarts META_ASSERT(sizeof(LUID) <= sizeof(GUID)); GUID adapterId = {0}; memcpy(&adapterId, &mAdapterDescription.AdapterLuid, sizeof(LUID)); return adapterId; } bool Renderer11::getBGRATextureSupport() const { return mBGRATextureSupport; } bool Renderer11::getDXT1TextureSupport() { return mDXT1TextureSupport; } bool Renderer11::getDXT3TextureSupport() { return mDXT3TextureSupport; } bool Renderer11::getDXT5TextureSupport() { return mDXT5TextureSupport; } bool Renderer11::getDepthTextureSupport() const { return mDepthTextureSupport; } bool Renderer11::getFloat32TextureSupport(bool *filtering, bool *renderable) { *renderable = mFloat32RenderSupport; *filtering = mFloat32FilterSupport; return mFloat32TextureSupport; } bool Renderer11::getFloat16TextureSupport(bool *filtering, bool *renderable) { *renderable = mFloat16RenderSupport; *filtering = mFloat16FilterSupport; return mFloat16TextureSupport; } bool Renderer11::getLuminanceTextureSupport() { return false; } bool Renderer11::getLuminanceAlphaTextureSupport() { return false; } bool Renderer11::getTextureFilterAnisotropySupport() const { return true; } float Renderer11::getTextureMaxAnisotropy() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_MAX_MAXANISOTROPY; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_MAX_MAXANISOTROPY; default: UNREACHABLE(); return 0; } } bool Renderer11::getEventQuerySupport() { return true; } Range Renderer11::getViewportBounds() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return Range(D3D11_VIEWPORT_BOUNDS_MIN, D3D11_VIEWPORT_BOUNDS_MAX); case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return Range(D3D10_VIEWPORT_BOUNDS_MIN, D3D10_VIEWPORT_BOUNDS_MAX); default: UNREACHABLE(); return Range(0, 0); } } unsigned int Renderer11::getMaxVertexTextureImageUnits() const { META_ASSERT(MAX_TEXTURE_IMAGE_UNITS_VTF_SM4 <= gl::IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS); switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return MAX_TEXTURE_IMAGE_UNITS_VTF_SM4; default: UNREACHABLE(); return 0; } } unsigned int Renderer11::getMaxCombinedTextureImageUnits() const { return gl::MAX_TEXTURE_IMAGE_UNITS + getMaxVertexTextureImageUnits(); } unsigned int Renderer11::getReservedVertexUniformVectors() const { return 0; // Driver uniforms are stored in a separate constant buffer } unsigned int Renderer11::getReservedFragmentUniformVectors() const { return 0; // Driver uniforms are stored in a separate constant buffer } unsigned int Renderer11::getMaxVertexUniformVectors() const { META_ASSERT(MAX_VERTEX_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); return MAX_VERTEX_UNIFORM_VECTORS_D3D11; } unsigned int Renderer11::getMaxFragmentUniformVectors() const { META_ASSERT(MAX_FRAGMENT_UNIFORM_VECTORS_D3D11 <= D3D10_REQ_CONSTANT_BUFFER_ELEMENT_COUNT); ASSERT(mFeatureLevel >= D3D_FEATURE_LEVEL_10_0); return MAX_FRAGMENT_UNIFORM_VECTORS_D3D11; } unsigned int Renderer11::getMaxVaryingVectors() const { META_ASSERT(gl::IMPLEMENTATION_MAX_VARYING_VECTORS == D3D11_VS_OUTPUT_REGISTER_COUNT); switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_VS_OUTPUT_REGISTER_COUNT; case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_VS_OUTPUT_REGISTER_COUNT; default: UNREACHABLE(); return 0; } } bool Renderer11::getNonPower2TextureSupport() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; default: UNREACHABLE(); return false; } } bool Renderer11::getOcclusionQuerySupport() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; default: UNREACHABLE(); return false; } } bool Renderer11::getInstancingSupport() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; default: UNREACHABLE(); return false; } } bool Renderer11::getShareHandleSupport() const { // We only currently support share handles with BGRA surfaces, because // chrome needs BGRA. Once chrome fixes this, we should always support them. // PIX doesn't seem to support using share handles, so disable them. return getBGRATextureSupport() && !gl::perfActive(); } bool Renderer11::getDerivativeInstructionSupport() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return true; default: UNREACHABLE(); return false; } } bool Renderer11::getPostSubBufferSupport() const { // D3D11 does not support present with dirty rectangles until D3D11.1 and DXGI 1.2. return false; } int Renderer11::getMajorShaderModel() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MAJOR_VERSION; // 5 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MAJOR_VERSION; // 4 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MAJOR_VERSION; // 4 default: UNREACHABLE(); return 0; } } int Renderer11::getMinorShaderModel() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_SHADER_MINOR_VERSION; // 0 case D3D_FEATURE_LEVEL_10_1: return D3D10_1_SHADER_MINOR_VERSION; // 1 case D3D_FEATURE_LEVEL_10_0: return D3D10_SHADER_MINOR_VERSION; // 0 default: UNREACHABLE(); return 0; } } float Renderer11::getMaxPointSize() const { // choose a reasonable maximum. we enforce this in the shader. // (nb: on a Radeon 2600xt, DX9 reports a 256 max point size) return 1024.0f; } int Renderer11::getMaxViewportDimension() const { // Maximum viewport size must be at least as large as the largest render buffer (or larger). // In our case return the maximum texture size, which is the maximum render buffer size. META_ASSERT(D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D11_VIEWPORT_BOUNDS_MAX); META_ASSERT(D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION * 2 - 1 <= D3D10_VIEWPORT_BOUNDS_MAX); switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 default: UNREACHABLE(); return 0; } } int Renderer11::getMaxTextureWidth() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 default: UNREACHABLE(); return 0; } } int Renderer11::getMaxTextureHeight() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 16384 case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; // 8192 default: UNREACHABLE(); return 0; } } bool Renderer11::get32BitIndexSupport() const { switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_REQ_DRAWINDEXED_INDEX_COUNT_2_TO_EXP >= 32; // true default: UNREACHABLE(); return false; } } int Renderer11::getMinSwapInterval() const { return 0; } int Renderer11::getMaxSwapInterval() const { return 4; } int Renderer11::getMaxSupportedSamples() const { return mMaxSupportedSamples; } int Renderer11::getNearestSupportedSamples(DXGI_FORMAT format, unsigned int requested) const { if (requested == 0) { return 0; } MultisampleSupportMap::const_iterator iter = mMultisampleSupportMap.find(format); if (iter != mMultisampleSupportMap.end()) { const MultisampleSupportInfo& info = iter->second; for (unsigned int i = requested - 1; i < D3D11_MAX_MULTISAMPLE_SAMPLE_COUNT; i++) { if (info.qualityLevels[i] > 0) { return i + 1; } } } return -1; } unsigned int Renderer11::getMaxRenderTargets() const { META_ASSERT(D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); META_ASSERT(D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT <= gl::IMPLEMENTATION_MAX_DRAW_BUFFERS); switch (mFeatureLevel) { case D3D_FEATURE_LEVEL_11_0: return D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 case D3D_FEATURE_LEVEL_10_1: case D3D_FEATURE_LEVEL_10_0: return D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; // 8 default: UNREACHABLE(); return 1; } } bool Renderer11::copyToRenderTarget(TextureStorageInterface2D *dest, TextureStorageInterface2D *source) { if (source && dest) { TextureStorage11_2D *source11 = TextureStorage11_2D::makeTextureStorage11_2D(source->getStorageInstance()); TextureStorage11_2D *dest11 = TextureStorage11_2D::makeTextureStorage11_2D(dest->getStorageInstance()); mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); return true; } return false; } bool Renderer11::copyToRenderTarget(TextureStorageInterfaceCube *dest, TextureStorageInterfaceCube *source) { if (source && dest) { TextureStorage11_Cube *source11 = TextureStorage11_Cube::makeTextureStorage11_Cube(source->getStorageInstance()); TextureStorage11_Cube *dest11 = TextureStorage11_Cube::makeTextureStorage11_Cube(dest->getStorageInstance()); mDeviceContext->CopyResource(dest11->getBaseTexture(), source11->getBaseTexture()); return true; } return false; } bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) { gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); if (!colorbuffer) { ERR("Failed to retrieve the color buffer from the frame buffer."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); if (!sourceRenderTarget) { ERR("Failed to retrieve the render target from the frame buffer."); return gl::error(GL_OUT_OF_MEMORY, false); } ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); if (!source) { ERR("Failed to retrieve the render target view from the render target."); return gl::error(GL_OUT_OF_MEMORY, false); } TextureStorage11_2D *storage11 = TextureStorage11_2D::makeTextureStorage11_2D(storage->getStorageInstance()); if (!storage11) { source->Release(); ERR("Failed to retrieve the texture storage from the destination."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(level)); if (!destRenderTarget) { source->Release(); ERR("Failed to retrieve the render target from the destination storage."); return gl::error(GL_OUT_OF_MEMORY, false); } ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); if (!dest) { source->Release(); ERR("Failed to retrieve the render target view from the destination render target."); return gl::error(GL_OUT_OF_MEMORY, false); } gl::Rectangle destRect; destRect.x = xoffset; destRect.y = yoffset; destRect.width = sourceRect.width; destRect.height = sourceRect.height; bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); source->Release(); dest->Release(); return ret; } bool Renderer11::copyImage(gl::Framebuffer *framebuffer, const gl::Rectangle &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) { gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); if (!colorbuffer) { ERR("Failed to retrieve the color buffer from the frame buffer."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget11 *sourceRenderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); if (!sourceRenderTarget) { ERR("Failed to retrieve the render target from the frame buffer."); return gl::error(GL_OUT_OF_MEMORY, false); } ID3D11ShaderResourceView *source = sourceRenderTarget->getShaderResourceView(); if (!source) { ERR("Failed to retrieve the render target view from the render target."); return gl::error(GL_OUT_OF_MEMORY, false); } TextureStorage11_Cube *storage11 = TextureStorage11_Cube::makeTextureStorage11_Cube(storage->getStorageInstance()); if (!storage11) { source->Release(); ERR("Failed to retrieve the texture storage from the destination."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget11 *destRenderTarget = RenderTarget11::makeRenderTarget11(storage11->getRenderTarget(target, level)); if (!destRenderTarget) { source->Release(); ERR("Failed to retrieve the render target from the destination storage."); return gl::error(GL_OUT_OF_MEMORY, false); } ID3D11RenderTargetView *dest = destRenderTarget->getRenderTargetView(); if (!dest) { source->Release(); ERR("Failed to retrieve the render target view from the destination render target."); return gl::error(GL_OUT_OF_MEMORY, false); } gl::Rectangle destRect; destRect.x = xoffset; destRect.y = yoffset; destRect.width = sourceRect.width; destRect.height = sourceRect.height; bool ret = copyTexture(source, sourceRect, sourceRenderTarget->getWidth(), sourceRenderTarget->getHeight(), dest, destRect, destRenderTarget->getWidth(), destRenderTarget->getHeight(), destFormat); source->Release(); dest->Release(); return ret; } bool Renderer11::copyTexture(ID3D11ShaderResourceView *source, const gl::Rectangle &sourceArea, unsigned int sourceWidth, unsigned int sourceHeight, ID3D11RenderTargetView *dest, const gl::Rectangle &destArea, unsigned int destWidth, unsigned int destHeight, GLenum destFormat) { HRESULT result; if (!mCopyResourcesInitialized) { ASSERT(!mCopyVB && !mCopySampler && !mCopyIL && !mCopyVS && !mCopyRGBAPS && !mCopyRGBPS && !mCopyLumPS && !mCopyLumAlphaPS); D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = sizeof(d3d11::PositionTexCoordVertex) * 4; vbDesc.Usage = D3D11_USAGE_DYNAMIC; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vbDesc.MiscFlags = 0; vbDesc.StructureByteStride = 0; result = mDevice->CreateBuffer(&vbDesc, NULL, &mCopyVB); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopyVB, "Renderer11 copy texture vertex buffer"); D3D11_SAMPLER_DESC samplerDesc; samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; samplerDesc.MipLODBias = 0.0f; samplerDesc.MaxAnisotropy = 0; samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; samplerDesc.BorderColor[0] = 0.0f; samplerDesc.BorderColor[1] = 0.0f; samplerDesc.BorderColor[2] = 0.0f; samplerDesc.BorderColor[3] = 0.0f; samplerDesc.MinLOD = 0.0f; samplerDesc.MaxLOD = 0.0f; result = mDevice->CreateSamplerState(&samplerDesc, &mCopySampler); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopySampler, "Renderer11 copy sampler"); D3D11_INPUT_ELEMENT_DESC quadLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; result = mDevice->CreateInputLayout(quadLayout, 2, g_VS_Passthrough, sizeof(g_VS_Passthrough), &mCopyIL); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopyIL, "Renderer11 copy texture input layout"); result = mDevice->CreateVertexShader(g_VS_Passthrough, sizeof(g_VS_Passthrough), NULL, &mCopyVS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopyVS, "Renderer11 copy texture vertex shader"); result = mDevice->CreatePixelShader(g_PS_PassthroughRGBA, sizeof(g_PS_PassthroughRGBA), NULL, &mCopyRGBAPS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopyRGBAPS, "Renderer11 copy texture RGBA pixel shader"); result = mDevice->CreatePixelShader(g_PS_PassthroughRGB, sizeof(g_PS_PassthroughRGB), NULL, &mCopyRGBPS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopyRGBPS, "Renderer11 copy texture RGB pixel shader"); result = mDevice->CreatePixelShader(g_PS_PassthroughLum, sizeof(g_PS_PassthroughLum), NULL, &mCopyLumPS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopyLumPS, "Renderer11 copy texture luminance pixel shader"); result = mDevice->CreatePixelShader(g_PS_PassthroughLumAlpha, sizeof(g_PS_PassthroughLumAlpha), NULL, &mCopyLumAlphaPS); ASSERT(SUCCEEDED(result)); d3d11::SetDebugName(mCopyLumAlphaPS, "Renderer11 copy texture luminance alpha pixel shader"); mCopyResourcesInitialized = true; } // Verify the source and destination area sizes if (sourceArea.x < 0 || sourceArea.x + sourceArea.width > static_cast<int>(sourceWidth) || sourceArea.y < 0 || sourceArea.y + sourceArea.height > static_cast<int>(sourceHeight) || destArea.x < 0 || destArea.x + destArea.width > static_cast<int>(destWidth) || destArea.y < 0 || destArea.y + destArea.height > static_cast<int>(destHeight)) { return gl::error(GL_INVALID_VALUE, false); } // Set vertices D3D11_MAPPED_SUBRESOURCE mappedResource; result = mDeviceContext->Map(mCopyVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); if (FAILED(result)) { ERR("Failed to map vertex buffer for texture copy, HRESULT: 0x%X.", result); return gl::error(GL_OUT_OF_MEMORY, false); } d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData); // Create a quad in homogeneous coordinates float x1 = (destArea.x / float(destWidth)) * 2.0f - 1.0f; float y1 = ((destHeight - destArea.y - destArea.height) / float(destHeight)) * 2.0f - 1.0f; float x2 = ((destArea.x + destArea.width) / float(destWidth)) * 2.0f - 1.0f; float y2 = ((destHeight - destArea.y) / float(destHeight)) * 2.0f - 1.0f; float u1 = sourceArea.x / float(sourceWidth); float v1 = sourceArea.y / float(sourceHeight); float u2 = (sourceArea.x + sourceArea.width) / float(sourceWidth); float v2 = (sourceArea.y + sourceArea.height) / float(sourceHeight); d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v2); d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v1); d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v2); d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v1); mDeviceContext->Unmap(mCopyVB, 0); static UINT stride = sizeof(d3d11::PositionTexCoordVertex); static UINT startIdx = 0; mDeviceContext->IASetVertexBuffers(0, 1, &mCopyVB, &stride, &startIdx); // Apply state mDeviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF); mDeviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF); mDeviceContext->RSSetState(NULL); // Apply shaders mDeviceContext->IASetInputLayout(mCopyIL); mDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); mDeviceContext->VSSetShader(mCopyVS, NULL, 0); ID3D11PixelShader *ps = NULL; switch(destFormat) { case GL_RGBA: ps = mCopyRGBAPS; break; case GL_RGB: ps = mCopyRGBPS; break; case GL_ALPHA: ps = mCopyRGBAPS; break; case GL_BGRA_EXT: ps = mCopyRGBAPS; break; case GL_LUMINANCE: ps = mCopyLumPS; break; case GL_LUMINANCE_ALPHA: ps = mCopyLumAlphaPS; break; default: UNREACHABLE(); ps = NULL; break; } mDeviceContext->PSSetShader(ps, NULL, 0); mDeviceContext->GSSetShader(NULL, NULL, 0); // Unset the currently bound shader resource to avoid conflicts static ID3D11ShaderResourceView *const nullSRV = NULL; mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); // Apply render target setOneTimeRenderTarget(dest); // Set the viewport D3D11_VIEWPORT viewport; viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = destWidth; viewport.Height = destHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; mDeviceContext->RSSetViewports(1, &viewport); // Apply textures mDeviceContext->PSSetShaderResources(0, 1, &source); mDeviceContext->PSSetSamplers(0, 1, &mCopySampler); // Draw the quad mDeviceContext->Draw(4, 0); // Unbind textures and render targets and vertex buffer mDeviceContext->PSSetShaderResources(0, 1, &nullSRV); unapplyRenderTargets(); UINT zero = 0; ID3D11Buffer *const nullBuffer = NULL; mDeviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero); markAllStateDirty(); return true; } void Renderer11::unapplyRenderTargets() { setOneTimeRenderTarget(NULL); } void Renderer11::setOneTimeRenderTarget(ID3D11RenderTargetView *renderTargetView) { ID3D11RenderTargetView *rtvArray[gl::IMPLEMENTATION_MAX_DRAW_BUFFERS] = {NULL}; rtvArray[0] = renderTargetView; mDeviceContext->OMSetRenderTargets(getMaxRenderTargets(), rtvArray, NULL); // Do not preserve the serial for this one-time-use render target for (unsigned int rtIndex = 0; rtIndex < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; rtIndex++) { mAppliedRenderTargetSerials[rtIndex] = 0; } } RenderTarget *Renderer11::createRenderTarget(SwapChain *swapChain, bool depth) { SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); RenderTarget11 *renderTarget = NULL; if (depth) { // Note: depth stencil may be NULL for 0 sized surfaces renderTarget = new RenderTarget11(this, swapChain11->getDepthStencil(), swapChain11->getDepthStencilTexture(), NULL, swapChain11->getWidth(), swapChain11->getHeight()); } else { // Note: render target may be NULL for 0 sized surfaces renderTarget = new RenderTarget11(this, swapChain11->getRenderTarget(), swapChain11->getOffscreenTexture(), swapChain11->getRenderTargetShaderResource(), swapChain11->getWidth(), swapChain11->getHeight()); } return renderTarget; } RenderTarget *Renderer11::createRenderTarget(int width, int height, GLenum format, GLsizei samples, bool depth) { RenderTarget11 *renderTarget = new RenderTarget11(this, width, height, format, samples, depth); return renderTarget; } ShaderExecutable *Renderer11::loadExecutable(const void *function, size_t length, rx::ShaderType type) { ShaderExecutable11 *executable = NULL; switch (type) { case rx::SHADER_VERTEX: { ID3D11VertexShader *vshader = NULL; HRESULT result = mDevice->CreateVertexShader(function, length, NULL, &vshader); ASSERT(SUCCEEDED(result)); if (vshader) { executable = new ShaderExecutable11(function, length, vshader); } } break; case rx::SHADER_PIXEL: { ID3D11PixelShader *pshader = NULL; HRESULT result = mDevice->CreatePixelShader(function, length, NULL, &pshader); ASSERT(SUCCEEDED(result)); if (pshader) { executable = new ShaderExecutable11(function, length, pshader); } } break; case rx::SHADER_GEOMETRY: { ID3D11GeometryShader *gshader = NULL; HRESULT result = mDevice->CreateGeometryShader(function, length, NULL, &gshader); ASSERT(SUCCEEDED(result)); if (gshader) { executable = new ShaderExecutable11(function, length, gshader); } } break; default: UNREACHABLE(); break; } return executable; } ShaderExecutable *Renderer11::compileToExecutable(gl::InfoLog &infoLog, const char *shaderHLSL, rx::ShaderType type) { const char *profile = NULL; switch (type) { case rx::SHADER_VERTEX: profile = "vs_4_0"; break; case rx::SHADER_PIXEL: profile = "ps_4_0"; break; case rx::SHADER_GEOMETRY: profile = "gs_4_0"; break; default: UNREACHABLE(); return NULL; } ID3DBlob *binary = (ID3DBlob*)compileToBinary(infoLog, shaderHLSL, profile, D3DCOMPILE_OPTIMIZATION_LEVEL0, false); if (!binary) return NULL; ShaderExecutable *executable = loadExecutable((DWORD *)binary->GetBufferPointer(), binary->GetBufferSize(), type); binary->Release(); return executable; } VertexBuffer *Renderer11::createVertexBuffer() { return new VertexBuffer11(this); } IndexBuffer *Renderer11::createIndexBuffer() { return new IndexBuffer11(this); } BufferStorage *Renderer11::createBufferStorage() { return new BufferStorage11(this); } QueryImpl *Renderer11::createQuery(GLenum type) { return new Query11(this, type); } FenceImpl *Renderer11::createFence() { return new Fence11(this); } bool Renderer11::getRenderTargetResource(gl::Renderbuffer *colorbuffer, unsigned int *subresourceIndex, ID3D11Texture2D **resource) { ASSERT(colorbuffer != NULL); RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(colorbuffer->getRenderTarget()); if (renderTarget) { *subresourceIndex = renderTarget->getSubresourceIndex(); ID3D11RenderTargetView *colorBufferRTV = renderTarget->getRenderTargetView(); if (colorBufferRTV) { ID3D11Resource *textureResource = NULL; colorBufferRTV->GetResource(&textureResource); colorBufferRTV->Release(); if (textureResource) { HRESULT result = textureResource->QueryInterface(IID_ID3D11Texture2D, (void**)resource); textureResource->Release(); if (SUCCEEDED(result)) { return true; } else { ERR("Failed to extract the ID3D11Texture2D from the render target resource, " "HRESULT: 0x%X.", result); } } } } return false; } bool Renderer11::blitRect(gl::Framebuffer *readTarget, const gl::Rectangle &readRect, gl::Framebuffer *drawTarget, const gl::Rectangle &drawRect, bool blitRenderTarget, bool blitDepthStencil) { if (blitRenderTarget) { gl::Renderbuffer *readBuffer = readTarget->getReadColorbuffer(); if (!readBuffer) { ERR("Failed to retrieve the read buffer from the read framebuffer."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget *readRenderTarget = readBuffer->getRenderTarget(); for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++) { if (drawTarget->isEnabledColorAttachment(colorAttachment)) { gl::Renderbuffer *drawBuffer = drawTarget->getColorbuffer(colorAttachment); if (!drawBuffer) { ERR("Failed to retrieve the draw buffer from the draw framebuffer."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget *drawRenderTarget = drawBuffer->getRenderTarget(); if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, false)) { return false; } } } } if (blitDepthStencil) { gl::Renderbuffer *readBuffer = readTarget->getDepthOrStencilbuffer(); gl::Renderbuffer *drawBuffer = drawTarget->getDepthOrStencilbuffer(); if (!readBuffer) { ERR("Failed to retrieve the read depth-stencil buffer from the read framebuffer."); return gl::error(GL_OUT_OF_MEMORY, false); } if (!drawBuffer) { ERR("Failed to retrieve the draw depth-stencil buffer from the draw framebuffer."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget *readRenderTarget = readBuffer->getDepthStencil(); RenderTarget *drawRenderTarget = drawBuffer->getDepthStencil(); if (!blitRenderbufferRect(readRect, drawRect, readRenderTarget, drawRenderTarget, true)) { return false; } } return true; } void Renderer11::readPixels(gl::Framebuffer *framebuffer, GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void* pixels) { ID3D11Texture2D *colorBufferTexture = NULL; unsigned int subresourceIndex = 0; gl::Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer(); if (colorbuffer && getRenderTargetResource(colorbuffer, &subresourceIndex, &colorBufferTexture)) { gl::Rectangle area; area.x = x; area.y = y; area.width = width; area.height = height; readTextureData(colorBufferTexture, subresourceIndex, area, format, type, outputPitch, packReverseRowOrder, packAlignment, pixels); colorBufferTexture->Release(); colorBufferTexture = NULL; } } Image *Renderer11::createImage() { return new Image11(); } void Renderer11::generateMipmap(Image *dest, Image *src) { Image11 *dest11 = Image11::makeImage11(dest); Image11 *src11 = Image11::makeImage11(src); Image11::generateMipmap(dest11, src11); } TextureStorage *Renderer11::createTextureStorage2D(SwapChain *swapChain) { SwapChain11 *swapChain11 = SwapChain11::makeSwapChain11(swapChain); return new TextureStorage11_2D(this, swapChain11); } TextureStorage *Renderer11::createTextureStorage2D(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) { return new TextureStorage11_2D(this, levels, internalformat, usage, forceRenderable, width, height); } TextureStorage *Renderer11::createTextureStorageCube(int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) { return new TextureStorage11_Cube(this, levels, internalformat, usage, forceRenderable, size); } static inline unsigned int getFastPixelCopySize(DXGI_FORMAT sourceFormat, GLenum destFormat, GLenum destType) { if (sourceFormat == DXGI_FORMAT_A8_UNORM && destFormat == GL_ALPHA && destType == GL_UNSIGNED_BYTE) { return 1; } else if (sourceFormat == DXGI_FORMAT_R8G8B8A8_UNORM && destFormat == GL_RGBA && destType == GL_UNSIGNED_BYTE) { return 4; } else if (sourceFormat == DXGI_FORMAT_B8G8R8A8_UNORM && destFormat == GL_BGRA_EXT && destType == GL_UNSIGNED_BYTE) { return 4; } else if (sourceFormat == DXGI_FORMAT_R16G16B16A16_FLOAT && destFormat == GL_RGBA && destType == GL_HALF_FLOAT_OES) { return 8; } else if (sourceFormat == DXGI_FORMAT_R32G32B32_FLOAT && destFormat == GL_RGB && destType == GL_FLOAT) { return 12; } else if (sourceFormat == DXGI_FORMAT_R32G32B32A32_FLOAT && destFormat == GL_RGBA && destType == GL_FLOAT) { return 16; } else { return 0; } } static inline void readPixelColor(const unsigned char *data, DXGI_FORMAT format, unsigned int x, unsigned int y, int inputPitch, gl::Color *outColor) { switch (format) { case DXGI_FORMAT_R8G8B8A8_UNORM: { unsigned int rgba = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); outColor->red = (rgba & 0x000000FF) * (1.0f / 0x000000FF); outColor->green = (rgba & 0x0000FF00) * (1.0f / 0x0000FF00); outColor->blue = (rgba & 0x00FF0000) * (1.0f / 0x00FF0000); outColor->alpha = (rgba & 0xFF000000) * (1.0f / 0xFF000000); } break; case DXGI_FORMAT_A8_UNORM: { outColor->red = 0.0f; outColor->green = 0.0f; outColor->blue = 0.0f; outColor->alpha = *(data + x + y * inputPitch) / 255.0f; } break; case DXGI_FORMAT_R32G32B32A32_FLOAT: { outColor->red = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 0); outColor->green = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 1); outColor->blue = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 2); outColor->alpha = *(reinterpret_cast<const float*>(data + 16 * x + y * inputPitch) + 3); } break; case DXGI_FORMAT_R32G32B32_FLOAT: { outColor->red = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 0); outColor->green = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 1); outColor->blue = *(reinterpret_cast<const float*>(data + 12 * x + y * inputPitch) + 2); outColor->alpha = 1.0f; } break; case DXGI_FORMAT_R16G16B16A16_FLOAT: { outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 0)); outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 1)); outColor->blue = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 2)); outColor->alpha = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 8 * x + y * inputPitch) + 3)); } break; case DXGI_FORMAT_B8G8R8A8_UNORM: { unsigned int bgra = *reinterpret_cast<const unsigned int*>(data + 4 * x + y * inputPitch); outColor->red = (bgra & 0x00FF0000) * (1.0f / 0x00FF0000); outColor->blue = (bgra & 0x000000FF) * (1.0f / 0x000000FF); outColor->green = (bgra & 0x0000FF00) * (1.0f / 0x0000FF00); outColor->alpha = (bgra & 0xFF000000) * (1.0f / 0xFF000000); } break; case DXGI_FORMAT_R8_UNORM: { outColor->red = *(data + x + y * inputPitch) / 255.0f; outColor->green = 0.0f; outColor->blue = 0.0f; outColor->alpha = 1.0f; } break; case DXGI_FORMAT_R8G8_UNORM: { unsigned short rg = *reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch); outColor->red = (rg & 0xFF00) * (1.0f / 0xFF00); outColor->green = (rg & 0x00FF) * (1.0f / 0x00FF); outColor->blue = 0.0f; outColor->alpha = 1.0f; } break; case DXGI_FORMAT_R16_FLOAT: { outColor->red = gl::float16ToFloat32(*reinterpret_cast<const unsigned short*>(data + 2 * x + y * inputPitch)); outColor->green = 0.0f; outColor->blue = 0.0f; outColor->alpha = 1.0f; } break; case DXGI_FORMAT_R16G16_FLOAT: { outColor->red = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 0)); outColor->green = gl::float16ToFloat32(*(reinterpret_cast<const unsigned short*>(data + 4 * x + y * inputPitch) + 1)); outColor->blue = 0.0f; outColor->alpha = 1.0f; } break; default: ERR("ReadPixelColor not implemented for DXGI format %u.", format); UNIMPLEMENTED(); break; } } static inline void writePixelColor(const gl::Color &color, GLenum format, GLenum type, unsigned int x, unsigned int y, int outputPitch, void *outData) { unsigned char* byteData = reinterpret_cast<unsigned char*>(outData); unsigned short* shortData = reinterpret_cast<unsigned short*>(outData); switch (format) { case GL_RGBA: switch (type) { case GL_UNSIGNED_BYTE: byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); break; default: ERR("WritePixelColor not implemented for format GL_RGBA and type 0x%X.", type); UNIMPLEMENTED(); break; } break; case GL_BGRA_EXT: switch (type) { case GL_UNSIGNED_BYTE: byteData[4 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.blue + 0.5f); byteData[4 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); byteData[4 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.red + 0.5f); byteData[4 * x + y * outputPitch + 3] = static_cast<unsigned char>(255 * color.alpha + 0.5f); break; case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT: // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section // this type is packed as follows: // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 // -------------------------------------------------------------------------------- // | 4th | 3rd | 2nd | 1st component | // -------------------------------------------------------------------------------- // in the case of BGRA_EXT, B is the first component, G the second, and so forth. shortData[x + y * outputPitch / sizeof(unsigned short)] = (static_cast<unsigned short>(15 * color.alpha + 0.5f) << 12) | (static_cast<unsigned short>(15 * color.red + 0.5f) << 8) | (static_cast<unsigned short>(15 * color.green + 0.5f) << 4) | (static_cast<unsigned short>(15 * color.blue + 0.5f) << 0); break; case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT: // According to the desktop GL spec in the "Transfer of Pixel Rectangles" section // this type is packed as follows: // 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0 // -------------------------------------------------------------------------------- // | 4th | 3rd | 2nd | 1st component | // -------------------------------------------------------------------------------- // in the case of BGRA_EXT, B is the first component, G the second, and so forth. shortData[x + y * outputPitch / sizeof(unsigned short)] = (static_cast<unsigned short>( color.alpha + 0.5f) << 15) | (static_cast<unsigned short>(31 * color.red + 0.5f) << 10) | (static_cast<unsigned short>(31 * color.green + 0.5f) << 5) | (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0); break; default: ERR("WritePixelColor not implemented for format GL_BGRA_EXT and type 0x%X.", type); UNIMPLEMENTED(); break; } break; case GL_RGB: switch (type) { case GL_UNSIGNED_SHORT_5_6_5: shortData[x + y * outputPitch / sizeof(unsigned short)] = (static_cast<unsigned short>(31 * color.blue + 0.5f) << 0) | (static_cast<unsigned short>(63 * color.green + 0.5f) << 5) | (static_cast<unsigned short>(31 * color.red + 0.5f) << 11); break; case GL_UNSIGNED_BYTE: byteData[3 * x + y * outputPitch + 0] = static_cast<unsigned char>(255 * color.red + 0.5f); byteData[3 * x + y * outputPitch + 1] = static_cast<unsigned char>(255 * color.green + 0.5f); byteData[3 * x + y * outputPitch + 2] = static_cast<unsigned char>(255 * color.blue + 0.5f); break; default: ERR("WritePixelColor not implemented for format GL_RGB and type 0x%X.", type); UNIMPLEMENTED(); break; } break; default: ERR("WritePixelColor not implemented for format 0x%X.", format); UNIMPLEMENTED(); break; } } void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format, GLenum type, GLsizei outputPitch, bool packReverseRowOrder, GLint packAlignment, void *pixels) { D3D11_TEXTURE2D_DESC textureDesc; texture->GetDesc(&textureDesc); D3D11_TEXTURE2D_DESC stagingDesc; stagingDesc.Width = area.width; stagingDesc.Height = area.height; stagingDesc.MipLevels = 1; stagingDesc.ArraySize = 1; stagingDesc.Format = textureDesc.Format; stagingDesc.SampleDesc.Count = 1; stagingDesc.SampleDesc.Quality = 0; stagingDesc.Usage = D3D11_USAGE_STAGING; stagingDesc.BindFlags = 0; stagingDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ; stagingDesc.MiscFlags = 0; ID3D11Texture2D* stagingTex = NULL; HRESULT result = mDevice->CreateTexture2D(&stagingDesc, NULL, &stagingTex); if (FAILED(result)) { ERR("Failed to create staging texture for readPixels, HRESULT: 0x%X.", result); return; } ID3D11Texture2D* srcTex = NULL; if (textureDesc.SampleDesc.Count > 1) { D3D11_TEXTURE2D_DESC resolveDesc; resolveDesc.Width = textureDesc.Width; resolveDesc.Height = textureDesc.Height; resolveDesc.MipLevels = 1; resolveDesc.ArraySize = 1; resolveDesc.Format = textureDesc.Format; resolveDesc.SampleDesc.Count = 1; resolveDesc.SampleDesc.Quality = 0; resolveDesc.Usage = D3D11_USAGE_DEFAULT; resolveDesc.BindFlags = 0; resolveDesc.CPUAccessFlags = 0; resolveDesc.MiscFlags = 0; result = mDevice->CreateTexture2D(&resolveDesc, NULL, &srcTex); if (FAILED(result)) { ERR("Failed to create resolve texture for readPixels, HRESULT: 0x%X.", result); stagingTex->Release(); return; } mDeviceContext->ResolveSubresource(srcTex, 0, texture, subResource, textureDesc.Format); subResource = 0; } else { srcTex = texture; srcTex->AddRef(); } D3D11_BOX srcBox; srcBox.left = area.x; srcBox.right = area.x + area.width; srcBox.top = area.y; srcBox.bottom = area.y + area.height; srcBox.front = 0; srcBox.back = 1; mDeviceContext->CopySubresourceRegion(stagingTex, 0, 0, 0, 0, srcTex, subResource, &srcBox); srcTex->Release(); srcTex = NULL; D3D11_MAPPED_SUBRESOURCE mapping; mDeviceContext->Map(stagingTex, 0, D3D11_MAP_READ, 0, &mapping); unsigned char *source; int inputPitch; if (packReverseRowOrder) { source = static_cast<unsigned char*>(mapping.pData) + mapping.RowPitch * (area.height - 1); inputPitch = -static_cast<int>(mapping.RowPitch); } else { source = static_cast<unsigned char*>(mapping.pData); inputPitch = static_cast<int>(mapping.RowPitch); } unsigned int fastPixelSize = getFastPixelCopySize(textureDesc.Format, format, type); if (fastPixelSize != 0) { unsigned char *dest = static_cast<unsigned char*>(pixels); for (int j = 0; j < area.height; j++) { memcpy(dest + j * outputPitch, source + j * inputPitch, area.width * fastPixelSize); } } else if (textureDesc.Format == DXGI_FORMAT_B8G8R8A8_UNORM && format == GL_RGBA && type == GL_UNSIGNED_BYTE) { // Fast path for swapping red with blue unsigned char *dest = static_cast<unsigned char*>(pixels); for (int j = 0; j < area.height; j++) { for (int i = 0; i < area.width; 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 } } } else { gl::Color pixelColor; for (int j = 0; j < area.height; j++) { for (int i = 0; i < area.width; i++) { readPixelColor(source, textureDesc.Format, i, j, inputPitch, &pixelColor); writePixelColor(pixelColor, format, type, i, j, outputPitch, pixels); } } } mDeviceContext->Unmap(stagingTex, 0); stagingTex->Release(); stagingTex = NULL; } bool Renderer11::blitRenderbufferRect(const gl::Rectangle &readRect, const gl::Rectangle &drawRect, RenderTarget *readRenderTarget, RenderTarget *drawRenderTarget, bool wholeBufferCopy) { ASSERT(readRect.width == drawRect.width && readRect.height == drawRect.height); RenderTarget11 *readRenderTarget11 = RenderTarget11::makeRenderTarget11(readRenderTarget); if (!readRenderTarget) { ERR("Failed to retrieve the read render target from the read framebuffer."); return gl::error(GL_OUT_OF_MEMORY, false); } ID3D11Texture2D *readTexture = NULL; unsigned int readSubresource = 0; if (readRenderTarget->getSamples() > 0) { ID3D11Texture2D *unresolvedTexture = readRenderTarget11->getTexture(); readTexture = resolveMultisampledTexture(unresolvedTexture, readRenderTarget11->getSubresourceIndex()); readSubresource = 0; unresolvedTexture->Release(); } else { readTexture = readRenderTarget11->getTexture(); readSubresource = readRenderTarget11->getSubresourceIndex(); } if (!readTexture) { ERR("Failed to retrieve the read render target view from the read render target."); return gl::error(GL_OUT_OF_MEMORY, false); } RenderTarget11 *drawRenderTarget11 = RenderTarget11::makeRenderTarget11(drawRenderTarget); if (!drawRenderTarget) { readTexture->Release(); ERR("Failed to retrieve the draw render target from the draw framebuffer."); return gl::error(GL_OUT_OF_MEMORY, false); } ID3D11Texture2D *drawTexture = drawRenderTarget11->getTexture(); unsigned int drawSubresource = drawRenderTarget11->getSubresourceIndex(); D3D11_BOX readBox; readBox.left = readRect.x; readBox.right = readRect.x + readRect.width; readBox.top = readRect.y; readBox.bottom = readRect.y + readRect.height; readBox.front = 0; readBox.back = 1; // D3D11 needs depth-stencil CopySubresourceRegions to have a NULL pSrcBox // We also require complete framebuffer copies for depth-stencil blit. D3D11_BOX *pSrcBox = wholeBufferCopy ? NULL : &readBox; mDeviceContext->CopySubresourceRegion(drawTexture, drawSubresource, drawRect.x, drawRect.y, 0, readTexture, readSubresource, pSrcBox); readTexture->Release(); drawTexture->Release(); return true; } ID3D11Texture2D *Renderer11::resolveMultisampledTexture(ID3D11Texture2D *source, unsigned int subresource) { D3D11_TEXTURE2D_DESC textureDesc; source->GetDesc(&textureDesc); if (textureDesc.SampleDesc.Count > 1) { D3D11_TEXTURE2D_DESC resolveDesc; resolveDesc.Width = textureDesc.Width; resolveDesc.Height = textureDesc.Height; resolveDesc.MipLevels = 1; resolveDesc.ArraySize = 1; resolveDesc.Format = textureDesc.Format; resolveDesc.SampleDesc.Count = 1; resolveDesc.SampleDesc.Quality = 0; resolveDesc.Usage = textureDesc.Usage; resolveDesc.BindFlags = textureDesc.BindFlags; resolveDesc.CPUAccessFlags = 0; resolveDesc.MiscFlags = 0; ID3D11Texture2D *resolveTexture = NULL; HRESULT result = mDevice->CreateTexture2D(&resolveDesc, NULL, &resolveTexture); if (FAILED(result)) { ERR("Failed to create a multisample resolve texture, HRESULT: 0x%X.", result); return NULL; } mDeviceContext->ResolveSubresource(resolveTexture, 0, source, subresource, textureDesc.Format); return resolveTexture; } else { source->AddRef(); return source; } } bool Renderer11::getLUID(LUID *adapterLuid) const { adapterLuid->HighPart = 0; adapterLuid->LowPart = 0; if (!mDxgiAdapter) { return false; } DXGI_ADAPTER_DESC adapterDesc; if (FAILED(mDxgiAdapter->GetDesc(&adapterDesc))) { return false; } *adapterLuid = adapterDesc.AdapterLuid; return true; } }
010smithzhang-ddd
src/libGLESv2/renderer/Renderer11.cpp
C++
bsd
123,275
#include "precompiled.h" // // Copyright (c) 2012 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. // // RenderTarget11.cpp: Implements a DX11-specific wrapper for ID3D11View pointers // retained by Renderbuffers. #include "libGLESv2/renderer/RenderTarget11.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/main.h" namespace rx { static unsigned int getRTVSubresourceIndex(ID3D11Texture2D *texture, ID3D11RenderTargetView *view) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; view->GetDesc(&rtvDesc); D3D11_TEXTURE2D_DESC texDesc; texture->GetDesc(&texDesc); unsigned int mipSlice = 0; unsigned int arraySlice = 0; unsigned int mipLevels = texDesc.MipLevels; switch (rtvDesc.ViewDimension) { case D3D11_RTV_DIMENSION_TEXTURE1D: mipSlice = rtvDesc.Texture1D.MipSlice; arraySlice = 0; break; case D3D11_RTV_DIMENSION_TEXTURE1DARRAY: mipSlice = rtvDesc.Texture1DArray.MipSlice; arraySlice = rtvDesc.Texture1DArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE2D: mipSlice = rtvDesc.Texture2D.MipSlice; arraySlice = 0; break; case D3D11_RTV_DIMENSION_TEXTURE2DARRAY: mipSlice = rtvDesc.Texture2DArray.MipSlice; arraySlice = rtvDesc.Texture2DArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE2DMS: mipSlice = 0; arraySlice = 0; break; case D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY: mipSlice = 0; arraySlice = rtvDesc.Texture2DMSArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_TEXTURE3D: mipSlice = rtvDesc.Texture3D.MipSlice; arraySlice = 0; break; case D3D11_RTV_DIMENSION_UNKNOWN: case D3D11_RTV_DIMENSION_BUFFER: UNIMPLEMENTED(); break; default: UNREACHABLE(); break; } return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels); } static unsigned int getDSVSubresourceIndex(ID3D11Texture2D *texture, ID3D11DepthStencilView *view) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; view->GetDesc(&dsvDesc); D3D11_TEXTURE2D_DESC texDesc; texture->GetDesc(&texDesc); unsigned int mipSlice = 0; unsigned int arraySlice = 0; unsigned int mipLevels = texDesc.MipLevels; switch (dsvDesc.ViewDimension) { case D3D11_DSV_DIMENSION_TEXTURE1D: mipSlice = dsvDesc.Texture1D.MipSlice; arraySlice = 0; break; case D3D11_DSV_DIMENSION_TEXTURE1DARRAY: mipSlice = dsvDesc.Texture1DArray.MipSlice; arraySlice = dsvDesc.Texture1DArray.FirstArraySlice; break; case D3D11_DSV_DIMENSION_TEXTURE2D: mipSlice = dsvDesc.Texture2D.MipSlice; arraySlice = 0; break; case D3D11_DSV_DIMENSION_TEXTURE2DARRAY: mipSlice = dsvDesc.Texture2DArray.MipSlice; arraySlice = dsvDesc.Texture2DArray.FirstArraySlice; break; case D3D11_DSV_DIMENSION_TEXTURE2DMS: mipSlice = 0; arraySlice = 0; break; case D3D11_DSV_DIMENSION_TEXTURE2DMSARRAY: mipSlice = 0; arraySlice = dsvDesc.Texture2DMSArray.FirstArraySlice; break; case D3D11_RTV_DIMENSION_UNKNOWN: UNIMPLEMENTED(); break; default: UNREACHABLE(); break; } return D3D11CalcSubresource(mipSlice, arraySlice, mipLevels); } RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11RenderTargetView *rtv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height) { mRenderer = Renderer11::makeRenderer11(renderer); mTexture = tex; mRenderTarget = rtv; mDepthStencil = NULL; mShaderResource = srv; mSubresourceIndex = 0; if (mRenderTarget && mTexture) { D3D11_RENDER_TARGET_VIEW_DESC desc; mRenderTarget->GetDesc(&desc); D3D11_TEXTURE2D_DESC texDesc; mTexture->GetDesc(&texDesc); mSubresourceIndex = getRTVSubresourceIndex(mTexture, mRenderTarget); mWidth = width; mHeight = height; mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0; mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); } } RenderTarget11::RenderTarget11(Renderer *renderer, ID3D11DepthStencilView *dsv, ID3D11Texture2D *tex, ID3D11ShaderResourceView *srv, GLsizei width, GLsizei height) { mRenderer = Renderer11::makeRenderer11(renderer); mTexture = tex; mRenderTarget = NULL; mDepthStencil = dsv; mShaderResource = srv; mSubresourceIndex = 0; if (mDepthStencil && mTexture) { D3D11_DEPTH_STENCIL_VIEW_DESC desc; mDepthStencil->GetDesc(&desc); D3D11_TEXTURE2D_DESC texDesc; mTexture->GetDesc(&texDesc); mSubresourceIndex = getDSVSubresourceIndex(mTexture, mDepthStencil); mWidth = width; mHeight = height; mSamples = (texDesc.SampleDesc.Count > 1) ? texDesc.SampleDesc.Count : 0; mInternalFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); mActualFormat = d3d11_gl::ConvertTextureInternalFormat(desc.Format); } } RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples, bool depth) { mRenderer = Renderer11::makeRenderer11(renderer); mTexture = NULL; mRenderTarget = NULL; mDepthStencil = NULL; mShaderResource = NULL; DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format); int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples); if (supportedSamples < 0) { gl::error(GL_OUT_OF_MEMORY); return; } if (width > 0 && height > 0) { // Create texture resource D3D11_TEXTURE2D_DESC desc; desc.Width = width; desc.Height = height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = requestedFormat; desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE)); ID3D11Device *device = mRenderer->getDevice(); HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); if (result == E_OUTOFMEMORY) { gl::error(GL_OUT_OF_MEMORY); return; } ASSERT(SUCCEEDED(result)); if (depth) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = requestedFormat; dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS; dsvDesc.Texture2D.MipSlice = 0; dsvDesc.Flags = 0; result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil); if (result == E_OUTOFMEMORY) { mTexture->Release(); mTexture = NULL; gl::error(GL_OUT_OF_MEMORY); } ASSERT(SUCCEEDED(result)); } else { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; rtvDesc.Format = requestedFormat; rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS; rtvDesc.Texture2D.MipSlice = 0; result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget); if (result == E_OUTOFMEMORY) { mTexture->Release(); mTexture = NULL; gl::error(GL_OUT_OF_MEMORY); return; } ASSERT(SUCCEEDED(result)); D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = requestedFormat; srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MipLevels = 1; result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource); if (result == E_OUTOFMEMORY) { mTexture->Release(); mTexture = NULL; mRenderTarget->Release(); mRenderTarget = NULL; gl::error(GL_OUT_OF_MEMORY); return; } ASSERT(SUCCEEDED(result)); } } mWidth = width; mHeight = height; mInternalFormat = format; mSamples = supportedSamples; mActualFormat = d3d11_gl::ConvertTextureInternalFormat(requestedFormat); mSubresourceIndex = D3D11CalcSubresource(0, 0, 1); } RenderTarget11::~RenderTarget11() { if (mTexture) { mTexture->Release(); mTexture = NULL; } if (mRenderTarget) { mRenderTarget->Release(); mRenderTarget = NULL; } if (mDepthStencil) { mDepthStencil->Release(); mDepthStencil = NULL; } if (mShaderResource) { mShaderResource->Release(); mShaderResource = NULL; } } RenderTarget11 *RenderTarget11::makeRenderTarget11(RenderTarget *target) { ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget11*, target)); return static_cast<rx::RenderTarget11*>(target); } ID3D11Texture2D *RenderTarget11::getTexture() const { if (mTexture) { mTexture->AddRef(); } return mTexture; } // Adds reference, caller must call Release ID3D11RenderTargetView *RenderTarget11::getRenderTargetView() const { if (mRenderTarget) { mRenderTarget->AddRef(); } return mRenderTarget; } // Adds reference, caller must call Release ID3D11DepthStencilView *RenderTarget11::getDepthStencilView() const { if (mDepthStencil) { mDepthStencil->AddRef(); } return mDepthStencil; } // Adds reference, caller must call Release ID3D11ShaderResourceView *RenderTarget11::getShaderResourceView() const { if (mShaderResource) { mShaderResource->AddRef(); } return mShaderResource; } unsigned int RenderTarget11::getSubresourceIndex() const { return mSubresourceIndex; } }
010smithzhang-ddd
src/libGLESv2/renderer/RenderTarget11.cpp
C++
bsd
10,673
// // Copyright (c) 2002-2012 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. // // generatemip.h: Defines the GenerateMip function, templated on the format // type of the image for which mip levels are being generated. #ifndef LIBGLESV2_RENDERER_GENERATEMIP_H_ #define LIBGLESV2_RENDERER_GENERATEMIP_H_ #include "libGLESv2/mathutil.h" namespace rx { struct L8 { unsigned char L; static void average(L8 *dst, const L8 *src1, const L8 *src2) { dst->L = ((src1->L ^ src2->L) >> 1) + (src1->L & src2->L); } }; typedef L8 R8; // R8 type is functionally equivalent for mip purposes typedef L8 A8; // A8 type is functionally equivalent for mip purposes struct A8L8 { unsigned char L; unsigned char A; static void average(A8L8 *dst, const A8L8 *src1, const A8L8 *src2) { *(unsigned short*)dst = (((*(unsigned short*)src1 ^ *(unsigned short*)src2) & 0xFEFE) >> 1) + (*(unsigned short*)src1 & *(unsigned short*)src2); } }; typedef A8L8 R8G8; // R8G8 type is functionally equivalent for mip purposes struct A8R8G8B8 { unsigned char B; unsigned char G; unsigned char R; unsigned char A; static void average(A8R8G8B8 *dst, const A8R8G8B8 *src1, const A8R8G8B8 *src2) { *(unsigned int*)dst = (((*(unsigned int*)src1 ^ *(unsigned int*)src2) & 0xFEFEFEFE) >> 1) + (*(unsigned int*)src1 & *(unsigned int*)src2); } }; typedef A8R8G8B8 R8G8B8A8; // R8G8B8A8 type is functionally equivalent for mip purposes struct A16B16G16R16F { unsigned short R; unsigned short G; unsigned short B; unsigned short A; static void average(A16B16G16R16F *dst, const A16B16G16R16F *src1, const A16B16G16R16F *src2) { dst->R = gl::float32ToFloat16((gl::float16ToFloat32(src1->R) + gl::float16ToFloat32(src2->R)) * 0.5f); dst->G = gl::float32ToFloat16((gl::float16ToFloat32(src1->G) + gl::float16ToFloat32(src2->G)) * 0.5f); dst->B = gl::float32ToFloat16((gl::float16ToFloat32(src1->B) + gl::float16ToFloat32(src2->B)) * 0.5f); dst->A = gl::float32ToFloat16((gl::float16ToFloat32(src1->A) + gl::float16ToFloat32(src2->A)) * 0.5f); } }; struct R16F { unsigned short R; static void average(R16F *dst, const R16F *src1, const R16F *src2) { dst->R = gl::float32ToFloat16((gl::float16ToFloat32(src1->R) + gl::float16ToFloat32(src2->R)) * 0.5f); } }; struct R16G16F { unsigned short R; unsigned short G; static void average(R16G16F *dst, const R16G16F *src1, const R16G16F *src2) { dst->R = gl::float32ToFloat16((gl::float16ToFloat32(src1->R) + gl::float16ToFloat32(src2->R)) * 0.5f); dst->G = gl::float32ToFloat16((gl::float16ToFloat32(src1->G) + gl::float16ToFloat32(src2->G)) * 0.5f); } }; struct A32B32G32R32F { float R; float G; float B; float A; static void average(A32B32G32R32F *dst, const A32B32G32R32F *src1, const A32B32G32R32F *src2) { dst->R = (src1->R + src2->R) * 0.5f; dst->G = (src1->G + src2->G) * 0.5f; dst->B = (src1->B + src2->B) * 0.5f; dst->A = (src1->A + src2->A) * 0.5f; } }; struct R32F { float R; static void average(R32F *dst, const R32F *src1, const R32F *src2) { dst->R = (src1->R + src2->R) * 0.5f; } }; struct R32G32F { float R; float G; static void average(R32G32F *dst, const R32G32F *src1, const R32G32F *src2) { dst->R = (src1->R + src2->R) * 0.5f; dst->G = (src1->G + src2->G) * 0.5f; } }; struct R32G32B32F { float R; float G; float B; static void average(R32G32B32F *dst, const R32G32B32F *src1, const R32G32B32F *src2) { dst->R = (src1->R + src2->R) * 0.5f; dst->G = (src1->G + src2->G) * 0.5f; dst->B = (src1->B + src2->B) * 0.5f; } }; template <typename T> static void GenerateMip(unsigned int sourceWidth, unsigned int sourceHeight, const unsigned char *sourceData, int sourcePitch, unsigned char *destData, int destPitch) { unsigned int mipWidth = std::max(1U, sourceWidth >> 1); unsigned int mipHeight = std::max(1U, sourceHeight >> 1); if (sourceHeight == 1) { ASSERT(sourceWidth != 1); const T *src = (const T*)sourceData; T *dst = (T*)destData; for (unsigned int x = 0; x < mipWidth; x++) { T::average(&dst[x], &src[x * 2], &src[x * 2 + 1]); } } else if (sourceWidth == 1) { ASSERT(sourceHeight != 1); for (unsigned int y = 0; y < mipHeight; y++) { const T *src0 = (const T*)(sourceData + y * 2 * sourcePitch); const T *src1 = (const T*)(sourceData + y * 2 * sourcePitch + sourcePitch); T *dst = (T*)(destData + y * destPitch); T::average(dst, src0, src1); } } else { for (unsigned int y = 0; y < mipHeight; y++) { const T *src0 = (const T*)(sourceData + y * 2 * sourcePitch); const T *src1 = (const T*)(sourceData + y * 2 * sourcePitch + sourcePitch); T *dst = (T*)(destData + y * destPitch); for (unsigned int x = 0; x < mipWidth; x++) { T tmp0; T tmp1; T::average(&tmp0, &src0[x * 2], &src0[x * 2 + 1]); T::average(&tmp1, &src1[x * 2], &src1[x * 2 + 1]); T::average(&dst[x], &tmp0, &tmp1); } } } } } #endif // LIBGLESV2_RENDERER_GENERATEMIP_H_
010smithzhang-ddd
src/libGLESv2/renderer/generatemip.h
C++
bsd
5,673
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // Indexffer9.cpp: Defines the D3D9 IndexBuffer implementation. #include "libGLESv2/renderer/IndexBuffer9.h" #include "libGLESv2/renderer/Renderer9.h" namespace rx { IndexBuffer9::IndexBuffer9(Renderer9 *const renderer) : mRenderer(renderer) { mIndexBuffer = NULL; mBufferSize = 0; mIndexType = 0; mDynamic = false; } IndexBuffer9::~IndexBuffer9() { if (mIndexBuffer) { mIndexBuffer->Release(); mIndexBuffer = NULL; } } bool IndexBuffer9::initialize(unsigned int bufferSize, GLenum indexType, bool dynamic) { if (mIndexBuffer) { mIndexBuffer->Release(); mIndexBuffer = NULL; } updateSerial(); if (bufferSize > 0) { D3DFORMAT format; if (indexType == GL_UNSIGNED_SHORT || indexType == GL_UNSIGNED_BYTE) { format = D3DFMT_INDEX16; } else if (indexType == GL_UNSIGNED_INT) { if (mRenderer->get32BitIndexSupport()) { format = D3DFMT_INDEX32; } else { ERR("Attempted to create a 32-bit index buffer but renderer does not support 32-bit indices."); return false; } } else { ERR("Invalid index type %u.", indexType); return false; } DWORD usageFlags = D3DUSAGE_WRITEONLY; if (dynamic) { usageFlags |= D3DUSAGE_DYNAMIC; } HRESULT result = mRenderer->createIndexBuffer(bufferSize, usageFlags, format, &mIndexBuffer); if (FAILED(result)) { ERR("Failed to create an index buffer of size %u, result: 0x%08x.", mBufferSize, result); return false; } } mBufferSize = bufferSize; mIndexType = indexType; mDynamic = dynamic; return true; } IndexBuffer9 *IndexBuffer9::makeIndexBuffer9(IndexBuffer *indexBuffer) { ASSERT(HAS_DYNAMIC_TYPE(IndexBuffer9*, indexBuffer)); return static_cast<IndexBuffer9*>(indexBuffer); } bool IndexBuffer9::mapBuffer(unsigned int offset, unsigned int size, void** outMappedMemory) { if (mIndexBuffer) { DWORD lockFlags = mDynamic ? D3DLOCK_NOOVERWRITE : 0; void *mapPtr = NULL; HRESULT result = mIndexBuffer->Lock(offset, size, &mapPtr, lockFlags); if (FAILED(result)) { ERR("Index buffer lock failed with error 0x%08x", result); return false; } *outMappedMemory = mapPtr; return true; } else { ERR("Index buffer not initialized."); return false; } } bool IndexBuffer9::unmapBuffer() { if (mIndexBuffer) { HRESULT result = mIndexBuffer->Unlock(); if (FAILED(result)) { ERR("Index buffer unlock failed with error 0x%08x", result); return false; } return true; } else { ERR("Index buffer not initialized."); return false; } } GLenum IndexBuffer9::getIndexType() const { return mIndexType; } unsigned int IndexBuffer9::getBufferSize() const { return mBufferSize; } bool IndexBuffer9::setSize(unsigned int bufferSize, GLenum indexType) { if (bufferSize > mBufferSize || indexType != mIndexType) { return initialize(bufferSize, indexType, mDynamic); } else { return true; } } bool IndexBuffer9::discard() { if (mIndexBuffer) { void *dummy; HRESULT result; result = mIndexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD); if (FAILED(result)) { ERR("Discard lock failed with error 0x%08x", result); return false; } result = mIndexBuffer->Unlock(); if (FAILED(result)) { ERR("Discard unlock failed with error 0x%08x", result); return false; } return true; } else { ERR("Index buffer not initialized."); return false; } } D3DFORMAT IndexBuffer9::getIndexFormat() const { switch (mIndexType) { case GL_UNSIGNED_BYTE: return D3DFMT_INDEX16; case GL_UNSIGNED_SHORT: return D3DFMT_INDEX16; case GL_UNSIGNED_INT: return D3DFMT_INDEX32; default: UNREACHABLE(); return D3DFMT_UNKNOWN; } } IDirect3DIndexBuffer9 * IndexBuffer9::getBuffer() const { return mIndexBuffer; } }
010smithzhang-ddd
src/libGLESv2/renderer/IndexBuffer9.cpp
C++
bsd
4,655
// // Copyright (c) 2012 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. // // Image11.h: Defines the rx::Image11 class, which acts as the interface to // the actual underlying resources of a Texture #ifndef LIBGLESV2_RENDERER_IMAGE11_H_ #define LIBGLESV2_RENDERER_IMAGE11_H_ #include "libGLESv2/renderer/Image.h" #include "common/debug.h" namespace gl { class Framebuffer; } namespace rx { class Renderer; class Renderer11; class TextureStorageInterface2D; class TextureStorageInterfaceCube; class Image11 : public Image { public: Image11(); virtual ~Image11(); static Image11 *makeImage11(Image *img); static void generateMipmap(Image11 *dest, Image11 *src); virtual bool isDirty() const; virtual bool updateSurface(TextureStorageInterface2D *storage, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); virtual bool updateSurface(TextureStorageInterfaceCube *storage, int face, int level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height); virtual bool redefine(Renderer *renderer, GLint internalformat, GLsizei width, GLsizei height, bool forceRelease); virtual bool isRenderableFormat() const; DXGI_FORMAT getDXGIFormat() const; virtual void loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLint unpackAlignment, const void *input); virtual void loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, const void *input); virtual void copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source); protected: HRESULT map(D3D11_MAPPED_SUBRESOURCE *map); void unmap(); private: DISALLOW_COPY_AND_ASSIGN(Image11); ID3D11Texture2D *getStagingTexture(); unsigned int getStagingSubresource(); void createStagingTexture(); Renderer11 *mRenderer; DXGI_FORMAT mDXGIFormat; ID3D11Texture2D *mStagingTexture; unsigned int mStagingSubresource; }; } #endif // LIBGLESV2_RENDERER_IMAGE11_H_
010smithzhang-ddd
src/libGLESv2/renderer/Image11.h
C++
bsd
2,189
// // Copyright (c) 2012 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. // // TextureStorage9.h: Defines the abstract rx::TextureStorage9 class and its concrete derived // classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the // D3D9 texture. #ifndef LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_ #define LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_ #include "libGLESv2/renderer/TextureStorage.h" #include "common/debug.h" namespace rx { class Renderer9; class SwapChain9; class RenderTarget; class RenderTarget9; class Blit; class TextureStorage9 : public TextureStorage { public: TextureStorage9(Renderer *renderer, DWORD usage); virtual ~TextureStorage9(); static TextureStorage9 *makeTextureStorage9(TextureStorage *storage); static DWORD GetTextureUsage(D3DFORMAT d3dfmt, GLenum glusage, bool forceRenderable); static bool IsTextureFormatRenderable(D3DFORMAT format); D3DPOOL getPool() const; DWORD getUsage() const; virtual IDirect3DBaseTexture9 *getBaseTexture() const = 0; virtual RenderTarget *getRenderTarget() { return NULL; } virtual RenderTarget *getRenderTarget(GLenum faceTarget) { return NULL; } virtual void generateMipmap(int level) {}; virtual void generateMipmap(int face, int level) {}; virtual int getLodOffset() const; virtual bool isRenderTarget() const; virtual bool isManaged() const; virtual int levelCount(); protected: int mLodOffset; Renderer9 *mRenderer; private: DISALLOW_COPY_AND_ASSIGN(TextureStorage9); const DWORD mD3DUsage; const D3DPOOL mD3DPool; }; class TextureStorage9_2D : public TextureStorage9 { public: TextureStorage9_2D(Renderer *renderer, SwapChain9 *swapchain); TextureStorage9_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height); virtual ~TextureStorage9_2D(); static TextureStorage9_2D *makeTextureStorage9_2D(TextureStorage *storage); IDirect3DSurface9 *getSurfaceLevel(int level, bool dirty); virtual RenderTarget *getRenderTarget(); virtual IDirect3DBaseTexture9 *getBaseTexture() const; virtual void generateMipmap(int level); private: DISALLOW_COPY_AND_ASSIGN(TextureStorage9_2D); void initializeRenderTarget(); IDirect3DTexture9 *mTexture; RenderTarget9 *mRenderTarget; }; class TextureStorage9_Cube : public TextureStorage9 { public: TextureStorage9_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size); virtual ~TextureStorage9_Cube(); static TextureStorage9_Cube *makeTextureStorage9_Cube(TextureStorage *storage); IDirect3DSurface9 *getCubeMapSurface(GLenum faceTarget, int level, bool dirty); virtual RenderTarget *getRenderTarget(GLenum faceTarget); virtual IDirect3DBaseTexture9 *getBaseTexture() const; virtual void generateMipmap(int face, int level); private: DISALLOW_COPY_AND_ASSIGN(TextureStorage9_Cube); void initializeRenderTarget(); IDirect3DCubeTexture9 *mTexture; RenderTarget9 *mRenderTarget[6]; }; } #endif // LIBGLESV2_RENDERER_TEXTURESTORAGE9_H_
010smithzhang-ddd
src/libGLESv2/renderer/TextureStorage9.h
C++
bsd
3,292
#include "precompiled.h" // // Copyright (c) 2002-2010 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. // // Blit.cpp: Surface copy utility class. #include "libGLESv2/renderer/Blit.h" #include "libGLESv2/main.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/TextureStorage9.h" #include "libGLESv2/renderer/RenderTarget9.h" #include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/Framebuffer.h" #include "libGLESv2/Renderbuffer.h" namespace { #include "libGLESv2/renderer/shaders/compiled/standardvs.h" #include "libGLESv2/renderer/shaders/compiled/flipyvs.h" #include "libGLESv2/renderer/shaders/compiled/passthroughps.h" #include "libGLESv2/renderer/shaders/compiled/luminanceps.h" #include "libGLESv2/renderer/shaders/compiled/componentmaskps.h" const BYTE* const g_shaderCode[] = { g_vs20_standardvs, g_vs20_flipyvs, g_ps20_passthroughps, g_ps20_luminanceps, g_ps20_componentmaskps }; const size_t g_shaderSize[] = { sizeof(g_vs20_standardvs), sizeof(g_vs20_flipyvs), sizeof(g_ps20_passthroughps), sizeof(g_ps20_luminanceps), sizeof(g_ps20_componentmaskps) }; } namespace rx { Blit::Blit(rx::Renderer9 *renderer) : mRenderer(renderer), mQuadVertexBuffer(NULL), mQuadVertexDeclaration(NULL), mSavedStateBlock(NULL), mSavedRenderTarget(NULL), mSavedDepthStencil(NULL) { initGeometry(); memset(mCompiledShaders, 0, sizeof(mCompiledShaders)); } Blit::~Blit() { if (mSavedStateBlock) mSavedStateBlock->Release(); if (mQuadVertexBuffer) mQuadVertexBuffer->Release(); if (mQuadVertexDeclaration) mQuadVertexDeclaration->Release(); for (int i = 0; i < SHADER_COUNT; i++) { if (mCompiledShaders[i]) { mCompiledShaders[i]->Release(); } } } void Blit::initGeometry() { static const float quad[] = { -1, -1, -1, 1, 1, -1, 1, 1 }; IDirect3DDevice9 *device = mRenderer->getDevice(); HRESULT result = device->CreateVertexBuffer(sizeof(quad), D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mQuadVertexBuffer, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); return gl::error(GL_OUT_OF_MEMORY); } void *lockPtr = NULL; result = mQuadVertexBuffer->Lock(0, 0, &lockPtr, 0); if (FAILED(result) || lockPtr == NULL) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); return gl::error(GL_OUT_OF_MEMORY); } memcpy(lockPtr, quad, sizeof(quad)); mQuadVertexBuffer->Unlock(); static const D3DVERTEXELEMENT9 elements[] = { { 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, D3DDECL_END() }; result = device->CreateVertexDeclaration(elements, &mQuadVertexDeclaration); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); return gl::error(GL_OUT_OF_MEMORY); } } template <class D3DShaderType> bool Blit::setShader(ShaderId source, const char *profile, D3DShaderType *(rx::Renderer9::*createShader)(const DWORD *, size_t length), HRESULT (WINAPI IDirect3DDevice9::*setShader)(D3DShaderType*)) { IDirect3DDevice9 *device = mRenderer->getDevice(); D3DShaderType *shader; if (mCompiledShaders[source] != NULL) { shader = static_cast<D3DShaderType*>(mCompiledShaders[source]); } else { const BYTE* shaderCode = g_shaderCode[source]; size_t shaderSize = g_shaderSize[source]; shader = (mRenderer->*createShader)(reinterpret_cast<const DWORD*>(shaderCode), shaderSize); if (!shader) { ERR("Failed to create shader for blit operation"); return false; } mCompiledShaders[source] = shader; } HRESULT hr = (device->*setShader)(shader); if (FAILED(hr)) { ERR("Failed to set shader for blit operation"); return false; } return true; } bool Blit::setVertexShader(ShaderId shader) { return setShader<IDirect3DVertexShader9>(shader, "vs_2_0", &rx::Renderer9::createVertexShader, &IDirect3DDevice9::SetVertexShader); } bool Blit::setPixelShader(ShaderId shader) { return setShader<IDirect3DPixelShader9>(shader, "ps_2_0", &rx::Renderer9::createPixelShader, &IDirect3DDevice9::SetPixelShader); } RECT Blit::getSurfaceRect(IDirect3DSurface9 *surface) const { D3DSURFACE_DESC desc; surface->GetDesc(&desc); RECT rect; rect.left = 0; rect.top = 0; rect.right = desc.Width; rect.bottom = desc.Height; return rect; } bool Blit::boxFilter(IDirect3DSurface9 *source, IDirect3DSurface9 *dest) { IDirect3DTexture9 *texture = copySurfaceToTexture(source, getSurfaceRect(source)); if (!texture) { return false; } IDirect3DDevice9 *device = mRenderer->getDevice(); saveState(); device->SetTexture(0, texture); device->SetRenderTarget(0, dest); setVertexShader(SHADER_VS_STANDARD); setPixelShader(SHADER_PS_PASSTHROUGH); setCommonBlitState(); device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); setViewport(getSurfaceRect(dest), 0, 0); render(); texture->Release(); restoreState(); return true; } bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterface2D *storage, GLint level) { RenderTarget9 *renderTarget = NULL; IDirect3DSurface9 *source = NULL; gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); if (colorbuffer) { renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget()); } if (renderTarget) { source = renderTarget->getSurface(); } if (!source) { ERR("Failed to retrieve the render target."); return gl::error(GL_OUT_OF_MEMORY, false); } TextureStorage9_2D *storage9 = TextureStorage9_2D::makeTextureStorage9_2D(storage->getStorageInstance()); IDirect3DSurface9 *destSurface = storage9->getSurfaceLevel(level, true); bool result = false; if (destSurface) { result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface); destSurface->Release(); } source->Release(); return result; } bool Blit::copy(gl::Framebuffer *framebuffer, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, TextureStorageInterfaceCube *storage, GLenum target, GLint level) { RenderTarget9 *renderTarget = NULL; IDirect3DSurface9 *source = NULL; gl::Renderbuffer *colorbuffer = framebuffer->getColorbuffer(0); if (colorbuffer) { renderTarget = RenderTarget9::makeRenderTarget9(colorbuffer->getRenderTarget()); } if (renderTarget) { source = renderTarget->getSurface(); } if (!source) { ERR("Failed to retrieve the render target."); return gl::error(GL_OUT_OF_MEMORY, false); } TextureStorage9_Cube *storage9 = TextureStorage9_Cube::makeTextureStorage9_Cube(storage->getStorageInstance()); IDirect3DSurface9 *destSurface = storage9->getCubeMapSurface(target, level, true); bool result = false; if (destSurface) { result = copy(source, sourceRect, destFormat, xoffset, yoffset, destSurface); destSurface->Release(); } source->Release(); return result; } bool Blit::copy(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest) { if (!dest) { return false; } IDirect3DDevice9 *device = mRenderer->getDevice(); D3DSURFACE_DESC sourceDesc; D3DSURFACE_DESC destDesc; source->GetDesc(&sourceDesc); dest->GetDesc(&destDesc); if (sourceDesc.Format == destDesc.Format && destDesc.Usage & D3DUSAGE_RENDERTARGET && d3d9_gl::IsFormatChannelEquivalent(destDesc.Format, destFormat)) // Can use StretchRect { RECT destRect = {xoffset, yoffset, xoffset + (sourceRect.right - sourceRect.left), yoffset + (sourceRect.bottom - sourceRect.top)}; HRESULT result = device->StretchRect(source, &sourceRect, dest, &destRect, D3DTEXF_POINT); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); return gl::error(GL_OUT_OF_MEMORY, false); } } else { return formatConvert(source, sourceRect, destFormat, xoffset, yoffset, dest); } return true; } bool Blit::formatConvert(IDirect3DSurface9 *source, const RECT &sourceRect, GLenum destFormat, GLint xoffset, GLint yoffset, IDirect3DSurface9 *dest) { IDirect3DTexture9 *texture = copySurfaceToTexture(source, sourceRect); if (!texture) { return false; } IDirect3DDevice9 *device = mRenderer->getDevice(); saveState(); device->SetTexture(0, texture); device->SetRenderTarget(0, dest); setViewport(sourceRect, xoffset, yoffset); setCommonBlitState(); if (setFormatConvertShaders(destFormat)) { render(); } texture->Release(); restoreState(); return true; } bool Blit::setFormatConvertShaders(GLenum destFormat) { bool okay = setVertexShader(SHADER_VS_STANDARD); switch (destFormat) { default: UNREACHABLE(); case GL_RGBA: case GL_BGRA_EXT: case GL_RGB: case GL_ALPHA: okay = okay && setPixelShader(SHADER_PS_COMPONENTMASK); break; case GL_LUMINANCE: case GL_LUMINANCE_ALPHA: okay = okay && setPixelShader(SHADER_PS_LUMINANCE); break; } if (!okay) { return false; } enum { X = 0, Y = 1, Z = 2, W = 3 }; // The meaning of this constant depends on the shader that was selected. // See the shader assembly code above for details. float psConst0[4] = { 0, 0, 0, 0 }; switch (destFormat) { default: UNREACHABLE(); case GL_RGBA: case GL_BGRA_EXT: psConst0[X] = 1; psConst0[Z] = 1; break; case GL_RGB: psConst0[X] = 1; psConst0[W] = 1; break; case GL_ALPHA: psConst0[Z] = 1; break; case GL_LUMINANCE: psConst0[Y] = 1; break; case GL_LUMINANCE_ALPHA: psConst0[X] = 1; break; } mRenderer->getDevice()->SetPixelShaderConstantF(0, psConst0, 1); return true; } IDirect3DTexture9 *Blit::copySurfaceToTexture(IDirect3DSurface9 *surface, const RECT &sourceRect) { if (!surface) { return NULL; } IDirect3DDevice9 *device = mRenderer->getDevice(); D3DSURFACE_DESC sourceDesc; surface->GetDesc(&sourceDesc); // Copy the render target into a texture IDirect3DTexture9 *texture; HRESULT result = device->CreateTexture(sourceRect.right - sourceRect.left, sourceRect.bottom - sourceRect.top, 1, D3DUSAGE_RENDERTARGET, sourceDesc.Format, D3DPOOL_DEFAULT, &texture, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL); } IDirect3DSurface9 *textureSurface; result = texture->GetSurfaceLevel(0, &textureSurface); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); texture->Release(); return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL); } mRenderer->endScene(); result = device->StretchRect(surface, &sourceRect, textureSurface, NULL, D3DTEXF_NONE); textureSurface->Release(); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); texture->Release(); return gl::error(GL_OUT_OF_MEMORY, (IDirect3DTexture9*)NULL); } return texture; } void Blit::setViewport(const RECT &sourceRect, GLint xoffset, GLint yoffset) { IDirect3DDevice9 *device = mRenderer->getDevice(); D3DVIEWPORT9 vp; vp.X = xoffset; vp.Y = yoffset; vp.Width = sourceRect.right - sourceRect.left; vp.Height = sourceRect.bottom - sourceRect.top; vp.MinZ = 0.0f; vp.MaxZ = 1.0f; device->SetViewport(&vp); float halfPixelAdjust[4] = { -1.0f/vp.Width, 1.0f/vp.Height, 0, 0 }; device->SetVertexShaderConstantF(0, halfPixelAdjust, 1); } void Blit::setCommonBlitState() { IDirect3DDevice9 *device = mRenderer->getDevice(); device->SetDepthStencilSurface(NULL); device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); device->SetRenderState(D3DRS_CLIPPLANEENABLE, 0); device->SetRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED); device->SetRenderState(D3DRS_SRGBWRITEENABLE, FALSE); device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); device->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, FALSE); device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); RECT scissorRect = {0}; // Scissoring is disabled for flipping, but we need this to capture and restore the old rectangle device->SetScissorRect(&scissorRect); for(int i = 0; i < gl::MAX_VERTEX_ATTRIBS; i++) { device->SetStreamSourceFreq(i, 1); } } void Blit::render() { IDirect3DDevice9 *device = mRenderer->getDevice(); HRESULT hr = device->SetStreamSource(0, mQuadVertexBuffer, 0, 2 * sizeof(float)); hr = device->SetVertexDeclaration(mQuadVertexDeclaration); mRenderer->startScene(); hr = device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); } void Blit::saveState() { IDirect3DDevice9 *device = mRenderer->getDevice(); HRESULT hr; device->GetDepthStencilSurface(&mSavedDepthStencil); device->GetRenderTarget(0, &mSavedRenderTarget); if (mSavedStateBlock == NULL) { hr = device->BeginStateBlock(); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); setCommonBlitState(); static const float dummyConst[4] = { 0, 0, 0, 0 }; device->SetVertexShader(NULL); device->SetVertexShaderConstantF(0, dummyConst, 1); device->SetPixelShader(NULL); device->SetPixelShaderConstantF(0, dummyConst, 1); D3DVIEWPORT9 dummyVp; dummyVp.X = 0; dummyVp.Y = 0; dummyVp.Width = 1; dummyVp.Height = 1; dummyVp.MinZ = 0; dummyVp.MaxZ = 1; device->SetViewport(&dummyVp); device->SetTexture(0, NULL); device->SetStreamSource(0, mQuadVertexBuffer, 0, 0); device->SetVertexDeclaration(mQuadVertexDeclaration); hr = device->EndStateBlock(&mSavedStateBlock); ASSERT(SUCCEEDED(hr) || hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY); } ASSERT(mSavedStateBlock != NULL); if (mSavedStateBlock != NULL) { hr = mSavedStateBlock->Capture(); ASSERT(SUCCEEDED(hr)); } } void Blit::restoreState() { IDirect3DDevice9 *device = mRenderer->getDevice(); device->SetDepthStencilSurface(mSavedDepthStencil); if (mSavedDepthStencil != NULL) { mSavedDepthStencil->Release(); mSavedDepthStencil = NULL; } device->SetRenderTarget(0, mSavedRenderTarget); if (mSavedRenderTarget != NULL) { mSavedRenderTarget->Release(); mSavedRenderTarget = NULL; } ASSERT(mSavedStateBlock != NULL); if (mSavedStateBlock != NULL) { mSavedStateBlock->Apply(); } } }
010smithzhang-ddd
src/libGLESv2/renderer/Blit.cpp
C++
bsd
16,298
// // Copyright (c) 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. // // Query9.h: Defines the rx::Query9 class which implements rx::QueryImpl. #ifndef LIBGLESV2_RENDERER_QUERY9_H_ #define LIBGLESV2_RENDERER_QUERY9_H_ #include "libGLESv2/renderer/QueryImpl.h" namespace rx { class Renderer9; class Query9 : public QueryImpl { public: Query9(rx::Renderer9 *renderer, GLenum type); virtual ~Query9(); void begin(); void end(); GLuint getResult(); GLboolean isResultAvailable(); private: DISALLOW_COPY_AND_ASSIGN(Query9); GLboolean testQuery(); rx::Renderer9 *mRenderer; IDirect3DQuery9 *mQuery; }; } #endif // LIBGLESV2_RENDERER_QUERY9_H_
010smithzhang-ddd
src/libGLESv2/renderer/Query9.h
C++
bsd
802
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // ImageSSE2.cpp: Implements SSE2-based functions of rx::Image class. It's // in a separated file for GCC, which can enable SSE usage only per-file, // not for code blocks that use SSE2 explicitly. #include "libGLESv2/Texture.h" #include "libGLESv2/renderer/Image.h" namespace rx { void Image::loadRGBAUByteDataToBGRASSE2(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned int *source = NULL; unsigned int *dest = NULL; __m128i brMask = _mm_set1_epi32(0x00ff00ff); for (int y = 0; y < height; y++) { source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch); dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + y * outputPitch); int x = 0; // Make output writes aligned for (x = 0; ((reinterpret_cast<intptr_t>(&dest[x]) & 15) != 0) && x < width; x++) { unsigned int rgba = source[x]; dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00); } for (; x + 3 < width; x += 4) { __m128i sourceData = _mm_loadu_si128(reinterpret_cast<const __m128i*>(&source[x])); // Mask out g and a, which don't change __m128i gaComponents = _mm_andnot_si128(brMask, sourceData); // Mask out b and r __m128i brComponents = _mm_and_si128(sourceData, brMask); // Swap b and r __m128i brSwapped = _mm_shufflehi_epi16(_mm_shufflelo_epi16(brComponents, _MM_SHUFFLE(2, 3, 0, 1)), _MM_SHUFFLE(2, 3, 0, 1)); __m128i result = _mm_or_si128(gaComponents, brSwapped); _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x]), result); } // Perform leftover writes for (; x < width; x++) { unsigned int rgba = source[x]; dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00); } } } void Image::loadAlphaDataToBGRASSE2(GLsizei width, GLsizei height, int inputPitch, const void *input, size_t outputPitch, void *output) { const unsigned char *source = NULL; unsigned int *dest = NULL; __m128i zeroWide = _mm_setzero_si128(); for (int y = 0; y < height; y++) { source = static_cast<const unsigned char*>(input) + y * inputPitch; dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + y * outputPitch); int x; // Make output writes aligned for (x = 0; ((reinterpret_cast<intptr_t>(&dest[x]) & 0xF) != 0 && x < width); x++) { dest[x] = static_cast<unsigned int>(source[x]) << 24; } for (; x + 7 < width; x += 8) { __m128i sourceData = _mm_loadl_epi64(reinterpret_cast<const __m128i*>(&source[x])); // Interleave each byte to 16bit, make the lower byte to zero sourceData = _mm_unpacklo_epi8(zeroWide, sourceData); // Interleave each 16bit to 32bit, make the lower 16bit to zero __m128i lo = _mm_unpacklo_epi16(zeroWide, sourceData); __m128i hi = _mm_unpackhi_epi16(zeroWide, sourceData); _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x]), lo); _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x + 4]), hi); } // Handle the remainder for (; x < width; x++) { dest[x] = static_cast<unsigned int>(source[x]) << 24; } } } }
010smithzhang-ddd
src/libGLESv2/renderer/ImageSSE2.cpp
C++
bsd
3,808
// // Copyright (c) 2012 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. // // SwapChain.h: Defines a back-end specific class that hides the details of the // implementation-specific swapchain. #ifndef LIBGLESV2_RENDERER_SWAPCHAIN_H_ #define LIBGLESV2_RENDERER_SWAPCHAIN_H_ #include "common/angleutils.h" namespace rx { class SwapChain { public: SwapChain(HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat) : mWindow(window), mShareHandle(shareHandle), mBackBufferFormat(backBufferFormat), mDepthBufferFormat(depthBufferFormat) { } virtual ~SwapChain() {}; virtual EGLint resize(EGLint backbufferWidth, EGLint backbufferSize) = 0; virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval) = 0; virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height) = 0; virtual void recreate() = 0; virtual HANDLE getShareHandle() {return mShareHandle;}; protected: const HWND mWindow; // Window that the surface is created for. const GLenum mBackBufferFormat; const GLenum mDepthBufferFormat; HANDLE mShareHandle; }; } #endif // LIBGLESV2_RENDERER_SWAPCHAIN_H_
010smithzhang-ddd
src/libGLESv2/renderer/SwapChain.h
C++
bsd
1,320
#include "precompiled.h" // // Copyright (c) 2012 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. // // RenderTarget9.cpp: Implements a D3D9-specific wrapper for IDirect3DSurface9 // pointers retained by renderbuffers. #include "libGLESv2/renderer/RenderTarget9.h" #include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/main.h" namespace rx { RenderTarget9::RenderTarget9(Renderer *renderer, IDirect3DSurface9 *surface) { mRenderer = Renderer9::makeRenderer9(renderer); mRenderTarget = surface; if (mRenderTarget) { D3DSURFACE_DESC description; mRenderTarget->GetDesc(&description); mWidth = description.Width; mHeight = description.Height; mInternalFormat = d3d9_gl::GetEquivalentFormat(description.Format); mActualFormat = d3d9_gl::GetEquivalentFormat(description.Format); mSamples = d3d9_gl::GetSamplesFromMultisampleType(description.MultiSampleType); } } RenderTarget9::RenderTarget9(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples) { mRenderer = Renderer9::makeRenderer9(renderer); mRenderTarget = NULL; D3DFORMAT requestedFormat = gl_d3d9::ConvertRenderbufferFormat(format); int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples); if (supportedSamples == -1) { gl::error(GL_OUT_OF_MEMORY); return; } HRESULT result = D3DERR_INVALIDCALL; if (width > 0 && height > 0) { if (requestedFormat == D3DFMT_D24S8) { result = mRenderer->getDevice()->CreateDepthStencilSurface(width, height, requestedFormat, gl_d3d9::GetMultisampleTypeFromSamples(supportedSamples), 0, FALSE, &mRenderTarget, NULL); } else { result = mRenderer->getDevice()->CreateRenderTarget(width, height, requestedFormat, gl_d3d9::GetMultisampleTypeFromSamples(supportedSamples), 0, FALSE, &mRenderTarget, NULL); } if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) { gl::error(GL_OUT_OF_MEMORY); return; } ASSERT(SUCCEEDED(result)); } mWidth = width; mHeight = height; mInternalFormat = format; mSamples = supportedSamples; mActualFormat = d3d9_gl::GetEquivalentFormat(requestedFormat); } RenderTarget9::~RenderTarget9() { if (mRenderTarget) { mRenderTarget->Release(); } } RenderTarget9 *RenderTarget9::makeRenderTarget9(RenderTarget *target) { ASSERT(HAS_DYNAMIC_TYPE(rx::RenderTarget9*, target)); return static_cast<rx::RenderTarget9*>(target); } IDirect3DSurface9 *RenderTarget9::getSurface() { // Caller is responsible for releasing the returned surface reference. if (mRenderTarget) { mRenderTarget->AddRef(); } return mRenderTarget; } }
010smithzhang-ddd
src/libGLESv2/renderer/RenderTarget9.cpp
C++
bsd
3,296
#include "precompiled.h" // // Copyright (c) 2012 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. // // TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived // classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11 texture. #include "libGLESv2/renderer/TextureStorage11.h" #include "libGLESv2/renderer/Renderer11.h" #include "libGLESv2/renderer/RenderTarget11.h" #include "libGLESv2/renderer/SwapChain11.h" #include "libGLESv2/renderer/renderer11_utils.h" #include "libGLESv2/utilities.h" #include "libGLESv2/main.h" namespace rx { TextureStorage11::TextureStorage11(Renderer *renderer, UINT bindFlags) : mBindFlags(bindFlags), mLodOffset(0), mMipLevels(0), mTexture(NULL), mTextureFormat(DXGI_FORMAT_UNKNOWN), mShaderResourceFormat(DXGI_FORMAT_UNKNOWN), mRenderTargetFormat(DXGI_FORMAT_UNKNOWN), mDepthStencilFormat(DXGI_FORMAT_UNKNOWN), mSRV(NULL), mTextureWidth(0), mTextureHeight(0) { mRenderer = Renderer11::makeRenderer11(renderer); } TextureStorage11::~TextureStorage11() { } TextureStorage11 *TextureStorage11::makeTextureStorage11(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11*, storage)); return static_cast<TextureStorage11*>(storage); } DWORD TextureStorage11::GetTextureBindFlags(DXGI_FORMAT format, GLenum glusage, bool forceRenderable) { UINT bindFlags = D3D11_BIND_SHADER_RESOURCE; if (d3d11::IsDepthStencilFormat(format)) { bindFlags |= D3D11_BIND_DEPTH_STENCIL; } else if(forceRenderable || (TextureStorage11::IsTextureFormatRenderable(format) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE))) { bindFlags |= D3D11_BIND_RENDER_TARGET; } return bindFlags; } bool TextureStorage11::IsTextureFormatRenderable(DXGI_FORMAT format) { switch(format) { case DXGI_FORMAT_R8G8B8A8_UNORM: case DXGI_FORMAT_A8_UNORM: case DXGI_FORMAT_R32G32B32A32_FLOAT: case DXGI_FORMAT_R32G32B32_FLOAT: case DXGI_FORMAT_R16G16B16A16_FLOAT: case DXGI_FORMAT_B8G8R8A8_UNORM: case DXGI_FORMAT_R8_UNORM: case DXGI_FORMAT_R8G8_UNORM: case DXGI_FORMAT_R16_FLOAT: case DXGI_FORMAT_R16G16_FLOAT: return true; case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC3_UNORM: return false; default: UNREACHABLE(); return false; } } UINT TextureStorage11::getBindFlags() const { return mBindFlags; } ID3D11Texture2D *TextureStorage11::getBaseTexture() const { return mTexture; } int TextureStorage11::getLodOffset() const { return mLodOffset; } bool TextureStorage11::isRenderTarget() const { return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0; } bool TextureStorage11::isManaged() const { return false; } int TextureStorage11::levelCount() { int levels = 0; if (getBaseTexture()) { levels = mMipLevels - getLodOffset(); } return levels; } UINT TextureStorage11::getSubresourceIndex(int level, int faceIndex) { UINT index = 0; if (getBaseTexture()) { index = D3D11CalcSubresource(level, faceIndex, mMipLevels); } return index; } bool TextureStorage11::updateSubresourceLevel(ID3D11Texture2D *srcTexture, unsigned int sourceSubresource, int level, int face, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height) { if (srcTexture) { // Round up the width and height to the nearest multiple of dimension alignment unsigned int dimensionAlignment = d3d11::GetTextureFormatDimensionAlignment(mTextureFormat); width = width + dimensionAlignment - 1 - (width - 1) % dimensionAlignment; height = height + dimensionAlignment - 1 - (height - 1) % dimensionAlignment; D3D11_BOX srcBox; srcBox.left = xoffset; srcBox.top = yoffset; srcBox.right = xoffset + width; srcBox.bottom = yoffset + height; srcBox.front = 0; srcBox.back = 1; ID3D11DeviceContext *context = mRenderer->getDeviceContext(); ASSERT(getBaseTexture()); context->CopySubresourceRegion(getBaseTexture(), getSubresourceIndex(level + mLodOffset, face), xoffset, yoffset, 0, srcTexture, sourceSubresource, &srcBox); return true; } return false; } void TextureStorage11::generateMipmapLayer(RenderTarget11 *source, RenderTarget11 *dest) { if (source && dest) { ID3D11ShaderResourceView *sourceSRV = source->getShaderResourceView(); ID3D11RenderTargetView *destRTV = dest->getRenderTargetView(); if (sourceSRV && destRTV) { gl::Rectangle sourceArea; sourceArea.x = 0; sourceArea.y = 0; sourceArea.width = source->getWidth(); sourceArea.height = source->getHeight(); gl::Rectangle destArea; destArea.x = 0; destArea.y = 0; destArea.width = dest->getWidth(); destArea.height = dest->getHeight(); mRenderer->copyTexture(sourceSRV, sourceArea, source->getWidth(), source->getHeight(), destRTV, destArea, dest->getWidth(), dest->getHeight(), GL_RGBA); } if (sourceSRV) { sourceSRV->Release(); } if (destRTV) { destRTV->Release(); } } } TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, SwapChain11 *swapchain) : TextureStorage11(renderer, D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE) { mTexture = swapchain->getOffscreenTexture(); mSRV = swapchain->getRenderTargetShaderResource(); for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mRenderTarget[i] = NULL; } D3D11_TEXTURE2D_DESC texDesc; mTexture->GetDesc(&texDesc); mMipLevels = texDesc.MipLevels; mTextureFormat = texDesc.Format; mTextureWidth = texDesc.Width; mTextureHeight = texDesc.Height; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; mSRV->GetDesc(&srvDesc); mShaderResourceFormat = srvDesc.Format; ID3D11RenderTargetView* offscreenRTV = swapchain->getRenderTarget(); D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; offscreenRTV->GetDesc(&rtvDesc); mRenderTargetFormat = rtvDesc.Format; offscreenRTV->Release(); mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; } TextureStorage11_2D::TextureStorage11_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) { for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { mRenderTarget[i] = NULL; } DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); if (d3d11::IsDepthStencilFormat(convertedFormat)) { mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); mDepthStencilFormat = convertedFormat; mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; } else { mTextureFormat = convertedFormat; mShaderResourceFormat = convertedFormat; mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; mRenderTargetFormat = convertedFormat; } // if the width or height is not positive this should be treated as an incomplete texture // we handle that here by skipping the d3d texture creation if (width > 0 && height > 0) { // adjust size if needed for compressed textures gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset); ID3D11Device *device = mRenderer->getDevice(); D3D11_TEXTURE2D_DESC desc; desc.Width = width; // Compressed texture size constraints? desc.Height = height; desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; desc.ArraySize = 1; desc.Format = mTextureFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = getBindFlags(); desc.CPUAccessFlags = 0; desc.MiscFlags = 0; HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); // this can happen from windows TDR if (d3d11::isDeviceLostError(result)) { mRenderer->notifyDeviceLost(); gl::error(GL_OUT_OF_MEMORY); } else if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); ERR("Creating image failed."); gl::error(GL_OUT_OF_MEMORY); } else { mTexture->GetDesc(&desc); mMipLevels = desc.MipLevels; mTextureWidth = desc.Width; mTextureHeight = desc.Height; } } } TextureStorage11_2D::~TextureStorage11_2D() { if (mTexture) { mTexture->Release(); mTexture = NULL; } if (mSRV) { mSRV->Release(); mSRV = NULL; } for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) { delete mRenderTarget[i]; mRenderTarget[i] = NULL; } } TextureStorage11_2D *TextureStorage11_2D::makeTextureStorage11_2D(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_2D*, storage)); return static_cast<TextureStorage11_2D*>(storage); } RenderTarget *TextureStorage11_2D::getRenderTarget(int level) { if (level >= 0 && level < static_cast<int>(mMipLevels)) { if (!mRenderTarget[level]) { ID3D11Device *device = mRenderer->getDevice(); HRESULT result; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MostDetailedMip = level; srvDesc.Texture2D.MipLevels = 1; ID3D11ShaderResourceView *srv; result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); } ASSERT(SUCCEEDED(result)); if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; rtvDesc.Format = mRenderTargetFormat; rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; rtvDesc.Texture2D.MipSlice = level; ID3D11RenderTargetView *rtv; result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = mDepthStencilFormat; dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; dsvDesc.Texture2D.MipSlice = level; dsvDesc.Flags = 0; ID3D11DepthStencilView *dsv; result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else { UNREACHABLE(); } } return mRenderTarget[level]; } else { return NULL; } } ID3D11ShaderResourceView *TextureStorage11_2D::getSRV() { if (!mSRV) { ID3D11Device *device = mRenderer->getDevice(); D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); srvDesc.Texture2D.MostDetailedMip = 0; HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL)); } ASSERT(SUCCEEDED(result)); } return mSRV; } void TextureStorage11_2D::generateMipmap(int level) { RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(level - 1)); RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(level)); generateMipmapLayer(source, dest); } TextureStorage11_Cube::TextureStorage11_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) : TextureStorage11(renderer, GetTextureBindFlags(gl_d3d11::ConvertTextureFormat(internalformat), usage, forceRenderable)) { for (unsigned int i = 0; i < 6; i++) { for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) { mRenderTarget[i][j] = NULL; } } DXGI_FORMAT convertedFormat = gl_d3d11::ConvertTextureFormat(internalformat); if (d3d11::IsDepthStencilFormat(convertedFormat)) { mTextureFormat = d3d11::GetDepthTextureFormat(convertedFormat); mShaderResourceFormat = d3d11::GetDepthShaderResourceFormat(convertedFormat); mDepthStencilFormat = convertedFormat; mRenderTargetFormat = DXGI_FORMAT_UNKNOWN; } else { mTextureFormat = convertedFormat; mShaderResourceFormat = convertedFormat; mDepthStencilFormat = DXGI_FORMAT_UNKNOWN; mRenderTargetFormat = convertedFormat; } // if the size is not positive this should be treated as an incomplete texture // we handle that here by skipping the d3d texture creation if (size > 0) { // adjust size if needed for compressed textures int height = size; gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset); ID3D11Device *device = mRenderer->getDevice(); D3D11_TEXTURE2D_DESC desc; desc.Width = size; desc.Height = size; desc.MipLevels = (levels > 0) ? levels + mLodOffset : 0; desc.ArraySize = 6; desc.Format = mTextureFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = getBindFlags(); desc.CPUAccessFlags = 0; desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE; HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture); if (FAILED(result)) { ASSERT(result == E_OUTOFMEMORY); ERR("Creating image failed."); gl::error(GL_OUT_OF_MEMORY); } else { mTexture->GetDesc(&desc); mMipLevels = desc.MipLevels; mTextureWidth = desc.Width; mTextureHeight = desc.Height; } } } TextureStorage11_Cube::~TextureStorage11_Cube() { if (mTexture) { mTexture->Release(); mTexture = NULL; } if (mSRV) { mSRV->Release(); mSRV = NULL; } for (unsigned int i = 0; i < 6; i++) { for (unsigned int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; j++) { delete mRenderTarget[i][j]; mRenderTarget[i][j] = NULL; } } } TextureStorage11_Cube *TextureStorage11_Cube::makeTextureStorage11_Cube(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage11_Cube*, storage)); return static_cast<TextureStorage11_Cube*>(storage); } RenderTarget *TextureStorage11_Cube::getRenderTarget(GLenum faceTarget, int level) { unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget); if (level >= 0 && level < static_cast<int>(mMipLevels)) { if (!mRenderTarget[faceIdx][level]) { ID3D11Device *device = mRenderer->getDevice(); HRESULT result; D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; srvDesc.Texture2DArray.MostDetailedMip = level; srvDesc.Texture2DArray.MipLevels = 1; srvDesc.Texture2DArray.FirstArraySlice = faceIdx; srvDesc.Texture2DArray.ArraySize = 1; ID3D11ShaderResourceView *srv; result = device->CreateShaderResourceView(mTexture, &srvDesc, &srv); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); } ASSERT(SUCCEEDED(result)); if (mRenderTargetFormat != DXGI_FORMAT_UNKNOWN) { D3D11_RENDER_TARGET_VIEW_DESC rtvDesc; rtvDesc.Format = mRenderTargetFormat; rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY; rtvDesc.Texture2DArray.MipSlice = level; rtvDesc.Texture2DArray.FirstArraySlice = faceIdx; rtvDesc.Texture2DArray.ArraySize = 1; ID3D11RenderTargetView *rtv; result = device->CreateRenderTargetView(mTexture, &rtvDesc, &rtv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else if (mDepthStencilFormat != DXGI_FORMAT_UNKNOWN) { D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc; dsvDesc.Format = mRenderTargetFormat; dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY; dsvDesc.Texture2DArray.MipSlice = level; dsvDesc.Texture2DArray.FirstArraySlice = faceIdx; dsvDesc.Texture2DArray.ArraySize = 1; ID3D11DepthStencilView *dsv; result = device->CreateDepthStencilView(mTexture, &dsvDesc, &dsv); if (result == E_OUTOFMEMORY) { srv->Release(); return gl::error(GL_OUT_OF_MEMORY, static_cast<RenderTarget*>(NULL)); } ASSERT(SUCCEEDED(result)); // RenderTarget11 expects to be the owner of the resources it is given but TextureStorage11 // also needs to keep a reference to the texture. mTexture->AddRef(); mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv, std::max(mTextureWidth >> level, 1U), std::max(mTextureHeight >> level, 1U)); } else { UNREACHABLE(); } } return mRenderTarget[faceIdx][level]; } else { return NULL; } } ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV() { if (!mSRV) { ID3D11Device *device = mRenderer->getDevice(); D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; srvDesc.Format = mShaderResourceFormat; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE; srvDesc.TextureCube.MipLevels = (mMipLevels == 0 ? -1 : mMipLevels); srvDesc.TextureCube.MostDetailedMip = 0; HRESULT result = device->CreateShaderResourceView(mTexture, &srvDesc, &mSRV); if (result == E_OUTOFMEMORY) { return gl::error(GL_OUT_OF_MEMORY, static_cast<ID3D11ShaderResourceView*>(NULL)); } ASSERT(SUCCEEDED(result)); } return mSRV; } void TextureStorage11_Cube::generateMipmap(int face, int level) { RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1)); RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTarget(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level)); generateMipmapLayer(source, dest); } }
010smithzhang-ddd
src/libGLESv2/renderer/TextureStorage11.cpp
C++
bsd
22,563
// // Copyright (c) 2012 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. // // SwapChain9.h: Defines a back-end specific class for the D3D9 swap chain. #ifndef LIBGLESV2_RENDERER_SWAPCHAIN9_H_ #define LIBGLESV2_RENDERER_SWAPCHAIN9_H_ #include "common/angleutils.h" #include "libGLESv2/renderer/SwapChain.h" namespace rx { class Renderer9; class SwapChain9 : public SwapChain { public: SwapChain9(Renderer9 *renderer, HWND window, HANDLE shareHandle, GLenum backBufferFormat, GLenum depthBufferFormat); virtual ~SwapChain9(); EGLint resize(EGLint backbufferWidth, EGLint backbufferHeight); virtual EGLint reset(EGLint backbufferWidth, EGLint backbufferHeight, EGLint swapInterval); virtual EGLint swapRect(EGLint x, EGLint y, EGLint width, EGLint height); virtual void recreate(); virtual IDirect3DSurface9 *getRenderTarget(); virtual IDirect3DSurface9 *getDepthStencil(); virtual IDirect3DTexture9 *getOffscreenTexture(); static SwapChain9 *makeSwapChain9(SwapChain *swapChain); private: DISALLOW_COPY_AND_ASSIGN(SwapChain9); void release(); Renderer9 *mRenderer; EGLint mHeight; EGLint mWidth; EGLint mSwapInterval; IDirect3DSwapChain9 *mSwapChain; IDirect3DSurface9 *mBackBuffer; IDirect3DSurface9 *mRenderTarget; IDirect3DSurface9 *mDepthStencil; IDirect3DTexture9* mOffscreenTexture; }; } #endif // LIBGLESV2_RENDERER_SWAPCHAIN9_H_
010smithzhang-ddd
src/libGLESv2/renderer/SwapChain9.h
C++
bsd
1,556
#include "precompiled.h" // // Copyright (c) 2012-2013 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. // // ShaderExecutable11.cpp: Implements a D3D11-specific class to contain shader // executable implementation details. #include "libGLESv2/renderer/ShaderExecutable11.h" #include "common/debug.h" namespace rx { ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11PixelShader *executable) : ShaderExecutable(function, length) { mPixelExecutable = executable; mVertexExecutable = NULL; mGeometryExecutable = NULL; mConstantBuffer = NULL; } ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11VertexShader *executable) : ShaderExecutable(function, length) { mVertexExecutable = executable; mPixelExecutable = NULL; mGeometryExecutable = NULL; mConstantBuffer = NULL; } ShaderExecutable11::ShaderExecutable11(const void *function, size_t length, ID3D11GeometryShader *executable) : ShaderExecutable(function, length) { mGeometryExecutable = executable; mVertexExecutable = NULL; mPixelExecutable = NULL; mConstantBuffer = NULL; } ShaderExecutable11::~ShaderExecutable11() { if (mVertexExecutable) { mVertexExecutable->Release(); } if (mPixelExecutable) { mPixelExecutable->Release(); } if (mGeometryExecutable) { mGeometryExecutable->Release(); } if (mConstantBuffer) { mConstantBuffer->Release(); } } ShaderExecutable11 *ShaderExecutable11::makeShaderExecutable11(ShaderExecutable *executable) { ASSERT(HAS_DYNAMIC_TYPE(ShaderExecutable11*, executable)); return static_cast<ShaderExecutable11*>(executable); } ID3D11VertexShader *ShaderExecutable11::getVertexShader() const { return mVertexExecutable; } ID3D11PixelShader *ShaderExecutable11::getPixelShader() const { return mPixelExecutable; } ID3D11GeometryShader *ShaderExecutable11::getGeometryShader() const { return mGeometryExecutable; } ID3D11Buffer *ShaderExecutable11::getConstantBuffer(ID3D11Device *device, unsigned int registerCount) { if (!mConstantBuffer && registerCount > 0) { D3D11_BUFFER_DESC constantBufferDescription = {0}; constantBufferDescription.ByteWidth = registerCount * sizeof(float[4]); constantBufferDescription.Usage = D3D11_USAGE_DYNAMIC; constantBufferDescription.BindFlags = D3D11_BIND_CONSTANT_BUFFER; constantBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; constantBufferDescription.MiscFlags = 0; constantBufferDescription.StructureByteStride = 0; HRESULT result = device->CreateBuffer(&constantBufferDescription, NULL, &mConstantBuffer); ASSERT(SUCCEEDED(result)); } return mConstantBuffer; } }
010smithzhang-ddd
src/libGLESv2/renderer/ShaderExecutable11.cpp
C++
bsd
2,931
#include "precompiled.h" // // Copyright (c) 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. // // BufferStorage.cpp Defines the abstract BufferStorage class. #include "libGLESv2/renderer/BufferStorage.h" namespace rx { unsigned int BufferStorage::mNextSerial = 1; BufferStorage::BufferStorage() { updateSerial(); } BufferStorage::~BufferStorage() { } unsigned int BufferStorage::getSerial() const { return mSerial; } void BufferStorage::updateSerial() { mSerial = mNextSerial++; } void BufferStorage::markBufferUsage() { } }
010smithzhang-ddd
src/libGLESv2/renderer/BufferStorage.cpp
C++
bsd
657
// // Copyright (c) 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. // // Query11.h: Defines the rx::Query11 class which implements rx::QueryImpl. #ifndef LIBGLESV2_RENDERER_QUERY11_H_ #define LIBGLESV2_RENDERER_QUERY11_H_ #include "libGLESv2/renderer/QueryImpl.h" namespace rx { class Renderer11; class Query11 : public QueryImpl { public: Query11(rx::Renderer11 *renderer, GLenum type); virtual ~Query11(); void begin(); void end(); GLuint getResult(); GLboolean isResultAvailable(); private: DISALLOW_COPY_AND_ASSIGN(Query11); GLboolean testQuery(); rx::Renderer11 *mRenderer; ID3D11Query *mQuery; }; } #endif // LIBGLESV2_RENDERER_QUERY11_H_
010smithzhang-ddd
src/libGLESv2/renderer/Query11.h
C++
bsd
810
#include "precompiled.h" // // Copyright (c) 2012 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. // // TextureStorage9.cpp: Implements the abstract rx::TextureStorage9 class and its concrete derived // classes TextureStorage9_2D and TextureStorage9_Cube, which act as the interface to the // D3D9 texture. #include "libGLESv2/main.h" #include "libGLESv2/renderer/Renderer9.h" #include "libGLESv2/renderer/TextureStorage9.h" #include "libGLESv2/renderer/SwapChain9.h" #include "libGLESv2/renderer/RenderTarget9.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/Texture.h" namespace rx { TextureStorage9::TextureStorage9(Renderer *renderer, DWORD usage) : mLodOffset(0), mRenderer(Renderer9::makeRenderer9(renderer)), mD3DUsage(usage), mD3DPool(mRenderer->getTexturePool(usage)) { } TextureStorage9::~TextureStorage9() { } TextureStorage9 *TextureStorage9::makeTextureStorage9(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9*, storage)); return static_cast<TextureStorage9*>(storage); } DWORD TextureStorage9::GetTextureUsage(D3DFORMAT d3dfmt, GLenum glusage, bool forceRenderable) { DWORD d3dusage = 0; if (d3dfmt == D3DFMT_INTZ) { d3dusage |= D3DUSAGE_DEPTHSTENCIL; } else if(forceRenderable || (TextureStorage9::IsTextureFormatRenderable(d3dfmt) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE))) { d3dusage |= D3DUSAGE_RENDERTARGET; } return d3dusage; } bool TextureStorage9::IsTextureFormatRenderable(D3DFORMAT format) { if (format == D3DFMT_INTZ) { return true; } switch(format) { case D3DFMT_L8: case D3DFMT_A8L8: case D3DFMT_DXT1: case D3DFMT_DXT3: case D3DFMT_DXT5: return false; case D3DFMT_A8R8G8B8: case D3DFMT_X8R8G8B8: case D3DFMT_A16B16G16R16F: case D3DFMT_A32B32G32R32F: return true; default: UNREACHABLE(); } return false; } bool TextureStorage9::isRenderTarget() const { return (mD3DUsage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) != 0; } bool TextureStorage9::isManaged() const { return (mD3DPool == D3DPOOL_MANAGED); } D3DPOOL TextureStorage9::getPool() const { return mD3DPool; } DWORD TextureStorage9::getUsage() const { return mD3DUsage; } int TextureStorage9::getLodOffset() const { return mLodOffset; } int TextureStorage9::levelCount() { return getBaseTexture() ? getBaseTexture()->GetLevelCount() - getLodOffset() : 0; } TextureStorage9_2D::TextureStorage9_2D(Renderer *renderer, SwapChain9 *swapchain) : TextureStorage9(renderer, D3DUSAGE_RENDERTARGET) { IDirect3DTexture9 *surfaceTexture = swapchain->getOffscreenTexture(); mTexture = surfaceTexture; mRenderTarget = NULL; initializeRenderTarget(); } TextureStorage9_2D::TextureStorage9_2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) : TextureStorage9(renderer, GetTextureUsage(Renderer9::makeRenderer9(renderer)->ConvertTextureInternalFormat(internalformat), usage, forceRenderable)) { mTexture = NULL; mRenderTarget = NULL; // if the width or height is not positive this should be treated as an incomplete texture // we handle that here by skipping the d3d texture creation if (width > 0 && height > 0) { IDirect3DDevice9 *device = mRenderer->getDevice(); gl::MakeValidSize(false, gl::IsCompressed(internalformat), &width, &height, &mLodOffset); HRESULT result = device->CreateTexture(width, height, levels ? levels + mLodOffset : 0, getUsage(), mRenderer->ConvertTextureInternalFormat(internalformat), getPool(), &mTexture, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); gl::error(GL_OUT_OF_MEMORY); } } initializeRenderTarget(); } TextureStorage9_2D::~TextureStorage9_2D() { if (mTexture) { mTexture->Release(); } delete mRenderTarget; } TextureStorage9_2D *TextureStorage9_2D::makeTextureStorage9_2D(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_2D*, storage)); return static_cast<TextureStorage9_2D*>(storage); } // Increments refcount on surface. // caller must Release() the returned surface IDirect3DSurface9 *TextureStorage9_2D::getSurfaceLevel(int level, bool dirty) { IDirect3DSurface9 *surface = NULL; if (mTexture) { HRESULT result = mTexture->GetSurfaceLevel(level + mLodOffset, &surface); ASSERT(SUCCEEDED(result)); // With managed textures the driver needs to be informed of updates to the lower mipmap levels if (level + mLodOffset != 0 && isManaged() && dirty) { mTexture->AddDirtyRect(NULL); } } return surface; } RenderTarget *TextureStorage9_2D::getRenderTarget() { return mRenderTarget; } void TextureStorage9_2D::generateMipmap(int level) { IDirect3DSurface9 *upper = getSurfaceLevel(level - 1, false); IDirect3DSurface9 *lower = getSurfaceLevel(level, true); if (upper != NULL && lower != NULL) { mRenderer->boxFilter(upper, lower); } if (upper != NULL) upper->Release(); if (lower != NULL) lower->Release(); } IDirect3DBaseTexture9 *TextureStorage9_2D::getBaseTexture() const { return mTexture; } void TextureStorage9_2D::initializeRenderTarget() { ASSERT(mRenderTarget == NULL); if (mTexture != NULL && isRenderTarget()) { IDirect3DSurface9 *surface = getSurfaceLevel(0, false); mRenderTarget = new RenderTarget9(mRenderer, surface); } } TextureStorage9_Cube::TextureStorage9_Cube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) : TextureStorage9(renderer, GetTextureUsage(Renderer9::makeRenderer9(renderer)->ConvertTextureInternalFormat(internalformat), usage, forceRenderable)) { mTexture = NULL; for (int i = 0; i < 6; ++i) { mRenderTarget[i] = NULL; } // if the size is not positive this should be treated as an incomplete texture // we handle that here by skipping the d3d texture creation if (size > 0) { IDirect3DDevice9 *device = mRenderer->getDevice(); int height = size; gl::MakeValidSize(false, gl::IsCompressed(internalformat), &size, &height, &mLodOffset); HRESULT result = device->CreateCubeTexture(size, levels ? levels + mLodOffset : 0, getUsage(), mRenderer->ConvertTextureInternalFormat(internalformat), getPool(), &mTexture, NULL); if (FAILED(result)) { ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY); gl::error(GL_OUT_OF_MEMORY); } } initializeRenderTarget(); } TextureStorage9_Cube::~TextureStorage9_Cube() { if (mTexture) { mTexture->Release(); } for (int i = 0; i < 6; ++i) { delete mRenderTarget[i]; } } TextureStorage9_Cube *TextureStorage9_Cube::makeTextureStorage9_Cube(TextureStorage *storage) { ASSERT(HAS_DYNAMIC_TYPE(TextureStorage9_Cube*, storage)); return static_cast<TextureStorage9_Cube*>(storage); } // Increments refcount on surface. // caller must Release() the returned surface IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, int level, bool dirty) { IDirect3DSurface9 *surface = NULL; if (mTexture) { D3DCUBEMAP_FACES face = gl_d3d9::ConvertCubeFace(faceTarget); HRESULT result = mTexture->GetCubeMapSurface(face, level + mLodOffset, &surface); ASSERT(SUCCEEDED(result)); // With managed textures the driver needs to be informed of updates to the lower mipmap levels if (level != 0 && isManaged() && dirty) { mTexture->AddDirtyRect(face, NULL); } } return surface; } RenderTarget *TextureStorage9_Cube::getRenderTarget(GLenum faceTarget) { return mRenderTarget[gl::TextureCubeMap::faceIndex(faceTarget)]; } void TextureStorage9_Cube::generateMipmap(int face, int level) { IDirect3DSurface9 *upper = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1, false); IDirect3DSurface9 *lower = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, true); if (upper != NULL && lower != NULL) { mRenderer->boxFilter(upper, lower); } if (upper != NULL) upper->Release(); if (lower != NULL) lower->Release(); } IDirect3DBaseTexture9 *TextureStorage9_Cube::getBaseTexture() const { return mTexture; } void TextureStorage9_Cube::initializeRenderTarget() { if (mTexture != NULL && isRenderTarget()) { IDirect3DSurface9 *surface = NULL; for (int i = 0; i < 6; ++i) { ASSERT(mRenderTarget[i] == NULL); surface = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, false); mRenderTarget[i] = new RenderTarget9(mRenderer, surface); } } } }
010smithzhang-ddd
src/libGLESv2/renderer/TextureStorage9.cpp
C++
bsd
9,284
#include "precompiled.h" // // Copyright (c) 2012 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. // // renderer11_utils.cpp: Conversion functions and other utility routines // specific to the D3D11 renderer. #include "libGLESv2/renderer/renderer11_utils.h" #include "common/debug.h" namespace gl_d3d11 { D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha) { D3D11_BLEND d3dBlend = D3D11_BLEND_ZERO; switch (glBlend) { case GL_ZERO: d3dBlend = D3D11_BLEND_ZERO; break; case GL_ONE: d3dBlend = D3D11_BLEND_ONE; break; case GL_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_SRC_ALPHA : D3D11_BLEND_SRC_COLOR); break; case GL_ONE_MINUS_SRC_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_SRC_ALPHA : D3D11_BLEND_INV_SRC_COLOR); break; case GL_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_DEST_ALPHA : D3D11_BLEND_DEST_COLOR); break; case GL_ONE_MINUS_DST_COLOR: d3dBlend = (isAlpha ? D3D11_BLEND_INV_DEST_ALPHA : D3D11_BLEND_INV_DEST_COLOR); break; case GL_SRC_ALPHA: d3dBlend = D3D11_BLEND_SRC_ALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3D11_BLEND_INV_SRC_ALPHA; break; case GL_DST_ALPHA: d3dBlend = D3D11_BLEND_DEST_ALPHA; break; case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3D11_BLEND_INV_DEST_ALPHA; break; case GL_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; case GL_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_BLEND_FACTOR; break; case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3D11_BLEND_INV_BLEND_FACTOR; break; case GL_SRC_ALPHA_SATURATE: d3dBlend = D3D11_BLEND_SRC_ALPHA_SAT; break; default: UNREACHABLE(); } return d3dBlend; } D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp) { D3D11_BLEND_OP d3dBlendOp = D3D11_BLEND_OP_ADD; switch (glBlendOp) { case GL_FUNC_ADD: d3dBlendOp = D3D11_BLEND_OP_ADD; break; case GL_FUNC_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_SUBTRACT; break; case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3D11_BLEND_OP_REV_SUBTRACT; break; default: UNREACHABLE(); } return d3dBlendOp; } UINT8 ConvertColorMask(bool red, bool green, bool blue, bool alpha) { UINT8 mask = 0; if (red) { mask |= D3D11_COLOR_WRITE_ENABLE_RED; } if (green) { mask |= D3D11_COLOR_WRITE_ENABLE_GREEN; } if (blue) { mask |= D3D11_COLOR_WRITE_ENABLE_BLUE; } if (alpha) { mask |= D3D11_COLOR_WRITE_ENABLE_ALPHA; } return mask; } D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode) { D3D11_CULL_MODE cull = D3D11_CULL_NONE; if (cullEnabled) { switch (cullMode) { case GL_FRONT: cull = D3D11_CULL_FRONT; break; case GL_BACK: cull = D3D11_CULL_BACK; break; case GL_FRONT_AND_BACK: cull = D3D11_CULL_NONE; break; default: UNREACHABLE(); } } else { cull = D3D11_CULL_NONE; } return cull; } D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison) { D3D11_COMPARISON_FUNC d3dComp = D3D11_COMPARISON_NEVER; switch (comparison) { case GL_NEVER: d3dComp = D3D11_COMPARISON_NEVER; break; case GL_ALWAYS: d3dComp = D3D11_COMPARISON_ALWAYS; break; case GL_LESS: d3dComp = D3D11_COMPARISON_LESS; break; case GL_LEQUAL: d3dComp = D3D11_COMPARISON_LESS_EQUAL; break; case GL_EQUAL: d3dComp = D3D11_COMPARISON_EQUAL; break; case GL_GREATER: d3dComp = D3D11_COMPARISON_GREATER; break; case GL_GEQUAL: d3dComp = D3D11_COMPARISON_GREATER_EQUAL; break; case GL_NOTEQUAL: d3dComp = D3D11_COMPARISON_NOT_EQUAL; break; default: UNREACHABLE(); } return d3dComp; } D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled) { return depthWriteEnabled ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO; } UINT8 ConvertStencilMask(GLuint stencilmask) { return static_cast<UINT8>(stencilmask); } D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp) { D3D11_STENCIL_OP d3dStencilOp = D3D11_STENCIL_OP_KEEP; switch (stencilOp) { case GL_ZERO: d3dStencilOp = D3D11_STENCIL_OP_ZERO; break; case GL_KEEP: d3dStencilOp = D3D11_STENCIL_OP_KEEP; break; case GL_REPLACE: d3dStencilOp = D3D11_STENCIL_OP_REPLACE; break; case GL_INCR: d3dStencilOp = D3D11_STENCIL_OP_INCR_SAT; break; case GL_DECR: d3dStencilOp = D3D11_STENCIL_OP_DECR_SAT; break; case GL_INVERT: d3dStencilOp = D3D11_STENCIL_OP_INVERT; break; case GL_INCR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_INCR; break; case GL_DECR_WRAP: d3dStencilOp = D3D11_STENCIL_OP_DECR; break; default: UNREACHABLE(); } return d3dStencilOp; } D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy) { if (maxAnisotropy > 1.0f) { return D3D11_ENCODE_ANISOTROPIC_FILTER(false); } else { D3D11_FILTER_TYPE dxMin = D3D11_FILTER_TYPE_POINT; D3D11_FILTER_TYPE dxMip = D3D11_FILTER_TYPE_POINT; switch (minFilter) { case GL_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_NEAREST_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_LINEAR_MIPMAP_NEAREST: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_POINT; break; case GL_NEAREST_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_POINT; dxMip = D3D11_FILTER_TYPE_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: dxMin = D3D11_FILTER_TYPE_LINEAR; dxMip = D3D11_FILTER_TYPE_LINEAR; break; default: UNREACHABLE(); } D3D11_FILTER_TYPE dxMag = D3D11_FILTER_TYPE_POINT; switch (magFilter) { case GL_NEAREST: dxMag = D3D11_FILTER_TYPE_POINT; break; case GL_LINEAR: dxMag = D3D11_FILTER_TYPE_LINEAR; break; default: UNREACHABLE(); } return D3D11_ENCODE_BASIC_FILTER(dxMin, dxMag, dxMip, false); } } D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap) { switch (wrap) { case GL_REPEAT: return D3D11_TEXTURE_ADDRESS_WRAP; case GL_CLAMP_TO_EDGE: return D3D11_TEXTURE_ADDRESS_CLAMP; case GL_MIRRORED_REPEAT: return D3D11_TEXTURE_ADDRESS_MIRROR; default: UNREACHABLE(); } return D3D11_TEXTURE_ADDRESS_WRAP; } FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset) { return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast<float>(lodOffset) : -FLT_MAX; } FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset) { return (minFilter == GL_NEAREST || minFilter == GL_LINEAR) ? static_cast<float>(lodOffset) : FLT_MAX; } } namespace d3d11_gl { GLenum ConvertBackBufferFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES; case DXGI_FORMAT_B8G8R8A8_UNORM: return GL_BGRA8_EXT; default: UNREACHABLE(); } return GL_RGBA8_OES; } GLenum ConvertDepthStencilFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_UNKNOWN: return GL_NONE; case DXGI_FORMAT_D16_UNORM: return GL_DEPTH_COMPONENT16; case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES; default: UNREACHABLE(); } return GL_DEPTH24_STENCIL8_OES; } GLenum ConvertRenderbufferFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_B8G8R8A8_UNORM: return GL_BGRA8_EXT; case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES; case DXGI_FORMAT_D16_UNORM: return GL_DEPTH_COMPONENT16; case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES; default: UNREACHABLE(); } return GL_RGBA8_OES; } GLenum ConvertTextureInternalFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R8G8B8A8_UNORM: return GL_RGBA8_OES; case DXGI_FORMAT_A8_UNORM: return GL_ALPHA8_EXT; case DXGI_FORMAT_BC1_UNORM: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case DXGI_FORMAT_BC2_UNORM: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; case DXGI_FORMAT_BC3_UNORM: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; case DXGI_FORMAT_R32G32B32A32_FLOAT: return GL_RGBA32F_EXT; case DXGI_FORMAT_R32G32B32_FLOAT: return GL_RGB32F_EXT; case DXGI_FORMAT_R16G16B16A16_FLOAT: return GL_RGBA16F_EXT; case DXGI_FORMAT_B8G8R8A8_UNORM: return GL_BGRA8_EXT; case DXGI_FORMAT_R8_UNORM: return GL_R8_EXT; case DXGI_FORMAT_R8G8_UNORM: return GL_RG8_EXT; case DXGI_FORMAT_R16_FLOAT: return GL_R16F_EXT; case DXGI_FORMAT_R16G16_FLOAT: return GL_RG16F_EXT; case DXGI_FORMAT_D16_UNORM: return GL_DEPTH_COMPONENT16; case DXGI_FORMAT_D24_UNORM_S8_UINT: return GL_DEPTH24_STENCIL8_OES; case DXGI_FORMAT_UNKNOWN: return GL_NONE; default: UNREACHABLE(); } return GL_RGBA8_OES; } } namespace gl_d3d11 { DXGI_FORMAT ConvertRenderbufferFormat(GLenum format) { switch (format) { case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8_OES: case GL_RGB565: case GL_RGB8_OES: return DXGI_FORMAT_R8G8B8A8_UNORM; case GL_BGRA8_EXT: return DXGI_FORMAT_B8G8R8A8_UNORM; case GL_DEPTH_COMPONENT16: return DXGI_FORMAT_D16_UNORM; case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return DXGI_FORMAT_D24_UNORM_S8_UINT; default: UNREACHABLE(); } return DXGI_FORMAT_R8G8B8A8_UNORM; } DXGI_FORMAT ConvertTextureFormat(GLenum internalformat) { switch (internalformat) { case GL_RGB565: case GL_RGBA4: case GL_RGB5_A1: case GL_RGB8_OES: case GL_RGBA8_OES: case GL_LUMINANCE8_EXT: case GL_LUMINANCE8_ALPHA8_EXT: return DXGI_FORMAT_R8G8B8A8_UNORM; case GL_ALPHA8_EXT: return DXGI_FORMAT_A8_UNORM; case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: return DXGI_FORMAT_BC1_UNORM; case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE: return DXGI_FORMAT_BC2_UNORM; case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE: return DXGI_FORMAT_BC3_UNORM; case GL_RGBA32F_EXT: case GL_ALPHA32F_EXT: case GL_LUMINANCE_ALPHA32F_EXT: return DXGI_FORMAT_R32G32B32A32_FLOAT; case GL_RGB32F_EXT: case GL_LUMINANCE32F_EXT: return DXGI_FORMAT_R32G32B32_FLOAT; case GL_RGBA16F_EXT: case GL_ALPHA16F_EXT: case GL_LUMINANCE_ALPHA16F_EXT: case GL_RGB16F_EXT: case GL_LUMINANCE16F_EXT: return DXGI_FORMAT_R16G16B16A16_FLOAT; case GL_BGRA8_EXT: return DXGI_FORMAT_B8G8R8A8_UNORM; case GL_R8_EXT: return DXGI_FORMAT_R8_UNORM; case GL_RG8_EXT: return DXGI_FORMAT_R8G8_UNORM; case GL_R16F_EXT: return DXGI_FORMAT_R16_FLOAT; case GL_RG16F_EXT: return DXGI_FORMAT_R16G16_FLOAT; case GL_DEPTH_COMPONENT16: return DXGI_FORMAT_D16_UNORM; case GL_DEPTH_COMPONENT32_OES: case GL_DEPTH24_STENCIL8_OES: return DXGI_FORMAT_D24_UNORM_S8_UINT; case GL_NONE: return DXGI_FORMAT_UNKNOWN; default: UNREACHABLE(); } return DXGI_FORMAT_R8G8B8A8_UNORM; } } namespace d3d11 { void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v) { vertex->x = x; vertex->y = y; vertex->u = u; vertex->v = v; } void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z, const gl::Color &color) { vertex->x = x; vertex->y = y; vertex->z = z; vertex->r = color.red; vertex->g = color.green; vertex->b = color.blue; vertex->a = color.alpha; } size_t ComputePixelSizeBits(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_R1_UNORM: return 1; case DXGI_FORMAT_A8_UNORM: case DXGI_FORMAT_R8_SINT: case DXGI_FORMAT_R8_SNORM: case DXGI_FORMAT_R8_TYPELESS: case DXGI_FORMAT_R8_UINT: case DXGI_FORMAT_R8_UNORM: return 8; case DXGI_FORMAT_B5G5R5A1_UNORM: case DXGI_FORMAT_B5G6R5_UNORM: case DXGI_FORMAT_D16_UNORM: case DXGI_FORMAT_R16_FLOAT: case DXGI_FORMAT_R16_SINT: case DXGI_FORMAT_R16_SNORM: case DXGI_FORMAT_R16_TYPELESS: case DXGI_FORMAT_R16_UINT: case DXGI_FORMAT_R16_UNORM: case DXGI_FORMAT_R8G8_SINT: case DXGI_FORMAT_R8G8_SNORM: case DXGI_FORMAT_R8G8_TYPELESS: case DXGI_FORMAT_R8G8_UINT: case DXGI_FORMAT_R8G8_UNORM: return 16; case DXGI_FORMAT_B8G8R8X8_TYPELESS: case DXGI_FORMAT_B8G8R8X8_UNORM: case DXGI_FORMAT_B8G8R8X8_UNORM_SRGB: case DXGI_FORMAT_D24_UNORM_S8_UINT: case DXGI_FORMAT_D32_FLOAT: case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: case DXGI_FORMAT_G8R8_G8B8_UNORM: case DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM: case DXGI_FORMAT_R10G10B10A2_TYPELESS: case DXGI_FORMAT_R10G10B10A2_UINT: case DXGI_FORMAT_R10G10B10A2_UNORM: case DXGI_FORMAT_R11G11B10_FLOAT: case DXGI_FORMAT_R16G16_FLOAT: case DXGI_FORMAT_R16G16_SINT: case DXGI_FORMAT_R16G16_SNORM: case DXGI_FORMAT_R16G16_TYPELESS: case DXGI_FORMAT_R16G16_UINT: case DXGI_FORMAT_R16G16_UNORM: case DXGI_FORMAT_R24_UNORM_X8_TYPELESS: case DXGI_FORMAT_R24G8_TYPELESS: case DXGI_FORMAT_R32_FLOAT: case DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS: case DXGI_FORMAT_R32_SINT: case DXGI_FORMAT_R32_TYPELESS: case DXGI_FORMAT_R32_UINT: case DXGI_FORMAT_R8G8_B8G8_UNORM: case DXGI_FORMAT_R8G8B8A8_SINT: case DXGI_FORMAT_R8G8B8A8_SNORM: case DXGI_FORMAT_R8G8B8A8_TYPELESS: case DXGI_FORMAT_R8G8B8A8_UINT: case DXGI_FORMAT_R8G8B8A8_UNORM: case DXGI_FORMAT_R8G8B8A8_UNORM_SRGB: case DXGI_FORMAT_B8G8R8A8_TYPELESS: case DXGI_FORMAT_B8G8R8A8_UNORM: case DXGI_FORMAT_B8G8R8A8_UNORM_SRGB: case DXGI_FORMAT_R9G9B9E5_SHAREDEXP: case DXGI_FORMAT_X24_TYPELESS_G8_UINT: case DXGI_FORMAT_X32_TYPELESS_G8X24_UINT: return 32; case DXGI_FORMAT_R16G16B16A16_FLOAT: case DXGI_FORMAT_R16G16B16A16_SINT: case DXGI_FORMAT_R16G16B16A16_SNORM: case DXGI_FORMAT_R16G16B16A16_TYPELESS: case DXGI_FORMAT_R16G16B16A16_UINT: case DXGI_FORMAT_R16G16B16A16_UNORM: case DXGI_FORMAT_R32G32_FLOAT: case DXGI_FORMAT_R32G32_SINT: case DXGI_FORMAT_R32G32_TYPELESS: case DXGI_FORMAT_R32G32_UINT: case DXGI_FORMAT_R32G8X24_TYPELESS: return 64; case DXGI_FORMAT_R32G32B32_FLOAT: case DXGI_FORMAT_R32G32B32_SINT: case DXGI_FORMAT_R32G32B32_TYPELESS: case DXGI_FORMAT_R32G32B32_UINT: return 96; case DXGI_FORMAT_R32G32B32A32_FLOAT: case DXGI_FORMAT_R32G32B32A32_SINT: case DXGI_FORMAT_R32G32B32A32_TYPELESS: case DXGI_FORMAT_R32G32B32A32_UINT: return 128; case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: return 4; case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return 8; default: return 0; } } size_t ComputeBlockSizeBits(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return ComputePixelSizeBits(format) * 16; default: UNREACHABLE(); return 0; } } bool IsCompressed(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return true; case DXGI_FORMAT_UNKNOWN: UNREACHABLE(); return false; default: return false; } } unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_BC1_TYPELESS: case DXGI_FORMAT_BC1_UNORM: case DXGI_FORMAT_BC1_UNORM_SRGB: case DXGI_FORMAT_BC4_SNORM: case DXGI_FORMAT_BC4_TYPELESS: case DXGI_FORMAT_BC4_UNORM: case DXGI_FORMAT_BC2_TYPELESS: case DXGI_FORMAT_BC2_UNORM: case DXGI_FORMAT_BC2_UNORM_SRGB: case DXGI_FORMAT_BC3_TYPELESS: case DXGI_FORMAT_BC3_UNORM: case DXGI_FORMAT_BC3_UNORM_SRGB: case DXGI_FORMAT_BC5_SNORM: case DXGI_FORMAT_BC5_TYPELESS: case DXGI_FORMAT_BC5_UNORM: case DXGI_FORMAT_BC6H_SF16: case DXGI_FORMAT_BC6H_TYPELESS: case DXGI_FORMAT_BC6H_UF16: case DXGI_FORMAT_BC7_TYPELESS: case DXGI_FORMAT_BC7_UNORM: case DXGI_FORMAT_BC7_UNORM_SRGB: return 4; case DXGI_FORMAT_UNKNOWN: UNREACHABLE(); return 1; default: return 1; } } bool IsDepthStencilFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: case DXGI_FORMAT_D32_FLOAT: case DXGI_FORMAT_D24_UNORM_S8_UINT: case DXGI_FORMAT_D16_UNORM: return true; default: return false; } } DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: return DXGI_FORMAT_R32G8X24_TYPELESS; case DXGI_FORMAT_D32_FLOAT: return DXGI_FORMAT_R32_TYPELESS; case DXGI_FORMAT_D24_UNORM_S8_UINT: return DXGI_FORMAT_R24G8_TYPELESS; case DXGI_FORMAT_D16_UNORM: return DXGI_FORMAT_R16_TYPELESS; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format) { switch (format) { case DXGI_FORMAT_D32_FLOAT_S8X24_UINT: return DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS; case DXGI_FORMAT_D32_FLOAT: return DXGI_FORMAT_R32_UINT; case DXGI_FORMAT_D24_UNORM_S8_UINT: return DXGI_FORMAT_R24_UNORM_X8_TYPELESS; case DXGI_FORMAT_D16_UNORM: return DXGI_FORMAT_R16_UNORM; default: UNREACHABLE(); return DXGI_FORMAT_UNKNOWN; } } HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name) { #if defined(_DEBUG) return resource->SetPrivateData(WKPDID_D3DDebugObjectName, strlen(name), name); #else return S_OK; #endif } }
010smithzhang-ddd
src/libGLESv2/renderer/renderer11_utils.cpp
C++
bsd
21,331
// // Copyright (c) 2012-2013 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. // // RenderStateCache.h: Defines rx::RenderStateCache, a cache of Direct3D render // state objects. #ifndef LIBGLESV2_RENDERER_RENDERSTATECACHE_H_ #define LIBGLESV2_RENDERER_RENDERSTATECACHE_H_ #include "libGLESv2/angletypes.h" #include "common/angleutils.h" namespace rx { class RenderStateCache { public: RenderStateCache(); virtual ~RenderStateCache(); void initialize(ID3D11Device *device); void clear(); // Increments refcount on the returned blend state, Release() must be called. ID3D11BlendState *getBlendState(const gl::BlendState &blendState); ID3D11RasterizerState *getRasterizerState(const gl::RasterizerState &rasterState, bool scissorEnabled, unsigned int depthSize); ID3D11DepthStencilState *getDepthStencilState(const gl::DepthStencilState &dsState); ID3D11SamplerState *getSamplerState(const gl::SamplerState &samplerState); private: DISALLOW_COPY_AND_ASSIGN(RenderStateCache); unsigned long long mCounter; // Blend state cache static std::size_t hashBlendState(const gl::BlendState &blendState); static bool compareBlendStates(const gl::BlendState &a, const gl::BlendState &b); static const unsigned int kMaxBlendStates; typedef std::size_t (*BlendStateHashFunction)(const gl::BlendState &); typedef bool (*BlendStateEqualityFunction)(const gl::BlendState &, const gl::BlendState &); typedef std::pair<ID3D11BlendState*, unsigned long long> BlendStateCounterPair; typedef std::unordered_map<gl::BlendState, BlendStateCounterPair, BlendStateHashFunction, BlendStateEqualityFunction> BlendStateMap; BlendStateMap mBlendStateCache; // Rasterizer state cache struct RasterizerStateKey { gl::RasterizerState rasterizerState; bool scissorEnabled; unsigned int depthSize; }; static std::size_t hashRasterizerState(const RasterizerStateKey &rasterState); static bool compareRasterizerStates(const RasterizerStateKey &a, const RasterizerStateKey &b); static const unsigned int kMaxRasterizerStates; typedef std::size_t (*RasterizerStateHashFunction)(const RasterizerStateKey &); typedef bool (*RasterizerStateEqualityFunction)(const RasterizerStateKey &, const RasterizerStateKey &); typedef std::pair<ID3D11RasterizerState*, unsigned long long> RasterizerStateCounterPair; typedef std::unordered_map<RasterizerStateKey, RasterizerStateCounterPair, RasterizerStateHashFunction, RasterizerStateEqualityFunction> RasterizerStateMap; RasterizerStateMap mRasterizerStateCache; // Depth stencil state cache static std::size_t hashDepthStencilState(const gl::DepthStencilState &dsState); static bool compareDepthStencilStates(const gl::DepthStencilState &a, const gl::DepthStencilState &b); static const unsigned int kMaxDepthStencilStates; typedef std::size_t (*DepthStencilStateHashFunction)(const gl::DepthStencilState &); typedef bool (*DepthStencilStateEqualityFunction)(const gl::DepthStencilState &, const gl::DepthStencilState &); typedef std::pair<ID3D11DepthStencilState*, unsigned long long> DepthStencilStateCounterPair; typedef std::unordered_map<gl::DepthStencilState, DepthStencilStateCounterPair, DepthStencilStateHashFunction, DepthStencilStateEqualityFunction> DepthStencilStateMap; DepthStencilStateMap mDepthStencilStateCache; // Sample state cache static std::size_t hashSamplerState(const gl::SamplerState &samplerState); static bool compareSamplerStates(const gl::SamplerState &a, const gl::SamplerState &b); static const unsigned int kMaxSamplerStates; typedef std::size_t (*SamplerStateHashFunction)(const gl::SamplerState &); typedef bool (*SamplerStateEqualityFunction)(const gl::SamplerState &, const gl::SamplerState &); typedef std::pair<ID3D11SamplerState*, unsigned long long> SamplerStateCounterPair; typedef std::unordered_map<gl::SamplerState, SamplerStateCounterPair, SamplerStateHashFunction, SamplerStateEqualityFunction> SamplerStateMap; SamplerStateMap mSamplerStateCache; ID3D11Device *mDevice; }; } #endif // LIBGLESV2_RENDERER_RENDERSTATECACHE_H_
010smithzhang-ddd
src/libGLESv2/renderer/RenderStateCache.h
C++
bsd
4,559
// // Copyright (c) 2012 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. // // renderer11_utils.h: Conversion functions and other utility routines // specific to the D3D11 renderer. #ifndef LIBGLESV2_RENDERER_RENDERER11_UTILS_H #define LIBGLESV2_RENDERER_RENDERER11_UTILS_H #include "libGLESv2/angletypes.h" namespace gl_d3d11 { D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha); D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp); UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha); D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode); D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison); D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled); UINT8 ConvertStencilMask(GLuint stencilmask); D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp); D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy); D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap); FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset); FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset); DXGI_FORMAT ConvertRenderbufferFormat(GLenum format); DXGI_FORMAT ConvertTextureFormat(GLenum format); } namespace d3d11_gl { GLenum ConvertBackBufferFormat(DXGI_FORMAT format); GLenum ConvertDepthStencilFormat(DXGI_FORMAT format); GLenum ConvertRenderbufferFormat(DXGI_FORMAT format); GLenum ConvertTextureInternalFormat(DXGI_FORMAT format); } namespace d3d11 { struct PositionTexCoordVertex { float x, y; float u, v; }; void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v); struct PositionDepthColorVertex { float x, y, z; float r, g, b, a; }; void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z, const gl::Color &color); size_t ComputePixelSizeBits(DXGI_FORMAT format); size_t ComputeBlockSizeBits(DXGI_FORMAT format); bool IsCompressed(DXGI_FORMAT format); unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format); bool IsDepthStencilFormat(DXGI_FORMAT format); DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format); DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format); HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name); inline bool isDeviceLostError(HRESULT errorCode) { switch (errorCode) { case DXGI_ERROR_DEVICE_HUNG: case DXGI_ERROR_DEVICE_REMOVED: case DXGI_ERROR_DEVICE_RESET: case DXGI_ERROR_DRIVER_INTERNAL_ERROR: case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE: return true; default: return false; } } } #endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H
010smithzhang-ddd
src/libGLESv2/renderer/renderer11_utils.h
C++
bsd
2,808
// // Copyright (c) 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. // // QueryImpl.h: Defines the abstract rx::QueryImpl class. #ifndef LIBGLESV2_RENDERER_QUERYIMPL_H_ #define LIBGLESV2_RENDERER_QUERYIMPL_H_ #include "common/angleutils.h" namespace rx { class QueryImpl { public: explicit QueryImpl(GLenum type) : mType(type), mStatus(GL_FALSE), mResult(0) { } virtual ~QueryImpl() { } virtual void begin() = 0; virtual void end() = 0; virtual GLuint getResult() = 0; virtual GLboolean isResultAvailable() = 0; GLenum getType() const { return mType; } protected: GLuint mResult; GLboolean mStatus; private: DISALLOW_COPY_AND_ASSIGN(QueryImpl); GLenum mType; }; } #endif // LIBGLESV2_RENDERER_QUERYIMPL_H_
010smithzhang-ddd
src/libGLESv2/renderer/QueryImpl.h
C++
bsd
877
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // TextureStorage.cpp: Implements the abstract rx::TextureStorageInterface class and its concrete derived // classes TextureStorageInterface2D and TextureStorageInterfaceCube, which act as the interface to the // GPU-side texture. #include "libGLESv2/renderer/TextureStorage.h" #include "libGLESv2/renderer/Renderer.h" #include "libGLESv2/Renderbuffer.h" #include "libGLESv2/Texture.h" #include "common/debug.h" namespace rx { unsigned int TextureStorageInterface::mCurrentTextureSerial = 1; TextureStorageInterface::TextureStorageInterface() : mTextureSerial(issueTextureSerial()), mInstance(NULL) { } TextureStorageInterface::~TextureStorageInterface() { delete mInstance; } bool TextureStorageInterface::isRenderTarget() const { return mInstance->isRenderTarget(); } bool TextureStorageInterface::isManaged() const { return mInstance->isManaged(); } unsigned int TextureStorageInterface::getTextureSerial() const { return mTextureSerial; } unsigned int TextureStorageInterface::issueTextureSerial() { return mCurrentTextureSerial++; } int TextureStorageInterface::getLodOffset() const { return mInstance->getLodOffset(); } int TextureStorageInterface::levelCount() { return mInstance->levelCount(); } TextureStorageInterface2D::TextureStorageInterface2D(Renderer *renderer, SwapChain *swapchain) : mRenderTargetSerial(gl::RenderbufferStorage::issueSerial()) { mInstance = renderer->createTextureStorage2D(swapchain); } TextureStorageInterface2D::TextureStorageInterface2D(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, GLsizei width, GLsizei height) : mRenderTargetSerial(gl::RenderbufferStorage::issueSerial()) { mInstance = renderer->createTextureStorage2D(levels, internalformat, usage, forceRenderable, width, height); } TextureStorageInterface2D::~TextureStorageInterface2D() { } RenderTarget *TextureStorageInterface2D::getRenderTarget() const { return mInstance->getRenderTarget(); } void TextureStorageInterface2D::generateMipmap(int level) { mInstance->generateMipmap(level); } unsigned int TextureStorageInterface2D::getRenderTargetSerial(GLenum target) const { return mRenderTargetSerial; } TextureStorageInterfaceCube::TextureStorageInterfaceCube(Renderer *renderer, int levels, GLenum internalformat, GLenum usage, bool forceRenderable, int size) : mFirstRenderTargetSerial(gl::RenderbufferStorage::issueCubeSerials()) { mInstance = renderer->createTextureStorageCube(levels, internalformat, usage, forceRenderable, size); } TextureStorageInterfaceCube::~TextureStorageInterfaceCube() { } RenderTarget *TextureStorageInterfaceCube::getRenderTarget(GLenum faceTarget) const { return mInstance->getRenderTarget(faceTarget); } void TextureStorageInterfaceCube::generateMipmap(int face, int level) { mInstance->generateMipmap(face, level); } unsigned int TextureStorageInterfaceCube::getRenderTargetSerial(GLenum target) const { return mFirstRenderTargetSerial + gl::TextureCubeMap::faceIndex(target); } }
010smithzhang-ddd
src/libGLESv2/renderer/TextureStorage.cpp
C++
bsd
3,284
#include "precompiled.h" // // Copyright (c) 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. // // Fence9.cpp: Defines the rx::Fence9 class. #include "libGLESv2/renderer/Fence9.h" #include "libGLESv2/main.h" #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/renderer/Renderer9.h" namespace rx { Fence9::Fence9(rx::Renderer9 *renderer) { mRenderer = renderer; mQuery = NULL; } Fence9::~Fence9() { if (mQuery) { mRenderer->freeEventQuery(mQuery); mQuery = NULL; } } GLboolean Fence9::isFence() { // GL_NV_fence spec: // A name returned by GenFencesNV, but not yet set via SetFenceNV, is not the name of an existing fence. return mQuery != NULL; } void Fence9::setFence(GLenum condition) { if (!mQuery) { mQuery = mRenderer->allocateEventQuery(); if (!mQuery) { return gl::error(GL_OUT_OF_MEMORY); } } HRESULT result = mQuery->Issue(D3DISSUE_END); ASSERT(SUCCEEDED(result)); setCondition(condition); setStatus(GL_FALSE); } GLboolean Fence9::testFence() { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION, GL_TRUE); } HRESULT result = mQuery->GetData(NULL, 0, D3DGETDATA_FLUSH); if (d3d9::isDeviceLostError(result)) { mRenderer->notifyDeviceLost(); return gl::error(GL_OUT_OF_MEMORY, GL_TRUE); } ASSERT(result == S_OK || result == S_FALSE); setStatus(result == S_OK); return getStatus(); } void Fence9::finishFence() { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION); } while (!testFence()) { Sleep(0); } } void Fence9::getFenceiv(GLenum pname, GLint *params) { if (mQuery == NULL) { return gl::error(GL_INVALID_OPERATION); } switch (pname) { case GL_FENCE_STATUS_NV: { // GL_NV_fence spec: // Once the status of a fence has been finished (via FinishFenceNV) or tested and the returned status is TRUE (via either TestFenceNV // or GetFenceivNV querying the FENCE_STATUS_NV), the status remains TRUE until the next SetFenceNV of the fence. if (getStatus()) { params[0] = GL_TRUE; return; } HRESULT result = mQuery->GetData(NULL, 0, 0); if (d3d9::isDeviceLostError(result)) { params[0] = GL_TRUE; mRenderer->notifyDeviceLost(); return gl::error(GL_OUT_OF_MEMORY); } ASSERT(result == S_OK || result == S_FALSE); setStatus(result == S_OK); params[0] = getStatus(); break; } case GL_FENCE_CONDITION_NV: params[0] = getCondition(); break; default: return gl::error(GL_INVALID_ENUM); break; } } }
010smithzhang-ddd
src/libGLESv2/renderer/Fence9.cpp
C++
bsd
3,063
#include "precompiled.h" // // Copyright (c) 2002-2012 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. // // renderer9_utils.cpp: Conversion functions and other utility routines // specific to the D3D9 renderer. #include "libGLESv2/renderer/renderer9_utils.h" #include "libGLESv2/mathutil.h" #include "libGLESv2/Context.h" #include "common/debug.h" namespace gl_d3d9 { D3DCMPFUNC ConvertComparison(GLenum comparison) { D3DCMPFUNC d3dComp = D3DCMP_ALWAYS; switch (comparison) { case GL_NEVER: d3dComp = D3DCMP_NEVER; break; case GL_ALWAYS: d3dComp = D3DCMP_ALWAYS; break; case GL_LESS: d3dComp = D3DCMP_LESS; break; case GL_LEQUAL: d3dComp = D3DCMP_LESSEQUAL; break; case GL_EQUAL: d3dComp = D3DCMP_EQUAL; break; case GL_GREATER: d3dComp = D3DCMP_GREATER; break; case GL_GEQUAL: d3dComp = D3DCMP_GREATEREQUAL; break; case GL_NOTEQUAL: d3dComp = D3DCMP_NOTEQUAL; break; default: UNREACHABLE(); } return d3dComp; } D3DCOLOR ConvertColor(gl::Color color) { return D3DCOLOR_RGBA(gl::unorm<8>(color.red), gl::unorm<8>(color.green), gl::unorm<8>(color.blue), gl::unorm<8>(color.alpha)); } D3DBLEND ConvertBlendFunc(GLenum blend) { D3DBLEND d3dBlend = D3DBLEND_ZERO; switch (blend) { case GL_ZERO: d3dBlend = D3DBLEND_ZERO; break; case GL_ONE: d3dBlend = D3DBLEND_ONE; break; case GL_SRC_COLOR: d3dBlend = D3DBLEND_SRCCOLOR; break; case GL_ONE_MINUS_SRC_COLOR: d3dBlend = D3DBLEND_INVSRCCOLOR; break; case GL_DST_COLOR: d3dBlend = D3DBLEND_DESTCOLOR; break; case GL_ONE_MINUS_DST_COLOR: d3dBlend = D3DBLEND_INVDESTCOLOR; break; case GL_SRC_ALPHA: d3dBlend = D3DBLEND_SRCALPHA; break; case GL_ONE_MINUS_SRC_ALPHA: d3dBlend = D3DBLEND_INVSRCALPHA; break; case GL_DST_ALPHA: d3dBlend = D3DBLEND_DESTALPHA; break; case GL_ONE_MINUS_DST_ALPHA: d3dBlend = D3DBLEND_INVDESTALPHA; break; case GL_CONSTANT_COLOR: d3dBlend = D3DBLEND_BLENDFACTOR; break; case GL_ONE_MINUS_CONSTANT_COLOR: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; case GL_CONSTANT_ALPHA: d3dBlend = D3DBLEND_BLENDFACTOR; break; case GL_ONE_MINUS_CONSTANT_ALPHA: d3dBlend = D3DBLEND_INVBLENDFACTOR; break; case GL_SRC_ALPHA_SATURATE: d3dBlend = D3DBLEND_SRCALPHASAT; break; default: UNREACHABLE(); } return d3dBlend; } D3DBLENDOP ConvertBlendOp(GLenum blendOp) { D3DBLENDOP d3dBlendOp = D3DBLENDOP_ADD; switch (blendOp) { case GL_FUNC_ADD: d3dBlendOp = D3DBLENDOP_ADD; break; case GL_FUNC_SUBTRACT: d3dBlendOp = D3DBLENDOP_SUBTRACT; break; case GL_FUNC_REVERSE_SUBTRACT: d3dBlendOp = D3DBLENDOP_REVSUBTRACT; break; default: UNREACHABLE(); } return d3dBlendOp; } D3DSTENCILOP ConvertStencilOp(GLenum stencilOp) { D3DSTENCILOP d3dStencilOp = D3DSTENCILOP_KEEP; switch (stencilOp) { case GL_ZERO: d3dStencilOp = D3DSTENCILOP_ZERO; break; case GL_KEEP: d3dStencilOp = D3DSTENCILOP_KEEP; break; case GL_REPLACE: d3dStencilOp = D3DSTENCILOP_REPLACE; break; case GL_INCR: d3dStencilOp = D3DSTENCILOP_INCRSAT; break; case GL_DECR: d3dStencilOp = D3DSTENCILOP_DECRSAT; break; case GL_INVERT: d3dStencilOp = D3DSTENCILOP_INVERT; break; case GL_INCR_WRAP: d3dStencilOp = D3DSTENCILOP_INCR; break; case GL_DECR_WRAP: d3dStencilOp = D3DSTENCILOP_DECR; break; default: UNREACHABLE(); } return d3dStencilOp; } D3DTEXTUREADDRESS ConvertTextureWrap(GLenum wrap) { D3DTEXTUREADDRESS d3dWrap = D3DTADDRESS_WRAP; switch (wrap) { case GL_REPEAT: d3dWrap = D3DTADDRESS_WRAP; break; case GL_CLAMP_TO_EDGE: d3dWrap = D3DTADDRESS_CLAMP; break; case GL_MIRRORED_REPEAT: d3dWrap = D3DTADDRESS_MIRROR; break; default: UNREACHABLE(); } return d3dWrap; } D3DCULL ConvertCullMode(GLenum cullFace, GLenum frontFace) { D3DCULL cull = D3DCULL_CCW; switch (cullFace) { case GL_FRONT: cull = (frontFace == GL_CCW ? D3DCULL_CW : D3DCULL_CCW); break; case GL_BACK: cull = (frontFace == GL_CCW ? D3DCULL_CCW : D3DCULL_CW); break; case GL_FRONT_AND_BACK: cull = D3DCULL_NONE; // culling will be handled during draw break; default: UNREACHABLE(); } return cull; } D3DCUBEMAP_FACES ConvertCubeFace(GLenum cubeFace) { D3DCUBEMAP_FACES face = D3DCUBEMAP_FACE_POSITIVE_X; switch (cubeFace) { case GL_TEXTURE_CUBE_MAP_POSITIVE_X: face = D3DCUBEMAP_FACE_POSITIVE_X; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: face = D3DCUBEMAP_FACE_NEGATIVE_X; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: face = D3DCUBEMAP_FACE_POSITIVE_Y; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: face = D3DCUBEMAP_FACE_NEGATIVE_Y; break; case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: face = D3DCUBEMAP_FACE_POSITIVE_Z; break; case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: face = D3DCUBEMAP_FACE_NEGATIVE_Z; break; default: UNREACHABLE(); } return face; } DWORD ConvertColorMask(bool red, bool green, bool blue, bool alpha) { return (red ? D3DCOLORWRITEENABLE_RED : 0) | (green ? D3DCOLORWRITEENABLE_GREEN : 0) | (blue ? D3DCOLORWRITEENABLE_BLUE : 0) | (alpha ? D3DCOLORWRITEENABLE_ALPHA : 0); } D3DTEXTUREFILTERTYPE ConvertMagFilter(GLenum magFilter, float maxAnisotropy) { if (maxAnisotropy > 1.0f) { return D3DTEXF_ANISOTROPIC; } D3DTEXTUREFILTERTYPE d3dMagFilter = D3DTEXF_POINT; switch (magFilter) { case GL_NEAREST: d3dMagFilter = D3DTEXF_POINT; break; case GL_LINEAR: d3dMagFilter = D3DTEXF_LINEAR; break; default: UNREACHABLE(); } return d3dMagFilter; } void ConvertMinFilter(GLenum minFilter, D3DTEXTUREFILTERTYPE *d3dMinFilter, D3DTEXTUREFILTERTYPE *d3dMipFilter, float maxAnisotropy) { switch (minFilter) { case GL_NEAREST: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_NONE; break; case GL_LINEAR: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_NONE; break; case GL_NEAREST_MIPMAP_NEAREST: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_POINT; break; case GL_LINEAR_MIPMAP_NEAREST: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_POINT; break; case GL_NEAREST_MIPMAP_LINEAR: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_LINEAR; break; case GL_LINEAR_MIPMAP_LINEAR: *d3dMinFilter = D3DTEXF_LINEAR; *d3dMipFilter = D3DTEXF_LINEAR; break; default: *d3dMinFilter = D3DTEXF_POINT; *d3dMipFilter = D3DTEXF_NONE; UNREACHABLE(); } if (maxAnisotropy > 1.0f) { *d3dMinFilter = D3DTEXF_ANISOTROPIC; } } D3DFORMAT ConvertRenderbufferFormat(GLenum format) { switch (format) { case GL_NONE: return D3DFMT_NULL; case GL_RGBA4: case GL_RGB5_A1: case GL_RGBA8_OES: return D3DFMT_A8R8G8B8; case GL_RGB565: return D3DFMT_R5G6B5; case GL_RGB8_OES: return D3DFMT_X8R8G8B8; case GL_DEPTH_COMPONENT16: case GL_STENCIL_INDEX8: case GL_DEPTH24_STENCIL8_OES: return D3DFMT_D24S8; default: UNREACHABLE(); return D3DFMT_A8R8G8B8; } } D3DMULTISAMPLE_TYPE GetMultisampleTypeFromSamples(GLsizei samples) { if (samples <= 1) return D3DMULTISAMPLE_NONE; else return (D3DMULTISAMPLE_TYPE)samples; } } namespace d3d9_gl { unsigned int GetStencilSize(D3DFORMAT stencilFormat) { if (stencilFormat == D3DFMT_INTZ) { return 8; } switch(stencilFormat) { case D3DFMT_D24FS8: case D3DFMT_D24S8: return 8; case D3DFMT_D24X4S4: return 4; case D3DFMT_D15S1: return 1; case D3DFMT_D16_LOCKABLE: case D3DFMT_D32: case D3DFMT_D24X8: case D3DFMT_D32F_LOCKABLE: case D3DFMT_D16: return 0; //case D3DFMT_D32_LOCKABLE: return 0; // DirectX 9Ex only //case D3DFMT_S8_LOCKABLE: return 8; // DirectX 9Ex only default: return 0; } } unsigned int GetAlphaSize(D3DFORMAT colorFormat) { switch (colorFormat) { case D3DFMT_A16B16G16R16F: return 16; case D3DFMT_A32B32G32R32F: return 32; case D3DFMT_A2R10G10B10: return 2; case D3DFMT_A8R8G8B8: return 8; case D3DFMT_A1R5G5B5: return 1; case D3DFMT_X8R8G8B8: case D3DFMT_R5G6B5: return 0; default: return 0; } } GLsizei GetSamplesFromMultisampleType(D3DMULTISAMPLE_TYPE type) { if (type == D3DMULTISAMPLE_NONMASKABLE) return 0; else return type; } bool IsFormatChannelEquivalent(D3DFORMAT d3dformat, GLenum format) { switch (d3dformat) { case D3DFMT_L8: return (format == GL_LUMINANCE); case D3DFMT_A8L8: return (format == GL_LUMINANCE_ALPHA); case D3DFMT_DXT1: return (format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT || format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT); case D3DFMT_DXT3: return (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE); case D3DFMT_DXT5: return (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE); case D3DFMT_A8R8G8B8: case D3DFMT_A16B16G16R16F: case D3DFMT_A32B32G32R32F: return (format == GL_RGBA || format == GL_BGRA_EXT); case D3DFMT_X8R8G8B8: return (format == GL_RGB); default: if (d3dformat == D3DFMT_INTZ && gl::IsDepthTexture(format)) return true; return false; } } GLenum ConvertBackBufferFormat(D3DFORMAT format) { switch (format) { case D3DFMT_A4R4G4B4: return GL_RGBA4; case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; case D3DFMT_A1R5G5B5: return GL_RGB5_A1; case D3DFMT_R5G6B5: return GL_RGB565; case D3DFMT_X8R8G8B8: return GL_RGB8_OES; default: UNREACHABLE(); } return GL_RGBA4; } GLenum ConvertDepthStencilFormat(D3DFORMAT format) { if (format == D3DFMT_INTZ) { return GL_DEPTH24_STENCIL8_OES; } switch (format) { case D3DFMT_D16: case D3DFMT_D24X8: return GL_DEPTH_COMPONENT16; case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; case D3DFMT_UNKNOWN: return GL_NONE; default: UNREACHABLE(); } return GL_DEPTH24_STENCIL8_OES; } GLenum ConvertRenderTargetFormat(D3DFORMAT format) { if (format == D3DFMT_INTZ) { return GL_DEPTH24_STENCIL8_OES; } switch (format) { case D3DFMT_A4R4G4B4: return GL_RGBA4; case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; case D3DFMT_A1R5G5B5: return GL_RGB5_A1; case D3DFMT_R5G6B5: return GL_RGB565; case D3DFMT_X8R8G8B8: return GL_RGB8_OES; case D3DFMT_D16: case D3DFMT_D24X8: return GL_DEPTH_COMPONENT16; case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; case D3DFMT_UNKNOWN: return GL_NONE; default: UNREACHABLE(); } return GL_RGBA4; } GLenum GetEquivalentFormat(D3DFORMAT format) { if (format == D3DFMT_INTZ) return GL_DEPTH24_STENCIL8_OES; if (format == D3DFMT_NULL) return GL_NONE; switch (format) { case D3DFMT_A4R4G4B4: return GL_RGBA4; case D3DFMT_A8R8G8B8: return GL_RGBA8_OES; case D3DFMT_A1R5G5B5: return GL_RGB5_A1; case D3DFMT_R5G6B5: return GL_RGB565; case D3DFMT_X8R8G8B8: return GL_RGB8_OES; case D3DFMT_D16: return GL_DEPTH_COMPONENT16; case D3DFMT_D24S8: return GL_DEPTH24_STENCIL8_OES; case D3DFMT_UNKNOWN: return GL_NONE; case D3DFMT_DXT1: return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; case D3DFMT_DXT3: return GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE; case D3DFMT_DXT5: return GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE; case D3DFMT_A32B32G32R32F: return GL_RGBA32F_EXT; case D3DFMT_A16B16G16R16F: return GL_RGBA16F_EXT; case D3DFMT_L8: return GL_LUMINANCE8_EXT; case D3DFMT_A8L8: return GL_LUMINANCE8_ALPHA8_EXT; default: UNREACHABLE(); return GL_NONE; } } } namespace d3d9 { bool IsCompressedFormat(D3DFORMAT surfaceFormat) { switch(surfaceFormat) { case D3DFMT_DXT1: case D3DFMT_DXT2: case D3DFMT_DXT3: case D3DFMT_DXT4: case D3DFMT_DXT5: return true; default: return false; } } size_t ComputeRowSize(D3DFORMAT format, unsigned int width) { if (format == D3DFMT_INTZ) { return 4 * width; } switch (format) { case D3DFMT_L8: return 1 * width; case D3DFMT_A8L8: return 2 * width; case D3DFMT_X8R8G8B8: case D3DFMT_A8R8G8B8: return 4 * width; case D3DFMT_A16B16G16R16F: return 8 * width; case D3DFMT_A32B32G32R32F: return 16 * width; case D3DFMT_DXT1: return 8 * ((width + 3) / 4); case D3DFMT_DXT3: case D3DFMT_DXT5: return 16 * ((width + 3) / 4); default: UNREACHABLE(); return 0; } } }
010smithzhang-ddd
src/libGLESv2/renderer/renderer9_utils.cpp
C++
bsd
14,160