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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-28 14:29:10 +0000 |
commit | 2aa4a82499d4becd2284cdb482213d541b8804dd (patch) | |
tree | b80bf8bf13c3766139fbacc530efd0dd9d54394c /gfx/angle/checkout/src/libANGLE/State.cpp | |
parent | Initial commit. (diff) | |
download | firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.tar.xz firefox-2aa4a82499d4becd2284cdb482213d541b8804dd.zip |
Adding upstream version 86.0.1.upstream/86.0.1upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/State.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/State.cpp | 2870 |
1 files changed, 2870 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/State.cpp b/gfx/angle/checkout/src/libANGLE/State.cpp new file mode 100644 index 0000000000..9493ff8cb3 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/State.cpp @@ -0,0 +1,2870 @@ +// +// Copyright (c) 2014 The ANGLE Project Authors. All rights reserved. +// Use of this source code is governed by a BSD-style license that can be +// found in the LICENSE file. +// + +// State.cpp: Implements the State class, encapsulating raw GL state. + +#include "libANGLE/State.h" + +#include <string.h> +#include <limits> + +#include "common/bitset_utils.h" +#include "common/mathutil.h" +#include "common/matrix_utils.h" +#include "libANGLE/Buffer.h" +#include "libANGLE/Caps.h" +#include "libANGLE/Context.h" +#include "libANGLE/Debug.h" +#include "libANGLE/Framebuffer.h" +#include "libANGLE/FramebufferAttachment.h" +#include "libANGLE/Query.h" +#include "libANGLE/VertexArray.h" +#include "libANGLE/formatutils.h" +#include "libANGLE/queryconversions.h" +#include "libANGLE/queryutils.h" +#include "libANGLE/renderer/ContextImpl.h" +#include "libANGLE/renderer/TextureImpl.h" + +namespace gl +{ + +namespace +{ +bool GetAlternativeQueryType(QueryType type, QueryType *alternativeType) +{ + switch (type) + { + case QueryType::AnySamples: + *alternativeType = QueryType::AnySamplesConservative; + return true; + case QueryType::AnySamplesConservative: + *alternativeType = QueryType::AnySamples; + return true; + default: + return false; + } +} + +// Mapping from a buffer binding type to a dirty bit type. +constexpr angle::PackedEnumMap<BufferBinding, size_t> kBufferBindingDirtyBits = {{ + {BufferBinding::AtomicCounter, State::DIRTY_BIT_ATOMIC_COUNTER_BUFFER_BINDING}, + {BufferBinding::DispatchIndirect, State::DIRTY_BIT_DISPATCH_INDIRECT_BUFFER_BINDING}, + {BufferBinding::DrawIndirect, State::DIRTY_BIT_DRAW_INDIRECT_BUFFER_BINDING}, + {BufferBinding::PixelPack, State::DIRTY_BIT_PACK_BUFFER_BINDING}, + {BufferBinding::PixelUnpack, State::DIRTY_BIT_UNPACK_BUFFER_BINDING}, + {BufferBinding::ShaderStorage, State::DIRTY_BIT_SHADER_STORAGE_BUFFER_BINDING}, + {BufferBinding::Uniform, State::DIRTY_BIT_UNIFORM_BUFFER_BINDINGS}, +}}; + +// Returns a buffer binding function depending on if a dirty bit is set. +template <BufferBinding Target> +constexpr std::pair<BufferBinding, State::BufferBindingSetter> GetBufferBindingSetter() +{ + return std::make_pair(Target, kBufferBindingDirtyBits[Target] != 0 + ? &State::setGenericBufferBindingWithBit<Target> + : &State::setGenericBufferBinding<Target>); +} + +template <typename T> +using ContextStateMember = T *(State::*); + +template <typename T> +T *AllocateOrGetSharedResourceManager(const State *shareContextState, ContextStateMember<T> member) +{ + if (shareContextState) + { + T *resourceManager = (*shareContextState).*member; + resourceManager->addRef(); + return resourceManager; + } + else + { + return new T(); + } +} + +TextureManager *AllocateOrGetSharedTextureManager(const State *shareContextState, + TextureManager *shareTextures, + ContextStateMember<TextureManager> member) +{ + if (shareContextState) + { + TextureManager *textureManager = (*shareContextState).*member; + ASSERT(shareTextures == nullptr || textureManager == shareTextures); + textureManager->addRef(); + return textureManager; + } + else if (shareTextures) + { + TextureManager *textureManager = shareTextures; + textureManager->addRef(); + return textureManager; + } + else + { + return new TextureManager(); + } +} +} // namespace + +template <typename BindingT, typename... ArgsT> +ANGLE_INLINE void UpdateNonTFBufferBinding(const Context *context, + BindingT *binding, + Buffer *buffer, + ArgsT... args) +{ + Buffer *oldBuffer = binding->get(); + if (oldBuffer) + { + oldBuffer->onNonTFBindingChanged(-1); + oldBuffer->release(context); + } + binding->assign(buffer, args...); + if (buffer) + { + buffer->addRef(); + buffer->onNonTFBindingChanged(1); + } +} + +template <typename BindingT, typename... ArgsT> +void UpdateTFBufferBinding(const Context *context, BindingT *binding, bool indexed, ArgsT... args) +{ + if (binding->get()) + (*binding)->onTFBindingChanged(context, false, indexed); + binding->set(context, args...); + if (binding->get()) + (*binding)->onTFBindingChanged(context, true, indexed); +} + +void UpdateBufferBinding(const Context *context, + BindingPointer<Buffer> *binding, + Buffer *buffer, + BufferBinding target) +{ + if (target == BufferBinding::TransformFeedback) + { + UpdateTFBufferBinding(context, binding, false, buffer); + } + else + { + UpdateNonTFBufferBinding(context, binding, buffer); + } +} + +void UpdateIndexedBufferBinding(const Context *context, + OffsetBindingPointer<Buffer> *binding, + Buffer *buffer, + BufferBinding target, + GLintptr offset, + GLsizeiptr size) +{ + if (target == BufferBinding::TransformFeedback) + { + UpdateTFBufferBinding(context, binding, true, buffer, offset, size); + } + else + { + UpdateNonTFBufferBinding(context, binding, buffer, offset, size); + } +} + +// These template functions must be defined before they are instantiated in kBufferSetters. +template <BufferBinding Target> +void State::setGenericBufferBindingWithBit(const Context *context, Buffer *buffer) +{ + UpdateNonTFBufferBinding(context, &mBoundBuffers[Target], buffer); + mDirtyBits.set(kBufferBindingDirtyBits[Target]); +} + +template <BufferBinding Target> +void State::setGenericBufferBinding(const Context *context, Buffer *buffer) +{ + UpdateNonTFBufferBinding(context, &mBoundBuffers[Target], buffer); +} + +template <> +void State::setGenericBufferBinding<BufferBinding::TransformFeedback>(const Context *context, + Buffer *buffer) +{ + UpdateTFBufferBinding(context, &mBoundBuffers[BufferBinding::TransformFeedback], false, buffer); +} + +template <> +void State::setGenericBufferBinding<BufferBinding::ElementArray>(const Context *context, + Buffer *buffer) +{ + Buffer *oldBuffer = mVertexArray->mState.mElementArrayBuffer.get(); + if (oldBuffer) + { + oldBuffer->removeObserver(&mVertexArray->mState.mElementArrayBuffer); + oldBuffer->onNonTFBindingChanged(-1); + oldBuffer->release(context); + } + mVertexArray->mState.mElementArrayBuffer.assign(buffer); + if (buffer) + { + buffer->addObserver(&mVertexArray->mState.mElementArrayBuffer); + buffer->onNonTFBindingChanged(1); + buffer->addRef(); + } + mVertexArray->mDirtyBits.set(VertexArray::DIRTY_BIT_ELEMENT_ARRAY_BUFFER); + mVertexArray->mIndexRangeCache.invalidate(); + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); +} + +const angle::PackedEnumMap<BufferBinding, State::BufferBindingSetter> State::kBufferSetters = {{ + GetBufferBindingSetter<BufferBinding::Array>(), + GetBufferBindingSetter<BufferBinding::AtomicCounter>(), + GetBufferBindingSetter<BufferBinding::CopyRead>(), + GetBufferBindingSetter<BufferBinding::CopyWrite>(), + GetBufferBindingSetter<BufferBinding::DispatchIndirect>(), + GetBufferBindingSetter<BufferBinding::DrawIndirect>(), + GetBufferBindingSetter<BufferBinding::ElementArray>(), + GetBufferBindingSetter<BufferBinding::PixelPack>(), + GetBufferBindingSetter<BufferBinding::PixelUnpack>(), + GetBufferBindingSetter<BufferBinding::ShaderStorage>(), + GetBufferBindingSetter<BufferBinding::TransformFeedback>(), + GetBufferBindingSetter<BufferBinding::Uniform>(), +}}; + +State::State(ContextID contextIn, + const State *shareContextState, + TextureManager *shareTextures, + const EGLenum clientType, + const Version &clientVersion, + bool debug, + bool bindGeneratesResource, + bool clientArraysEnabled, + bool robustResourceInit, + bool programBinaryCacheEnabled) + : mClientType(clientType), + mClientVersion(clientVersion), + mContext(contextIn), + mBufferManager(AllocateOrGetSharedResourceManager(shareContextState, &State::mBufferManager)), + mShaderProgramManager( + AllocateOrGetSharedResourceManager(shareContextState, &State::mShaderProgramManager)), + mTextureManager(AllocateOrGetSharedTextureManager(shareContextState, + shareTextures, + &State::mTextureManager)), + mRenderbufferManager( + AllocateOrGetSharedResourceManager(shareContextState, &State::mRenderbufferManager)), + mSamplerManager( + AllocateOrGetSharedResourceManager(shareContextState, &State::mSamplerManager)), + mSyncManager(AllocateOrGetSharedResourceManager(shareContextState, &State::mSyncManager)), + mPathManager(AllocateOrGetSharedResourceManager(shareContextState, &State::mPathManager)), + mFramebufferManager(new FramebufferManager()), + mProgramPipelineManager(new ProgramPipelineManager()), + mMemoryObjectManager( + AllocateOrGetSharedResourceManager(shareContextState, &State::mMemoryObjectManager)), + mSemaphoreManager( + AllocateOrGetSharedResourceManager(shareContextState, &State::mSemaphoreManager)), + mMaxDrawBuffers(0), + mMaxCombinedTextureImageUnits(0), + mDepthClearValue(0), + mStencilClearValue(0), + mScissorTest(false), + mSampleCoverage(false), + mSampleCoverageValue(0), + mSampleCoverageInvert(false), + mSampleMask(false), + mMaxSampleMaskWords(0), + mStencilRef(0), + mStencilBackRef(0), + mLineWidth(0), + mGenerateMipmapHint(GL_NONE), + mFragmentShaderDerivativeHint(GL_NONE), + mBindGeneratesResource(bindGeneratesResource), + mClientArraysEnabled(clientArraysEnabled), + mNearZ(0), + mFarZ(0), + mReadFramebuffer(nullptr), + mDrawFramebuffer(nullptr), + mProgram(nullptr), + mProvokingVertex(gl::ProvokingVertexConvention::LastVertexConvention), + mVertexArray(nullptr), + mActiveSampler(0), + mActiveTexturesCache{}, + mTexturesIncompatibleWithSamplers(0), + mPrimitiveRestart(false), + mDebug(debug), + mMultiSampling(false), + mSampleAlphaToOne(false), + mFramebufferSRGB(true), + mRobustResourceInit(robustResourceInit), + mProgramBinaryCacheEnabled(programBinaryCacheEnabled), + mMaxShaderCompilerThreads(std::numeric_limits<GLuint>::max()) +{} + +State::~State() {} + +void State::initialize(Context *context) +{ + const Caps &caps = context->getCaps(); + const Extensions &extensions = context->getExtensions(); + const Extensions &nativeExtensions = context->getImplementation()->getNativeExtensions(); + const Version &clientVersion = context->getClientVersion(); + + mMaxDrawBuffers = caps.maxDrawBuffers; + mMaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits; + + setColorClearValue(0.0f, 0.0f, 0.0f, 0.0f); + + mDepthClearValue = 1.0f; + mStencilClearValue = 0; + + mScissorTest = false; + mScissor.x = 0; + mScissor.y = 0; + mScissor.width = 0; + mScissor.height = 0; + + mBlendColor.red = 0; + mBlendColor.green = 0; + mBlendColor.blue = 0; + mBlendColor.alpha = 0; + + mStencilRef = 0; + mStencilBackRef = 0; + + mSampleCoverage = false; + mSampleCoverageValue = 1.0f; + mSampleCoverageInvert = false; + + mMaxSampleMaskWords = caps.maxSampleMaskWords; + mSampleMask = false; + mSampleMaskValues.fill(~GLbitfield(0)); + + mGenerateMipmapHint = GL_DONT_CARE; + mFragmentShaderDerivativeHint = GL_DONT_CARE; + + mLineWidth = 1.0f; + + mViewport.x = 0; + mViewport.y = 0; + mViewport.width = 0; + mViewport.height = 0; + mNearZ = 0.0f; + mFarZ = 1.0f; + + mBlend.colorMaskRed = true; + mBlend.colorMaskGreen = true; + mBlend.colorMaskBlue = true; + mBlend.colorMaskAlpha = true; + + mActiveSampler = 0; + + mVertexAttribCurrentValues.resize(caps.maxVertexAttributes); + + // Set all indexes in state attributes type mask to float (default) + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + SetComponentTypeMask(ComponentType::Float, i, &mCurrentValuesTypeMask); + } + + mUniformBuffers.resize(caps.maxUniformBufferBindings); + + mSamplerTextures[TextureType::_2D].resize(caps.maxCombinedTextureImageUnits); + mSamplerTextures[TextureType::CubeMap].resize(caps.maxCombinedTextureImageUnits); + if (clientVersion >= Version(3, 0) || nativeExtensions.texture3DOES) + { + mSamplerTextures[TextureType::_3D].resize(caps.maxCombinedTextureImageUnits); + } + if (clientVersion >= Version(3, 0)) + { + mSamplerTextures[TextureType::_2DArray].resize(caps.maxCombinedTextureImageUnits); + } + if (clientVersion >= Version(3, 1) || nativeExtensions.textureMultisample) + { + mSamplerTextures[TextureType::_2DMultisample].resize(caps.maxCombinedTextureImageUnits); + } + if (clientVersion >= Version(3, 1)) + { + mSamplerTextures[TextureType::_2DMultisampleArray].resize( + caps.maxCombinedTextureImageUnits); + + mAtomicCounterBuffers.resize(caps.maxAtomicCounterBufferBindings); + mShaderStorageBuffers.resize(caps.maxShaderStorageBufferBindings); + mImageUnits.resize(caps.maxImageUnits); + } + if (nativeExtensions.textureRectangle) + { + mSamplerTextures[TextureType::Rectangle].resize(caps.maxCombinedTextureImageUnits); + } + if (nativeExtensions.eglImageExternal || nativeExtensions.eglStreamConsumerExternal) + { + mSamplerTextures[TextureType::External].resize(caps.maxCombinedTextureImageUnits); + } + mCompleteTextureBindings.reserve(caps.maxCombinedTextureImageUnits); + for (uint32_t textureIndex = 0; textureIndex < caps.maxCombinedTextureImageUnits; + ++textureIndex) + { + mCompleteTextureBindings.emplace_back(context, textureIndex); + } + + mSamplers.resize(caps.maxCombinedTextureImageUnits); + + for (QueryType type : angle::AllEnums<QueryType>()) + { + mActiveQueries[type].set(context, nullptr); + } + + mProgram = nullptr; + + mReadFramebuffer = nullptr; + mDrawFramebuffer = nullptr; + + mPrimitiveRestart = false; + + mDebug.setMaxLoggedMessages(extensions.maxDebugLoggedMessages); + + mMultiSampling = true; + mSampleAlphaToOne = false; + + mCoverageModulation = GL_NONE; + + angle::Matrix<GLfloat>::setToIdentity(mPathMatrixProj); + angle::Matrix<GLfloat>::setToIdentity(mPathMatrixMV); + mPathStencilFunc = GL_ALWAYS; + mPathStencilRef = 0; + mPathStencilMask = std::numeric_limits<GLuint>::max(); + + // GLES1 emulation: Initialize state for GLES1 if version + // applies + if (clientVersion < Version(2, 0)) + { + mGLES1State.initialize(context, this); + } +} + +void State::reset(const Context *context) +{ + for (auto &bindingVec : mSamplerTextures) + { + for (size_t textureIdx = 0; textureIdx < bindingVec.size(); textureIdx++) + { + bindingVec[textureIdx].set(context, nullptr); + } + } + for (size_t samplerIdx = 0; samplerIdx < mSamplers.size(); samplerIdx++) + { + mSamplers[samplerIdx].set(context, nullptr); + } + + for (auto &imageUnit : mImageUnits) + { + imageUnit.texture.set(context, nullptr); + imageUnit.level = 0; + imageUnit.layered = false; + imageUnit.layer = 0; + imageUnit.access = GL_READ_ONLY; + imageUnit.format = GL_R32UI; + } + + mRenderbuffer.set(context, nullptr); + + for (auto type : angle::AllEnums<BufferBinding>()) + { + UpdateBufferBinding(context, &mBoundBuffers[type], nullptr, type); + } + + if (mProgram) + { + mProgram->release(context); + } + mProgram = nullptr; + + mProgramPipeline.set(context, nullptr); + + if (mTransformFeedback.get()) + mTransformFeedback->onBindingChanged(context, false); + mTransformFeedback.set(context, nullptr); + + for (QueryType type : angle::AllEnums<QueryType>()) + { + mActiveQueries[type].set(context, nullptr); + } + + for (auto &buf : mUniformBuffers) + { + UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::Uniform, 0, 0); + } + + for (auto &buf : mAtomicCounterBuffers) + { + UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::AtomicCounter, 0, 0); + } + + for (auto &buf : mShaderStorageBuffers) + { + UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::ShaderStorage, 0, 0); + } + + angle::Matrix<GLfloat>::setToIdentity(mPathMatrixProj); + angle::Matrix<GLfloat>::setToIdentity(mPathMatrixMV); + mPathStencilFunc = GL_ALWAYS; + mPathStencilRef = 0; + mPathStencilMask = std::numeric_limits<GLuint>::max(); + + setAllDirtyBits(); +} + +ANGLE_INLINE void State::unsetActiveTextures(ActiveTextureMask textureMask) +{ + // Unset any relevant bound textures. + for (size_t textureIndex : mProgram->getActiveSamplersMask()) + { + mActiveTexturesCache[textureIndex] = nullptr; + mCompleteTextureBindings[textureIndex].reset(); + } +} + +ANGLE_INLINE void State::updateActiveTextureState(const Context *context, + size_t textureIndex, + const Sampler *sampler, + Texture *texture) +{ + if (!texture || !texture->isSamplerComplete(context, sampler)) + { + mActiveTexturesCache[textureIndex] = nullptr; + } + else + { + mActiveTexturesCache[textureIndex] = texture; + + if (texture->hasAnyDirtyBit()) + { + setTextureDirty(textureIndex); + } + + if (mRobustResourceInit && texture->initState() == InitState::MayNeedInit) + { + mDirtyObjects.set(DIRTY_OBJECT_TEXTURES_INIT); + } + } + + if (texture && mProgram) + { + const SamplerState &samplerState = + sampler ? sampler->getSamplerState() : texture->getSamplerState(); + mTexturesIncompatibleWithSamplers[textureIndex] = + !texture->getTextureState().compatibleWithSamplerFormat( + mProgram->getState().getSamplerFormatForTextureUnitIndex(textureIndex), + samplerState); + } + else + { + mTexturesIncompatibleWithSamplers[textureIndex] = false; + } + + mDirtyBits.set(DIRTY_BIT_TEXTURE_BINDINGS); +} + +ANGLE_INLINE void State::updateActiveTexture(const Context *context, + size_t textureIndex, + Texture *texture) +{ + const Sampler *sampler = mSamplers[textureIndex].get(); + + mCompleteTextureBindings[textureIndex].bind(texture); + + if (!texture) + { + mActiveTexturesCache[textureIndex] = nullptr; + mDirtyBits.set(DIRTY_BIT_TEXTURE_BINDINGS); + return; + } + + updateActiveTextureState(context, textureIndex, sampler, texture); +} + +const RasterizerState &State::getRasterizerState() const +{ + return mRasterizer; +} + +const DepthStencilState &State::getDepthStencilState() const +{ + return mDepthStencil; +} + +void State::setColorClearValue(float red, float green, float blue, float alpha) +{ + mColorClearValue.red = red; + mColorClearValue.green = green; + mColorClearValue.blue = blue; + mColorClearValue.alpha = alpha; + mDirtyBits.set(DIRTY_BIT_CLEAR_COLOR); +} + +void State::setDepthClearValue(float depth) +{ + mDepthClearValue = depth; + mDirtyBits.set(DIRTY_BIT_CLEAR_DEPTH); +} + +void State::setStencilClearValue(int stencil) +{ + mStencilClearValue = stencil; + mDirtyBits.set(DIRTY_BIT_CLEAR_STENCIL); +} + +void State::setColorMask(bool red, bool green, bool blue, bool alpha) +{ + mBlend.colorMaskRed = red; + mBlend.colorMaskGreen = green; + mBlend.colorMaskBlue = blue; + mBlend.colorMaskAlpha = alpha; + mDirtyBits.set(DIRTY_BIT_COLOR_MASK); +} + +void State::setDepthMask(bool mask) +{ + mDepthStencil.depthMask = mask; + mDirtyBits.set(DIRTY_BIT_DEPTH_MASK); +} + +void State::setRasterizerDiscard(bool enabled) +{ + mRasterizer.rasterizerDiscard = enabled; + mDirtyBits.set(DIRTY_BIT_RASTERIZER_DISCARD_ENABLED); +} + +void State::setCullFace(bool enabled) +{ + mRasterizer.cullFace = enabled; + mDirtyBits.set(DIRTY_BIT_CULL_FACE_ENABLED); +} + +void State::setCullMode(CullFaceMode mode) +{ + mRasterizer.cullMode = mode; + mDirtyBits.set(DIRTY_BIT_CULL_FACE); +} + +void State::setFrontFace(GLenum front) +{ + mRasterizer.frontFace = front; + mDirtyBits.set(DIRTY_BIT_FRONT_FACE); +} + +void State::setDepthTest(bool enabled) +{ + mDepthStencil.depthTest = enabled; + mDirtyBits.set(DIRTY_BIT_DEPTH_TEST_ENABLED); +} + +void State::setDepthFunc(GLenum depthFunc) +{ + mDepthStencil.depthFunc = depthFunc; + mDirtyBits.set(DIRTY_BIT_DEPTH_FUNC); +} + +void State::setDepthRange(float zNear, float zFar) +{ + if (mNearZ != zNear || mFarZ != zFar) + { + mNearZ = zNear; + mFarZ = zFar; + mDirtyBits.set(DIRTY_BIT_DEPTH_RANGE); + } +} + +void State::setBlend(bool enabled) +{ + mBlend.blend = enabled; + mDirtyBits.set(DIRTY_BIT_BLEND_ENABLED); +} + +void State::setBlendFactors(GLenum sourceRGB, GLenum destRGB, GLenum sourceAlpha, GLenum destAlpha) +{ + mBlend.sourceBlendRGB = sourceRGB; + mBlend.destBlendRGB = destRGB; + mBlend.sourceBlendAlpha = sourceAlpha; + mBlend.destBlendAlpha = destAlpha; + mDirtyBits.set(DIRTY_BIT_BLEND_FUNCS); +} + +void State::setBlendColor(float red, float green, float blue, float alpha) +{ + mBlendColor.red = red; + mBlendColor.green = green; + mBlendColor.blue = blue; + mBlendColor.alpha = alpha; + mDirtyBits.set(DIRTY_BIT_BLEND_COLOR); +} + +void State::setBlendEquation(GLenum rgbEquation, GLenum alphaEquation) +{ + mBlend.blendEquationRGB = rgbEquation; + mBlend.blendEquationAlpha = alphaEquation; + mDirtyBits.set(DIRTY_BIT_BLEND_EQUATIONS); +} + +void State::setStencilTest(bool enabled) +{ + mDepthStencil.stencilTest = enabled; + mDirtyBits.set(DIRTY_BIT_STENCIL_TEST_ENABLED); +} + +void State::setStencilParams(GLenum stencilFunc, GLint stencilRef, GLuint stencilMask) +{ + mDepthStencil.stencilFunc = stencilFunc; + mStencilRef = gl::clamp(stencilRef, 0, std::numeric_limits<uint8_t>::max()); + mDepthStencil.stencilMask = stencilMask; + mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_FRONT); +} + +void State::setStencilBackParams(GLenum stencilBackFunc, + GLint stencilBackRef, + GLuint stencilBackMask) +{ + mDepthStencil.stencilBackFunc = stencilBackFunc; + mStencilBackRef = gl::clamp(stencilBackRef, 0, std::numeric_limits<uint8_t>::max()); + mDepthStencil.stencilBackMask = stencilBackMask; + mDirtyBits.set(DIRTY_BIT_STENCIL_FUNCS_BACK); +} + +void State::setStencilWritemask(GLuint stencilWritemask) +{ + mDepthStencil.stencilWritemask = stencilWritemask; + mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_FRONT); +} + +void State::setStencilBackWritemask(GLuint stencilBackWritemask) +{ + mDepthStencil.stencilBackWritemask = stencilBackWritemask; + mDirtyBits.set(DIRTY_BIT_STENCIL_WRITEMASK_BACK); +} + +void State::setStencilOperations(GLenum stencilFail, + GLenum stencilPassDepthFail, + GLenum stencilPassDepthPass) +{ + mDepthStencil.stencilFail = stencilFail; + mDepthStencil.stencilPassDepthFail = stencilPassDepthFail; + mDepthStencil.stencilPassDepthPass = stencilPassDepthPass; + mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_FRONT); +} + +void State::setStencilBackOperations(GLenum stencilBackFail, + GLenum stencilBackPassDepthFail, + GLenum stencilBackPassDepthPass) +{ + mDepthStencil.stencilBackFail = stencilBackFail; + mDepthStencil.stencilBackPassDepthFail = stencilBackPassDepthFail; + mDepthStencil.stencilBackPassDepthPass = stencilBackPassDepthPass; + mDirtyBits.set(DIRTY_BIT_STENCIL_OPS_BACK); +} + +void State::setPolygonOffsetFill(bool enabled) +{ + mRasterizer.polygonOffsetFill = enabled; + mDirtyBits.set(DIRTY_BIT_POLYGON_OFFSET_FILL_ENABLED); +} + +void State::setPolygonOffsetParams(GLfloat factor, GLfloat units) +{ + // An application can pass NaN values here, so handle this gracefully + mRasterizer.polygonOffsetFactor = factor != factor ? 0.0f : factor; + mRasterizer.polygonOffsetUnits = units != units ? 0.0f : units; + mDirtyBits.set(DIRTY_BIT_POLYGON_OFFSET); +} + +void State::setSampleAlphaToCoverage(bool enabled) +{ + mBlend.sampleAlphaToCoverage = enabled; + mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_COVERAGE_ENABLED); +} + +void State::setSampleCoverage(bool enabled) +{ + mSampleCoverage = enabled; + mDirtyBits.set(DIRTY_BIT_SAMPLE_COVERAGE_ENABLED); +} + +void State::setSampleCoverageParams(GLclampf value, bool invert) +{ + mSampleCoverageValue = value; + mSampleCoverageInvert = invert; + mDirtyBits.set(DIRTY_BIT_SAMPLE_COVERAGE); +} + +void State::setSampleMaskEnabled(bool enabled) +{ + mSampleMask = enabled; + mDirtyBits.set(DIRTY_BIT_SAMPLE_MASK_ENABLED); +} + +void State::setSampleMaskParams(GLuint maskNumber, GLbitfield mask) +{ + ASSERT(maskNumber < mMaxSampleMaskWords); + mSampleMaskValues[maskNumber] = mask; + // TODO(jmadill): Use a child dirty bit if we ever use more than two words. + mDirtyBits.set(DIRTY_BIT_SAMPLE_MASK); +} + +void State::setSampleAlphaToOne(bool enabled) +{ + mSampleAlphaToOne = enabled; + mDirtyBits.set(DIRTY_BIT_SAMPLE_ALPHA_TO_ONE); +} + +void State::setMultisampling(bool enabled) +{ + mMultiSampling = enabled; + mDirtyBits.set(DIRTY_BIT_MULTISAMPLING); +} + +void State::setScissorTest(bool enabled) +{ + mScissorTest = enabled; + mDirtyBits.set(DIRTY_BIT_SCISSOR_TEST_ENABLED); +} + +void State::setScissorParams(GLint x, GLint y, GLsizei width, GLsizei height) +{ + mScissor.x = x; + mScissor.y = y; + mScissor.width = width; + mScissor.height = height; + mDirtyBits.set(DIRTY_BIT_SCISSOR); +} + +void State::setDither(bool enabled) +{ + mBlend.dither = enabled; + mDirtyBits.set(DIRTY_BIT_DITHER_ENABLED); +} + +void State::setPrimitiveRestart(bool enabled) +{ + mPrimitiveRestart = enabled; + mDirtyBits.set(DIRTY_BIT_PRIMITIVE_RESTART_ENABLED); +} + +void State::setEnableFeature(GLenum feature, bool enabled) +{ + switch (feature) + { + case GL_MULTISAMPLE_EXT: + setMultisampling(enabled); + break; + case GL_SAMPLE_ALPHA_TO_ONE_EXT: + setSampleAlphaToOne(enabled); + break; + case GL_CULL_FACE: + setCullFace(enabled); + break; + case GL_POLYGON_OFFSET_FILL: + setPolygonOffsetFill(enabled); + break; + case GL_SAMPLE_ALPHA_TO_COVERAGE: + setSampleAlphaToCoverage(enabled); + break; + case GL_SAMPLE_COVERAGE: + setSampleCoverage(enabled); + break; + case GL_SCISSOR_TEST: + setScissorTest(enabled); + break; + case GL_STENCIL_TEST: + setStencilTest(enabled); + break; + case GL_DEPTH_TEST: + setDepthTest(enabled); + break; + case GL_BLEND: + setBlend(enabled); + break; + case GL_DITHER: + setDither(enabled); + break; + case GL_PRIMITIVE_RESTART_FIXED_INDEX: + setPrimitiveRestart(enabled); + break; + case GL_RASTERIZER_DISCARD: + setRasterizerDiscard(enabled); + break; + case GL_SAMPLE_MASK: + setSampleMaskEnabled(enabled); + break; + case GL_DEBUG_OUTPUT_SYNCHRONOUS: + mDebug.setOutputSynchronous(enabled); + break; + case GL_DEBUG_OUTPUT: + mDebug.setOutputEnabled(enabled); + break; + case GL_FRAMEBUFFER_SRGB_EXT: + setFramebufferSRGB(enabled); + break; + + // GLES1 emulation + case GL_ALPHA_TEST: + mGLES1State.mAlphaTestEnabled = enabled; + break; + case GL_TEXTURE_2D: + mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::_2D, enabled); + break; + case GL_TEXTURE_CUBE_MAP: + mGLES1State.mTexUnitEnables[mActiveSampler].set(TextureType::CubeMap, enabled); + break; + case GL_LIGHTING: + mGLES1State.mLightingEnabled = enabled; + break; + case GL_LIGHT0: + case GL_LIGHT1: + case GL_LIGHT2: + case GL_LIGHT3: + case GL_LIGHT4: + case GL_LIGHT5: + case GL_LIGHT6: + case GL_LIGHT7: + mGLES1State.mLights[feature - GL_LIGHT0].enabled = enabled; + break; + case GL_NORMALIZE: + mGLES1State.mNormalizeEnabled = enabled; + break; + case GL_RESCALE_NORMAL: + mGLES1State.mRescaleNormalEnabled = enabled; + break; + case GL_COLOR_MATERIAL: + mGLES1State.mColorMaterialEnabled = enabled; + break; + case GL_CLIP_PLANE0: + case GL_CLIP_PLANE1: + case GL_CLIP_PLANE2: + case GL_CLIP_PLANE3: + case GL_CLIP_PLANE4: + case GL_CLIP_PLANE5: + mGLES1State.mClipPlanes[feature - GL_CLIP_PLANE0].enabled = enabled; + break; + case GL_FOG: + mGLES1State.mFogEnabled = enabled; + break; + case GL_POINT_SMOOTH: + mGLES1State.mPointSmoothEnabled = enabled; + break; + case GL_LINE_SMOOTH: + mGLES1State.mLineSmoothEnabled = enabled; + break; + case GL_POINT_SPRITE_OES: + mGLES1State.mPointSpriteEnabled = enabled; + break; + case GL_COLOR_LOGIC_OP: + mGLES1State.mLogicOpEnabled = enabled; + break; + default: + UNREACHABLE(); + } +} + +bool State::getEnableFeature(GLenum feature) const +{ + switch (feature) + { + case GL_MULTISAMPLE_EXT: + return isMultisamplingEnabled(); + case GL_SAMPLE_ALPHA_TO_ONE_EXT: + return isSampleAlphaToOneEnabled(); + case GL_CULL_FACE: + return isCullFaceEnabled(); + case GL_POLYGON_OFFSET_FILL: + return isPolygonOffsetFillEnabled(); + case GL_SAMPLE_ALPHA_TO_COVERAGE: + return isSampleAlphaToCoverageEnabled(); + case GL_SAMPLE_COVERAGE: + return isSampleCoverageEnabled(); + case GL_SCISSOR_TEST: + return isScissorTestEnabled(); + case GL_STENCIL_TEST: + return isStencilTestEnabled(); + case GL_DEPTH_TEST: + return isDepthTestEnabled(); + case GL_BLEND: + return isBlendEnabled(); + case GL_DITHER: + return isDitherEnabled(); + case GL_PRIMITIVE_RESTART_FIXED_INDEX: + return isPrimitiveRestartEnabled(); + case GL_RASTERIZER_DISCARD: + return isRasterizerDiscardEnabled(); + case GL_SAMPLE_MASK: + return isSampleMaskEnabled(); + case GL_DEBUG_OUTPUT_SYNCHRONOUS: + return mDebug.isOutputSynchronous(); + case GL_DEBUG_OUTPUT: + return mDebug.isOutputEnabled(); + case GL_BIND_GENERATES_RESOURCE_CHROMIUM: + return isBindGeneratesResourceEnabled(); + case GL_CLIENT_ARRAYS_ANGLE: + return areClientArraysEnabled(); + case GL_FRAMEBUFFER_SRGB_EXT: + return getFramebufferSRGB(); + case GL_ROBUST_RESOURCE_INITIALIZATION_ANGLE: + return mRobustResourceInit; + case GL_PROGRAM_CACHE_ENABLED_ANGLE: + return mProgramBinaryCacheEnabled; + + // GLES1 emulation + case GL_ALPHA_TEST: + return mGLES1State.mAlphaTestEnabled; + case GL_VERTEX_ARRAY: + return mGLES1State.mVertexArrayEnabled; + case GL_NORMAL_ARRAY: + return mGLES1State.mNormalArrayEnabled; + case GL_COLOR_ARRAY: + return mGLES1State.mColorArrayEnabled; + case GL_POINT_SIZE_ARRAY_OES: + return mGLES1State.mPointSizeArrayEnabled; + case GL_TEXTURE_COORD_ARRAY: + return mGLES1State.mTexCoordArrayEnabled[mGLES1State.mClientActiveTexture]; + case GL_TEXTURE_2D: + return mGLES1State.mTexUnitEnables[mActiveSampler].test(TextureType::_2D); + case GL_TEXTURE_CUBE_MAP: + return mGLES1State.mTexUnitEnables[mActiveSampler].test(TextureType::CubeMap); + case GL_LIGHTING: + return mGLES1State.mLightingEnabled; + case GL_LIGHT0: + case GL_LIGHT1: + case GL_LIGHT2: + case GL_LIGHT3: + case GL_LIGHT4: + case GL_LIGHT5: + case GL_LIGHT6: + case GL_LIGHT7: + return mGLES1State.mLights[feature - GL_LIGHT0].enabled; + case GL_NORMALIZE: + return mGLES1State.mNormalizeEnabled; + case GL_RESCALE_NORMAL: + return mGLES1State.mRescaleNormalEnabled; + case GL_COLOR_MATERIAL: + return mGLES1State.mColorMaterialEnabled; + case GL_CLIP_PLANE0: + case GL_CLIP_PLANE1: + case GL_CLIP_PLANE2: + case GL_CLIP_PLANE3: + case GL_CLIP_PLANE4: + case GL_CLIP_PLANE5: + return mGLES1State.mClipPlanes[feature - GL_CLIP_PLANE0].enabled; + case GL_FOG: + return mGLES1State.mFogEnabled; + case GL_POINT_SMOOTH: + return mGLES1State.mPointSmoothEnabled; + case GL_LINE_SMOOTH: + return mGLES1State.mLineSmoothEnabled; + case GL_POINT_SPRITE_OES: + return mGLES1State.mPointSpriteEnabled; + case GL_COLOR_LOGIC_OP: + return mGLES1State.mLogicOpEnabled; + default: + UNREACHABLE(); + return false; + } +} + +void State::setLineWidth(GLfloat width) +{ + mLineWidth = width; + mDirtyBits.set(DIRTY_BIT_LINE_WIDTH); +} + +void State::setGenerateMipmapHint(GLenum hint) +{ + mGenerateMipmapHint = hint; + mDirtyBits.set(DIRTY_BIT_GENERATE_MIPMAP_HINT); +} + +void State::setFragmentShaderDerivativeHint(GLenum hint) +{ + mFragmentShaderDerivativeHint = hint; + mDirtyBits.set(DIRTY_BIT_SHADER_DERIVATIVE_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 State::setViewportParams(GLint x, GLint y, GLsizei width, GLsizei height) +{ + mViewport.x = x; + mViewport.y = y; + mViewport.width = width; + mViewport.height = height; + mDirtyBits.set(DIRTY_BIT_VIEWPORT); +} + +void State::setActiveSampler(unsigned int active) +{ + mActiveSampler = active; +} + +void State::setSamplerTexture(const Context *context, TextureType type, Texture *texture) +{ + mSamplerTextures[type][mActiveSampler].set(context, texture); + + if (mProgram && mProgram->getActiveSamplersMask()[mActiveSampler] && + mProgram->getActiveSamplerTypes()[mActiveSampler] == type) + { + updateActiveTexture(context, mActiveSampler, texture); + } + + mDirtyBits.set(DIRTY_BIT_TEXTURE_BINDINGS); +} + +Texture *State::getTargetTexture(TextureType type) const +{ + return getSamplerTexture(static_cast<unsigned int>(mActiveSampler), type); +} + +GLuint State::getSamplerTextureId(unsigned int sampler, TextureType type) const +{ + ASSERT(sampler < mSamplerTextures[type].size()); + return mSamplerTextures[type][sampler].id(); +} + +void State::detachTexture(const Context *context, const TextureMap &zeroTextures, GLuint texture) +{ + // Textures have a detach method on State rather than a simple + // removeBinding, because the zero/null texture objects are managed + // separately, and don't have to go through the Context's maps or + // the ResourceManager. + + // [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 (TextureType type : angle::AllEnums<TextureType>()) + { + TextureBindingVector &textureVector = mSamplerTextures[type]; + + for (size_t bindingIndex = 0; bindingIndex < textureVector.size(); ++bindingIndex) + { + BindingPointer<Texture> &binding = textureVector[bindingIndex]; + if (binding.id() == texture) + { + // Zero textures are the "default" textures instead of NULL + Texture *zeroTexture = zeroTextures[type].get(); + ASSERT(zeroTexture != nullptr); + if (mCompleteTextureBindings[bindingIndex].getSubject() == binding.get()) + { + updateActiveTexture(context, bindingIndex, zeroTexture); + } + binding.set(context, zeroTexture); + } + } + } + + for (auto &bindingImageUnit : mImageUnits) + { + if (bindingImageUnit.texture.id() == texture) + { + bindingImageUnit.texture.set(context, nullptr); + bindingImageUnit.level = 0; + bindingImageUnit.layered = false; + bindingImageUnit.layer = 0; + bindingImageUnit.access = GL_READ_ONLY; + bindingImageUnit.format = GL_R32UI; + break; + } + } + + // [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 Texture2DAttachment had been called, with a texture of 0, for + // each attachment point to which this image was attached in the currently bound framebuffer. + + if (mReadFramebuffer && mReadFramebuffer->detachTexture(context, texture)) + { + mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER); + } + + if (mDrawFramebuffer && mDrawFramebuffer->detachTexture(context, texture)) + { + setDrawFramebufferDirty(); + } +} + +void State::initializeZeroTextures(const Context *context, const TextureMap &zeroTextures) +{ + for (TextureType type : angle::AllEnums<TextureType>()) + { + for (size_t textureUnit = 0; textureUnit < mSamplerTextures[type].size(); ++textureUnit) + { + mSamplerTextures[type][textureUnit].set(context, zeroTextures[type].get()); + } + } +} + +void State::invalidateTexture(TextureType type) +{ + mDirtyBits.set(DIRTY_BIT_TEXTURE_BINDINGS); +} + +void State::setSamplerBinding(const Context *context, GLuint textureUnit, Sampler *sampler) +{ + mSamplers[textureUnit].set(context, sampler); + mDirtyBits.set(DIRTY_BIT_SAMPLER_BINDINGS); + // This is overly conservative as it assumes the sampler has never been bound. + setSamplerDirty(textureUnit); + onActiveTextureChange(context, textureUnit); + onActiveTextureStateChange(context, textureUnit); +} + +void State::detachSampler(const Context *context, GLuint sampler) +{ + // [OpenGL ES 3.0.2] section 3.8.2 pages 123-124: + // If a sampler object that is currently bound to one or more texture units is + // deleted, it is as though BindSampler is called once for each texture unit to + // which the sampler is bound, with unit set to the texture unit and sampler set to zero. + for (size_t i = 0; i < mSamplers.size(); i++) + { + if (mSamplers[i].id() == sampler) + { + setSamplerBinding(context, i, nullptr); + } + } +} + +void State::setRenderbufferBinding(const Context *context, Renderbuffer *renderbuffer) +{ + mRenderbuffer.set(context, renderbuffer); + mDirtyBits.set(DIRTY_BIT_RENDERBUFFER_BINDING); +} + +void State::detachRenderbuffer(const Context *context, 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 (mRenderbuffer.id() == renderbuffer) + { + setRenderbufferBinding(context, nullptr); + } + + // [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 = mReadFramebuffer; + Framebuffer *drawFramebuffer = mDrawFramebuffer; + + if (readFramebuffer && readFramebuffer->detachRenderbuffer(context, renderbuffer)) + { + mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER); + } + + if (drawFramebuffer && drawFramebuffer != readFramebuffer) + { + if (drawFramebuffer->detachRenderbuffer(context, renderbuffer)) + { + setDrawFramebufferDirty(); + } + } +} + +void State::setReadFramebufferBinding(Framebuffer *framebuffer) +{ + if (mReadFramebuffer == framebuffer) + return; + + mReadFramebuffer = framebuffer; + mDirtyBits.set(DIRTY_BIT_READ_FRAMEBUFFER_BINDING); + + if (mReadFramebuffer && mReadFramebuffer->hasAnyDirtyBit()) + { + mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER); + } +} + +void State::setDrawFramebufferBinding(Framebuffer *framebuffer) +{ + if (mDrawFramebuffer == framebuffer) + return; + + mDrawFramebuffer = framebuffer; + mDirtyBits.set(DIRTY_BIT_DRAW_FRAMEBUFFER_BINDING); + + if (mDrawFramebuffer) + { + if (mDrawFramebuffer->hasAnyDirtyBit()) + { + mDirtyObjects.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER); + } + + if (mRobustResourceInit && mDrawFramebuffer->hasResourceThatNeedsInit()) + { + mDirtyObjects.set(DIRTY_OBJECT_DRAW_ATTACHMENTS); + } + } +} + +Framebuffer *State::getTargetFramebuffer(GLenum target) const +{ + switch (target) + { + case GL_READ_FRAMEBUFFER_ANGLE: + return mReadFramebuffer; + case GL_DRAW_FRAMEBUFFER_ANGLE: + case GL_FRAMEBUFFER: + return mDrawFramebuffer; + default: + UNREACHABLE(); + return nullptr; + } +} + +bool State::removeReadFramebufferBinding(GLuint framebuffer) +{ + if (mReadFramebuffer != nullptr && mReadFramebuffer->id() == framebuffer) + { + setReadFramebufferBinding(nullptr); + return true; + } + + return false; +} + +bool State::removeDrawFramebufferBinding(GLuint framebuffer) +{ + if (mReadFramebuffer != nullptr && mDrawFramebuffer->id() == framebuffer) + { + setDrawFramebufferBinding(nullptr); + return true; + } + + return false; +} + +void State::setVertexArrayBinding(const Context *context, VertexArray *vertexArray) +{ + if (mVertexArray == vertexArray) + return; + if (mVertexArray) + mVertexArray->onBindingChanged(context, -1); + mVertexArray = vertexArray; + if (vertexArray) + vertexArray->onBindingChanged(context, 1); + mDirtyBits.set(DIRTY_BIT_VERTEX_ARRAY_BINDING); + + if (mVertexArray && mVertexArray->hasAnyDirtyBit()) + { + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); + } +} + +bool State::removeVertexArrayBinding(const Context *context, GLuint vertexArray) +{ + if (mVertexArray && mVertexArray->id() == vertexArray) + { + mVertexArray->onBindingChanged(context, -1); + mVertexArray = nullptr; + mDirtyBits.set(DIRTY_BIT_VERTEX_ARRAY_BINDING); + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); + return true; + } + + return false; +} + +GLuint State::getVertexArrayId() const +{ + ASSERT(mVertexArray != nullptr); + return mVertexArray->id(); +} + +void State::bindVertexBuffer(const Context *context, + GLuint bindingIndex, + Buffer *boundBuffer, + GLintptr offset, + GLsizei stride) +{ + getVertexArray()->bindVertexBuffer(context, bindingIndex, boundBuffer, offset, stride); + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); +} + +void State::setVertexAttribFormat(GLuint attribIndex, + GLint size, + VertexAttribType type, + bool normalized, + bool pureInteger, + GLuint relativeOffset) +{ + getVertexArray()->setVertexAttribFormat(attribIndex, size, type, normalized, pureInteger, + relativeOffset); + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); +} + +void State::setVertexBindingDivisor(GLuint bindingIndex, GLuint divisor) +{ + getVertexArray()->setVertexBindingDivisor(bindingIndex, divisor); + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); +} + +angle::Result State::setProgram(const Context *context, Program *newProgram) +{ + if (mProgram != newProgram) + { + if (mProgram) + { + unsetActiveTextures(mProgram->getActiveSamplersMask()); + mProgram->release(context); + } + + mProgram = newProgram; + + if (mProgram) + { + newProgram->addRef(); + ANGLE_TRY(onProgramExecutableChange(context, newProgram)); + } + + // Note that rendering is undefined if glUseProgram(0) is called. But ANGLE will generate + // an error if the app tries to draw in this case. + + mDirtyBits.set(DIRTY_BIT_PROGRAM_BINDING); + } + + return angle::Result::Continue; +} + +void State::setTransformFeedbackBinding(const Context *context, + TransformFeedback *transformFeedback) +{ + if (transformFeedback == mTransformFeedback.get()) + return; + if (mTransformFeedback.get()) + mTransformFeedback->onBindingChanged(context, false); + mTransformFeedback.set(context, transformFeedback); + if (mTransformFeedback.get()) + mTransformFeedback->onBindingChanged(context, true); + mDirtyBits.set(DIRTY_BIT_TRANSFORM_FEEDBACK_BINDING); +} + +bool State::removeTransformFeedbackBinding(const Context *context, GLuint transformFeedback) +{ + if (mTransformFeedback.id() == transformFeedback) + { + if (mTransformFeedback.get()) + mTransformFeedback->onBindingChanged(context, false); + mTransformFeedback.set(context, nullptr); + return true; + } + + return false; +} + +void State::setProgramPipelineBinding(const Context *context, ProgramPipeline *pipeline) +{ + mProgramPipeline.set(context, pipeline); +} + +void State::detachProgramPipeline(const Context *context, GLuint pipeline) +{ + mProgramPipeline.set(context, nullptr); +} + +bool State::isQueryActive(QueryType type) const +{ + const Query *query = mActiveQueries[type].get(); + if (query != nullptr) + { + return true; + } + + QueryType alternativeType; + if (GetAlternativeQueryType(type, &alternativeType)) + { + query = mActiveQueries[alternativeType].get(); + return query != nullptr; + } + + return false; +} + +bool State::isQueryActive(Query *query) const +{ + for (auto &queryPointer : mActiveQueries) + { + if (queryPointer.get() == query) + { + return true; + } + } + + return false; +} + +void State::setActiveQuery(const Context *context, QueryType type, Query *query) +{ + mActiveQueries[type].set(context, query); +} + +GLuint State::getActiveQueryId(QueryType type) const +{ + const Query *query = getActiveQuery(type); + return (query ? query->id() : 0u); +} + +Query *State::getActiveQuery(QueryType type) const +{ + return mActiveQueries[type].get(); +} + +angle::Result State::setIndexedBufferBinding(const Context *context, + BufferBinding target, + GLuint index, + Buffer *buffer, + GLintptr offset, + GLsizeiptr size) +{ + setBufferBinding(context, target, buffer); + + switch (target) + { + case BufferBinding::TransformFeedback: + ANGLE_TRY(mTransformFeedback->bindIndexedBuffer(context, index, buffer, offset, size)); + setBufferBinding(context, target, buffer); + break; + case BufferBinding::Uniform: + UpdateIndexedBufferBinding(context, &mUniformBuffers[index], buffer, target, offset, + size); + break; + case BufferBinding::AtomicCounter: + UpdateIndexedBufferBinding(context, &mAtomicCounterBuffers[index], buffer, target, + offset, size); + break; + case BufferBinding::ShaderStorage: + UpdateIndexedBufferBinding(context, &mShaderStorageBuffers[index], buffer, target, + offset, size); + break; + default: + UNREACHABLE(); + break; + } + + return angle::Result::Continue; +} + +const OffsetBindingPointer<Buffer> &State::getIndexedUniformBuffer(size_t index) const +{ + ASSERT(static_cast<size_t>(index) < mUniformBuffers.size()); + return mUniformBuffers[index]; +} + +const OffsetBindingPointer<Buffer> &State::getIndexedAtomicCounterBuffer(size_t index) const +{ + ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size()); + return mAtomicCounterBuffers[index]; +} + +const OffsetBindingPointer<Buffer> &State::getIndexedShaderStorageBuffer(size_t index) const +{ + ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size()); + return mShaderStorageBuffers[index]; +} + +angle::Result State::detachBuffer(Context *context, const Buffer *buffer) +{ + if (!buffer->isBound()) + { + return angle::Result::Continue; + } + GLuint bufferName = buffer->id(); + for (auto target : angle::AllEnums<BufferBinding>()) + { + if (mBoundBuffers[target].id() == bufferName) + { + UpdateBufferBinding(context, &mBoundBuffers[target], nullptr, target); + } + } + + TransformFeedback *curTransformFeedback = getCurrentTransformFeedback(); + if (curTransformFeedback) + { + ANGLE_TRY(curTransformFeedback->detachBuffer(context, bufferName)); + } + + if (getVertexArray()->detachBuffer(context, bufferName)) + { + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); + context->getStateCache().onVertexArrayStateChange(context); + } + + for (auto &buf : mUniformBuffers) + { + if (buf.id() == bufferName) + { + UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::Uniform, 0, 0); + } + } + + for (auto &buf : mAtomicCounterBuffers) + { + if (buf.id() == bufferName) + { + UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::AtomicCounter, 0, 0); + } + } + + for (auto &buf : mShaderStorageBuffers) + { + if (buf.id() == bufferName) + { + UpdateIndexedBufferBinding(context, &buf, nullptr, BufferBinding::ShaderStorage, 0, 0); + } + } + + return angle::Result::Continue; +} + +void State::setEnableVertexAttribArray(unsigned int attribNum, bool enabled) +{ + getVertexArray()->enableAttribute(attribNum, enabled); + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); +} + +void State::setVertexAttribf(GLuint index, const GLfloat values[4]) +{ + ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size()); + mVertexAttribCurrentValues[index].setFloatValues(values); + mDirtyBits.set(DIRTY_BIT_CURRENT_VALUES); + mDirtyCurrentValues.set(index); + SetComponentTypeMask(ComponentType::Float, index, &mCurrentValuesTypeMask); +} + +void State::setVertexAttribu(GLuint index, const GLuint values[4]) +{ + ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size()); + mVertexAttribCurrentValues[index].setUnsignedIntValues(values); + mDirtyBits.set(DIRTY_BIT_CURRENT_VALUES); + mDirtyCurrentValues.set(index); + SetComponentTypeMask(ComponentType::UnsignedInt, index, &mCurrentValuesTypeMask); +} + +void State::setVertexAttribi(GLuint index, const GLint values[4]) +{ + ASSERT(static_cast<size_t>(index) < mVertexAttribCurrentValues.size()); + mVertexAttribCurrentValues[index].setIntValues(values); + mDirtyBits.set(DIRTY_BIT_CURRENT_VALUES); + mDirtyCurrentValues.set(index); + SetComponentTypeMask(ComponentType::Int, index, &mCurrentValuesTypeMask); +} + +void State::setVertexAttribDivisor(const Context *context, GLuint index, GLuint divisor) +{ + getVertexArray()->setVertexAttribDivisor(context, index, divisor); + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); +} + +const void *State::getVertexAttribPointer(unsigned int attribNum) const +{ + return getVertexArray()->getVertexAttribute(attribNum).pointer; +} + +void State::setPackAlignment(GLint alignment) +{ + mPack.alignment = alignment; + mDirtyBits.set(DIRTY_BIT_PACK_STATE); +} + +void State::setPackReverseRowOrder(bool reverseRowOrder) +{ + mPack.reverseRowOrder = reverseRowOrder; + mDirtyBits.set(DIRTY_BIT_PACK_STATE); +} + +void State::setPackRowLength(GLint rowLength) +{ + mPack.rowLength = rowLength; + mDirtyBits.set(DIRTY_BIT_PACK_STATE); +} + +void State::setPackSkipRows(GLint skipRows) +{ + mPack.skipRows = skipRows; + mDirtyBits.set(DIRTY_BIT_PACK_STATE); +} + +void State::setPackSkipPixels(GLint skipPixels) +{ + mPack.skipPixels = skipPixels; + mDirtyBits.set(DIRTY_BIT_PACK_STATE); +} + +void State::setUnpackAlignment(GLint alignment) +{ + mUnpack.alignment = alignment; + mDirtyBits.set(DIRTY_BIT_UNPACK_STATE); +} + +void State::setUnpackRowLength(GLint rowLength) +{ + mUnpack.rowLength = rowLength; + mDirtyBits.set(DIRTY_BIT_UNPACK_STATE); +} + +void State::setUnpackImageHeight(GLint imageHeight) +{ + mUnpack.imageHeight = imageHeight; + mDirtyBits.set(DIRTY_BIT_UNPACK_STATE); +} + +void State::setUnpackSkipImages(GLint skipImages) +{ + mUnpack.skipImages = skipImages; + mDirtyBits.set(DIRTY_BIT_UNPACK_STATE); +} + +void State::setUnpackSkipRows(GLint skipRows) +{ + mUnpack.skipRows = skipRows; + mDirtyBits.set(DIRTY_BIT_UNPACK_STATE); +} + +void State::setUnpackSkipPixels(GLint skipPixels) +{ + mUnpack.skipPixels = skipPixels; + mDirtyBits.set(DIRTY_BIT_UNPACK_STATE); +} + +void State::setCoverageModulation(GLenum components) +{ + mCoverageModulation = components; + mDirtyBits.set(DIRTY_BIT_COVERAGE_MODULATION); +} + +void State::loadPathRenderingMatrix(GLenum matrixMode, const GLfloat *matrix) +{ + if (matrixMode == GL_PATH_MODELVIEW_CHROMIUM) + { + memcpy(mPathMatrixMV, matrix, 16 * sizeof(GLfloat)); + mDirtyBits.set(DIRTY_BIT_PATH_RENDERING); + } + else if (matrixMode == GL_PATH_PROJECTION_CHROMIUM) + { + memcpy(mPathMatrixProj, matrix, 16 * sizeof(GLfloat)); + mDirtyBits.set(DIRTY_BIT_PATH_RENDERING); + } + else + { + UNREACHABLE(); + } +} + +const GLfloat *State::getPathRenderingMatrix(GLenum which) const +{ + if (which == GL_PATH_MODELVIEW_MATRIX_CHROMIUM) + { + return mPathMatrixMV; + } + else if (which == GL_PATH_PROJECTION_MATRIX_CHROMIUM) + { + return mPathMatrixProj; + } + + UNREACHABLE(); + return nullptr; +} + +void State::setPathStencilFunc(GLenum func, GLint ref, GLuint mask) +{ + mPathStencilFunc = func; + mPathStencilRef = ref; + mPathStencilMask = mask; + mDirtyBits.set(DIRTY_BIT_PATH_RENDERING); +} + +void State::setFramebufferSRGB(bool sRGB) +{ + mFramebufferSRGB = sRGB; + mDirtyBits.set(DIRTY_BIT_FRAMEBUFFER_SRGB); +} + +void State::setMaxShaderCompilerThreads(GLuint count) +{ + mMaxShaderCompilerThreads = count; +} + +void State::getBooleanv(GLenum pname, GLboolean *params) +{ + switch (pname) + { + case GL_SAMPLE_COVERAGE_INVERT: + *params = mSampleCoverageInvert; + break; + case GL_DEPTH_WRITEMASK: + *params = mDepthStencil.depthMask; + break; + case GL_COLOR_WRITEMASK: + params[0] = mBlend.colorMaskRed; + params[1] = mBlend.colorMaskGreen; + params[2] = mBlend.colorMaskBlue; + params[3] = mBlend.colorMaskAlpha; + break; + case GL_CULL_FACE: + *params = mRasterizer.cullFace; + break; + case GL_POLYGON_OFFSET_FILL: + *params = mRasterizer.polygonOffsetFill; + break; + case GL_SAMPLE_ALPHA_TO_COVERAGE: + *params = mBlend.sampleAlphaToCoverage; + break; + case GL_SAMPLE_COVERAGE: + *params = mSampleCoverage; + break; + case GL_SAMPLE_MASK: + *params = mSampleMask; + break; + case GL_SCISSOR_TEST: + *params = mScissorTest; + break; + case GL_STENCIL_TEST: + *params = mDepthStencil.stencilTest; + break; + case GL_DEPTH_TEST: + *params = mDepthStencil.depthTest; + break; + case GL_BLEND: + *params = mBlend.blend; + break; + case GL_DITHER: + *params = mBlend.dither; + break; + case GL_TRANSFORM_FEEDBACK_ACTIVE: + *params = getCurrentTransformFeedback()->isActive() ? GL_TRUE : GL_FALSE; + break; + case GL_TRANSFORM_FEEDBACK_PAUSED: + *params = getCurrentTransformFeedback()->isPaused() ? GL_TRUE : GL_FALSE; + break; + case GL_PRIMITIVE_RESTART_FIXED_INDEX: + *params = mPrimitiveRestart; + break; + case GL_RASTERIZER_DISCARD: + *params = isRasterizerDiscardEnabled() ? GL_TRUE : GL_FALSE; + break; + case GL_DEBUG_OUTPUT_SYNCHRONOUS: + *params = mDebug.isOutputSynchronous() ? GL_TRUE : GL_FALSE; + break; + case GL_DEBUG_OUTPUT: + *params = mDebug.isOutputEnabled() ? GL_TRUE : GL_FALSE; + break; + case GL_MULTISAMPLE_EXT: + *params = mMultiSampling; + break; + case GL_SAMPLE_ALPHA_TO_ONE_EXT: + *params = mSampleAlphaToOne; + break; + case GL_BIND_GENERATES_RESOURCE_CHROMIUM: + *params = isBindGeneratesResourceEnabled() ? GL_TRUE : GL_FALSE; + break; + case GL_CLIENT_ARRAYS_ANGLE: + *params = areClientArraysEnabled() ? GL_TRUE : GL_FALSE; + break; + case GL_FRAMEBUFFER_SRGB_EXT: + *params = getFramebufferSRGB() ? GL_TRUE : GL_FALSE; + break; + case GL_ROBUST_RESOURCE_INITIALIZATION_ANGLE: + *params = mRobustResourceInit ? GL_TRUE : GL_FALSE; + break; + case GL_PROGRAM_CACHE_ENABLED_ANGLE: + *params = mProgramBinaryCacheEnabled ? GL_TRUE : GL_FALSE; + break; + case GL_LIGHT_MODEL_TWO_SIDE: + *params = IsLightModelTwoSided(&mGLES1State); + break; + + default: + UNREACHABLE(); + break; + } +} + +void State::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 = mLineWidth; + break; + case GL_SAMPLE_COVERAGE_VALUE: + *params = mSampleCoverageValue; + break; + case GL_DEPTH_CLEAR_VALUE: + *params = mDepthClearValue; + break; + case GL_POLYGON_OFFSET_FACTOR: + *params = mRasterizer.polygonOffsetFactor; + break; + case GL_POLYGON_OFFSET_UNITS: + *params = mRasterizer.polygonOffsetUnits; + break; + case GL_DEPTH_RANGE: + params[0] = mNearZ; + params[1] = mFarZ; + break; + case GL_COLOR_CLEAR_VALUE: + params[0] = mColorClearValue.red; + params[1] = mColorClearValue.green; + params[2] = mColorClearValue.blue; + params[3] = mColorClearValue.alpha; + break; + case GL_BLEND_COLOR: + params[0] = mBlendColor.red; + params[1] = mBlendColor.green; + params[2] = mBlendColor.blue; + params[3] = mBlendColor.alpha; + break; + case GL_MULTISAMPLE_EXT: + *params = static_cast<GLfloat>(mMultiSampling); + break; + case GL_SAMPLE_ALPHA_TO_ONE_EXT: + *params = static_cast<GLfloat>(mSampleAlphaToOne); + break; + case GL_COVERAGE_MODULATION_CHROMIUM: + params[0] = static_cast<GLfloat>(mCoverageModulation); + break; + case GL_ALPHA_TEST_REF: + *params = mGLES1State.mAlphaTestRef; + break; + case GL_CURRENT_COLOR: + { + const auto &color = mGLES1State.mCurrentColor; + params[0] = color.red; + params[1] = color.green; + params[2] = color.blue; + params[3] = color.alpha; + break; + } + case GL_CURRENT_NORMAL: + { + const auto &normal = mGLES1State.mCurrentNormal; + params[0] = normal[0]; + params[1] = normal[1]; + params[2] = normal[2]; + break; + } + case GL_CURRENT_TEXTURE_COORDS: + { + const auto &texcoord = mGLES1State.mCurrentTextureCoords[mActiveSampler]; + params[0] = texcoord.s; + params[1] = texcoord.t; + params[2] = texcoord.r; + params[3] = texcoord.q; + break; + } + case GL_MODELVIEW_MATRIX: + memcpy(params, mGLES1State.mModelviewMatrices.back().data(), 16 * sizeof(GLfloat)); + break; + case GL_PROJECTION_MATRIX: + memcpy(params, mGLES1State.mProjectionMatrices.back().data(), 16 * sizeof(GLfloat)); + break; + case GL_TEXTURE_MATRIX: + memcpy(params, mGLES1State.mTextureMatrices[mActiveSampler].back().data(), + 16 * sizeof(GLfloat)); + break; + case GL_LIGHT_MODEL_AMBIENT: + GetLightModelParameters(&mGLES1State, pname, params); + break; + case GL_FOG_MODE: + case GL_FOG_DENSITY: + case GL_FOG_START: + case GL_FOG_END: + case GL_FOG_COLOR: + GetFogParameters(&mGLES1State, pname, params); + break; + case GL_POINT_SIZE: + GetPointSize(&mGLES1State, params); + break; + case GL_POINT_SIZE_MIN: + case GL_POINT_SIZE_MAX: + case GL_POINT_FADE_THRESHOLD_SIZE: + case GL_POINT_DISTANCE_ATTENUATION: + GetPointParameter(&mGLES1State, FromGLenum<PointParameter>(pname), params); + break; + default: + UNREACHABLE(); + break; + } +} + +angle::Result State::getIntegerv(const Context *context, GLenum pname, GLint *params) +{ + if (pname >= GL_DRAW_BUFFER0_EXT && pname <= GL_DRAW_BUFFER15_EXT) + { + size_t drawBuffer = (pname - GL_DRAW_BUFFER0_EXT); + ASSERT(drawBuffer < mMaxDrawBuffers); + Framebuffer *framebuffer = mDrawFramebuffer; + // The default framebuffer may have fewer draw buffer states than a user-created one. The + // user is always allowed to query up to GL_MAX_DRAWBUFFERS so just return GL_NONE here if + // the draw buffer is out of range for this framebuffer. + *params = drawBuffer < framebuffer->getDrawbufferStateCount() + ? framebuffer->getDrawBufferState(drawBuffer) + : GL_NONE; + return angle::Result::Continue; + } + + // 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 + // State::getFloatv. + switch (pname) + { + case GL_ARRAY_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::Array].id(); + break; + case GL_DRAW_INDIRECT_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::DrawIndirect].id(); + break; + case GL_ELEMENT_ARRAY_BUFFER_BINDING: + { + Buffer *elementArrayBuffer = getVertexArray()->getElementArrayBuffer(); + *params = elementArrayBuffer ? elementArrayBuffer->id() : 0; + break; + } + case GL_DRAW_FRAMEBUFFER_BINDING: + static_assert(GL_DRAW_FRAMEBUFFER_BINDING == GL_DRAW_FRAMEBUFFER_BINDING_ANGLE, + "Enum mismatch"); + *params = mDrawFramebuffer->id(); + break; + case GL_READ_FRAMEBUFFER_BINDING: + static_assert(GL_READ_FRAMEBUFFER_BINDING == GL_READ_FRAMEBUFFER_BINDING_ANGLE, + "Enum mismatch"); + *params = mReadFramebuffer->id(); + break; + case GL_RENDERBUFFER_BINDING: + *params = mRenderbuffer.id(); + break; + case GL_VERTEX_ARRAY_BINDING: + *params = mVertexArray->id(); + break; + case GL_CURRENT_PROGRAM: + *params = mProgram ? mProgram->id() : 0; + break; + case GL_PACK_ALIGNMENT: + *params = mPack.alignment; + break; + case GL_PACK_REVERSE_ROW_ORDER_ANGLE: + *params = mPack.reverseRowOrder; + break; + case GL_PACK_ROW_LENGTH: + *params = mPack.rowLength; + break; + case GL_PACK_SKIP_ROWS: + *params = mPack.skipRows; + break; + case GL_PACK_SKIP_PIXELS: + *params = mPack.skipPixels; + break; + case GL_UNPACK_ALIGNMENT: + *params = mUnpack.alignment; + break; + case GL_UNPACK_ROW_LENGTH: + *params = mUnpack.rowLength; + break; + case GL_UNPACK_IMAGE_HEIGHT: + *params = mUnpack.imageHeight; + break; + case GL_UNPACK_SKIP_IMAGES: + *params = mUnpack.skipImages; + break; + case GL_UNPACK_SKIP_ROWS: + *params = mUnpack.skipRows; + break; + case GL_UNPACK_SKIP_PIXELS: + *params = mUnpack.skipPixels; + break; + case GL_GENERATE_MIPMAP_HINT: + *params = mGenerateMipmapHint; + break; + case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES: + *params = mFragmentShaderDerivativeHint; + break; + case GL_ACTIVE_TEXTURE: + *params = (static_cast<GLint>(mActiveSampler) + GL_TEXTURE0); + break; + case GL_STENCIL_FUNC: + *params = mDepthStencil.stencilFunc; + break; + case GL_STENCIL_REF: + *params = mStencilRef; + break; + case GL_STENCIL_VALUE_MASK: + *params = CastMaskValue(mDepthStencil.stencilMask); + break; + case GL_STENCIL_BACK_FUNC: + *params = mDepthStencil.stencilBackFunc; + break; + case GL_STENCIL_BACK_REF: + *params = mStencilBackRef; + break; + case GL_STENCIL_BACK_VALUE_MASK: + *params = CastMaskValue(mDepthStencil.stencilBackMask); + break; + case GL_STENCIL_FAIL: + *params = mDepthStencil.stencilFail; + break; + case GL_STENCIL_PASS_DEPTH_FAIL: + *params = mDepthStencil.stencilPassDepthFail; + break; + case GL_STENCIL_PASS_DEPTH_PASS: + *params = mDepthStencil.stencilPassDepthPass; + break; + case GL_STENCIL_BACK_FAIL: + *params = mDepthStencil.stencilBackFail; + break; + case GL_STENCIL_BACK_PASS_DEPTH_FAIL: + *params = mDepthStencil.stencilBackPassDepthFail; + break; + case GL_STENCIL_BACK_PASS_DEPTH_PASS: + *params = mDepthStencil.stencilBackPassDepthPass; + break; + case GL_DEPTH_FUNC: + *params = mDepthStencil.depthFunc; + break; + case GL_BLEND_SRC_RGB: + *params = mBlend.sourceBlendRGB; + break; + case GL_BLEND_SRC_ALPHA: + *params = mBlend.sourceBlendAlpha; + break; + case GL_BLEND_DST_RGB: + *params = mBlend.destBlendRGB; + break; + case GL_BLEND_DST_ALPHA: + *params = mBlend.destBlendAlpha; + break; + case GL_BLEND_EQUATION_RGB: + *params = mBlend.blendEquationRGB; + break; + case GL_BLEND_EQUATION_ALPHA: + *params = mBlend.blendEquationAlpha; + break; + case GL_STENCIL_WRITEMASK: + *params = CastMaskValue(mDepthStencil.stencilWritemask); + break; + case GL_STENCIL_BACK_WRITEMASK: + *params = CastMaskValue(mDepthStencil.stencilBackWritemask); + break; + case GL_STENCIL_CLEAR_VALUE: + *params = mStencilClearValue; + break; + case GL_IMPLEMENTATION_COLOR_READ_TYPE: + ANGLE_TRY(mReadFramebuffer->getImplementationColorReadType( + context, reinterpret_cast<GLenum *>(params))); + break; + case GL_IMPLEMENTATION_COLOR_READ_FORMAT: + ANGLE_TRY(mReadFramebuffer->getImplementationColorReadFormat( + context, reinterpret_cast<GLenum *>(params))); + break; + case GL_SAMPLE_BUFFERS: + case GL_SAMPLES: + { + Framebuffer *framebuffer = mDrawFramebuffer; + if (framebuffer->isComplete(context)) + { + GLint samples = framebuffer->getSamples(context); + switch (pname) + { + case GL_SAMPLE_BUFFERS: + if (samples != 0) + { + *params = 1; + } + else + { + *params = 0; + } + break; + case GL_SAMPLES: + *params = samples; + break; + } + } + else + { + *params = 0; + } + } + break; + case GL_VIEWPORT: + params[0] = mViewport.x; + params[1] = mViewport.y; + params[2] = mViewport.width; + params[3] = mViewport.height; + break; + case GL_SCISSOR_BOX: + params[0] = mScissor.x; + params[1] = mScissor.y; + params[2] = mScissor.width; + params[3] = mScissor.height; + break; + case GL_CULL_FACE_MODE: + *params = ToGLenum(mRasterizer.cullMode); + break; + case GL_FRONT_FACE: + *params = mRasterizer.frontFace; + break; + case GL_RED_BITS: + case GL_GREEN_BITS: + case GL_BLUE_BITS: + case GL_ALPHA_BITS: + { + Framebuffer *framebuffer = getDrawFramebuffer(); + const FramebufferAttachment *colorbuffer = framebuffer->getFirstColorAttachment(); + + 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: + { + const Framebuffer *framebuffer = getDrawFramebuffer(); + const FramebufferAttachment *depthbuffer = framebuffer->getDepthAttachment(); + + if (depthbuffer) + { + *params = depthbuffer->getDepthSize(); + } + else + { + *params = 0; + } + } + break; + case GL_STENCIL_BITS: + { + const Framebuffer *framebuffer = getDrawFramebuffer(); + const FramebufferAttachment *stencilbuffer = framebuffer->getStencilAttachment(); + + if (stencilbuffer) + { + *params = stencilbuffer->getStencilSize(); + } + else + { + *params = 0; + } + } + break; + case GL_TEXTURE_BINDING_2D: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = + getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), TextureType::_2D); + break; + case GL_TEXTURE_BINDING_RECTANGLE_ANGLE: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), + TextureType::Rectangle); + break; + case GL_TEXTURE_BINDING_CUBE_MAP: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), + TextureType::CubeMap); + break; + case GL_TEXTURE_BINDING_3D: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = + getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), TextureType::_3D); + break; + case GL_TEXTURE_BINDING_2D_ARRAY: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), + TextureType::_2DArray); + break; + case GL_TEXTURE_BINDING_2D_MULTISAMPLE: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), + TextureType::_2DMultisample); + break; + case GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), + TextureType::_2DMultisampleArray); + break; + case GL_TEXTURE_BINDING_EXTERNAL_OES: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = getSamplerTextureId(static_cast<unsigned int>(mActiveSampler), + TextureType::External); + break; + case GL_UNIFORM_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::Uniform].id(); + break; + case GL_TRANSFORM_FEEDBACK_BINDING: + *params = mTransformFeedback.id(); + break; + case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::TransformFeedback].id(); + break; + case GL_COPY_READ_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::CopyRead].id(); + break; + case GL_COPY_WRITE_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::CopyWrite].id(); + break; + case GL_PIXEL_PACK_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::PixelPack].id(); + break; + case GL_PIXEL_UNPACK_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::PixelUnpack].id(); + break; + case GL_READ_BUFFER: + *params = mReadFramebuffer->getReadBufferState(); + break; + case GL_SAMPLER_BINDING: + ASSERT(mActiveSampler < mMaxCombinedTextureImageUnits); + *params = getSamplerId(static_cast<GLuint>(mActiveSampler)); + break; + case GL_DEBUG_LOGGED_MESSAGES: + *params = static_cast<GLint>(mDebug.getMessageCount()); + break; + case GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH: + *params = static_cast<GLint>(mDebug.getNextMessageLength()); + break; + case GL_DEBUG_GROUP_STACK_DEPTH: + *params = static_cast<GLint>(mDebug.getGroupStackDepth()); + break; + case GL_MULTISAMPLE_EXT: + *params = static_cast<GLint>(mMultiSampling); + break; + case GL_SAMPLE_ALPHA_TO_ONE_EXT: + *params = static_cast<GLint>(mSampleAlphaToOne); + break; + case GL_COVERAGE_MODULATION_CHROMIUM: + *params = static_cast<GLint>(mCoverageModulation); + break; + case GL_ATOMIC_COUNTER_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::AtomicCounter].id(); + break; + case GL_SHADER_STORAGE_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::ShaderStorage].id(); + break; + case GL_DISPATCH_INDIRECT_BUFFER_BINDING: + *params = mBoundBuffers[BufferBinding::DispatchIndirect].id(); + break; + case GL_ALPHA_TEST_FUNC: + *params = ToGLenum(mGLES1State.mAlphaTestFunc); + break; + case GL_CLIENT_ACTIVE_TEXTURE: + *params = mGLES1State.mClientActiveTexture + GL_TEXTURE0; + break; + case GL_MATRIX_MODE: + *params = ToGLenum(mGLES1State.mMatrixMode); + break; + case GL_SHADE_MODEL: + *params = ToGLenum(mGLES1State.mShadeModel); + break; + case GL_MODELVIEW_STACK_DEPTH: + case GL_PROJECTION_STACK_DEPTH: + case GL_TEXTURE_STACK_DEPTH: + *params = mGLES1State.getCurrentMatrixStackDepth(pname); + break; + case GL_LOGIC_OP_MODE: + *params = ToGLenum(mGLES1State.mLogicOp); + break; + case GL_BLEND_SRC: + *params = mBlend.sourceBlendRGB; + break; + case GL_BLEND_DST: + *params = mBlend.destBlendRGB; + break; + case GL_PERSPECTIVE_CORRECTION_HINT: + case GL_POINT_SMOOTH_HINT: + case GL_LINE_SMOOTH_HINT: + case GL_FOG_HINT: + *params = mGLES1State.getHint(pname); + break; + + // GL_ANGLE_provoking_vertex + case GL_PROVOKING_VERTEX: + *params = ToGLenum(mProvokingVertex); + break; + + default: + UNREACHABLE(); + break; + } + + return angle::Result::Continue; +} + +void State::getPointerv(const Context *context, GLenum pname, void **params) const +{ + switch (pname) + { + case GL_DEBUG_CALLBACK_FUNCTION: + *params = reinterpret_cast<void *>(mDebug.getCallback()); + break; + case GL_DEBUG_CALLBACK_USER_PARAM: + *params = const_cast<void *>(mDebug.getUserParam()); + break; + case GL_VERTEX_ARRAY_POINTER: + case GL_NORMAL_ARRAY_POINTER: + case GL_COLOR_ARRAY_POINTER: + case GL_TEXTURE_COORD_ARRAY_POINTER: + case GL_POINT_SIZE_ARRAY_POINTER_OES: + QueryVertexAttribPointerv(getVertexArray()->getVertexAttribute( + context->vertexArrayIndex(ParamToVertexArrayType(pname))), + GL_VERTEX_ATTRIB_ARRAY_POINTER, params); + return; + default: + UNREACHABLE(); + break; + } +} + +void State::getIntegeri_v(GLenum target, GLuint index, GLint *data) +{ + switch (target) + { + case GL_TRANSFORM_FEEDBACK_BUFFER_BINDING: + ASSERT(static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount()); + *data = mTransformFeedback->getIndexedBuffer(index).id(); + break; + case GL_UNIFORM_BUFFER_BINDING: + ASSERT(static_cast<size_t>(index) < mUniformBuffers.size()); + *data = mUniformBuffers[index].id(); + break; + case GL_ATOMIC_COUNTER_BUFFER_BINDING: + ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size()); + *data = mAtomicCounterBuffers[index].id(); + break; + case GL_SHADER_STORAGE_BUFFER_BINDING: + ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size()); + *data = mShaderStorageBuffers[index].id(); + break; + case GL_VERTEX_BINDING_BUFFER: + ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings()); + *data = mVertexArray->getVertexBinding(index).getBuffer().id(); + break; + case GL_VERTEX_BINDING_DIVISOR: + ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings()); + *data = mVertexArray->getVertexBinding(index).getDivisor(); + break; + case GL_VERTEX_BINDING_OFFSET: + ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings()); + *data = static_cast<GLuint>(mVertexArray->getVertexBinding(index).getOffset()); + break; + case GL_VERTEX_BINDING_STRIDE: + ASSERT(static_cast<size_t>(index) < mVertexArray->getMaxBindings()); + *data = mVertexArray->getVertexBinding(index).getStride(); + break; + case GL_SAMPLE_MASK_VALUE: + ASSERT(static_cast<size_t>(index) < mSampleMaskValues.size()); + *data = mSampleMaskValues[index]; + break; + case GL_IMAGE_BINDING_NAME: + ASSERT(static_cast<size_t>(index) < mImageUnits.size()); + *data = mImageUnits[index].texture.id(); + break; + case GL_IMAGE_BINDING_LEVEL: + ASSERT(static_cast<size_t>(index) < mImageUnits.size()); + *data = mImageUnits[index].level; + break; + case GL_IMAGE_BINDING_LAYER: + ASSERT(static_cast<size_t>(index) < mImageUnits.size()); + *data = mImageUnits[index].layer; + break; + case GL_IMAGE_BINDING_ACCESS: + ASSERT(static_cast<size_t>(index) < mImageUnits.size()); + *data = mImageUnits[index].access; + break; + case GL_IMAGE_BINDING_FORMAT: + ASSERT(static_cast<size_t>(index) < mImageUnits.size()); + *data = mImageUnits[index].format; + break; + default: + UNREACHABLE(); + break; + } +} + +void State::getInteger64i_v(GLenum target, GLuint index, GLint64 *data) +{ + switch (target) + { + case GL_TRANSFORM_FEEDBACK_BUFFER_START: + ASSERT(static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount()); + *data = mTransformFeedback->getIndexedBuffer(index).getOffset(); + break; + case GL_TRANSFORM_FEEDBACK_BUFFER_SIZE: + ASSERT(static_cast<size_t>(index) < mTransformFeedback->getIndexedBufferCount()); + *data = mTransformFeedback->getIndexedBuffer(index).getSize(); + break; + case GL_UNIFORM_BUFFER_START: + ASSERT(static_cast<size_t>(index) < mUniformBuffers.size()); + *data = mUniformBuffers[index].getOffset(); + break; + case GL_UNIFORM_BUFFER_SIZE: + ASSERT(static_cast<size_t>(index) < mUniformBuffers.size()); + *data = mUniformBuffers[index].getSize(); + break; + case GL_ATOMIC_COUNTER_BUFFER_START: + ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size()); + *data = mAtomicCounterBuffers[index].getOffset(); + break; + case GL_ATOMIC_COUNTER_BUFFER_SIZE: + ASSERT(static_cast<size_t>(index) < mAtomicCounterBuffers.size()); + *data = mAtomicCounterBuffers[index].getSize(); + break; + case GL_SHADER_STORAGE_BUFFER_START: + ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size()); + *data = mShaderStorageBuffers[index].getOffset(); + break; + case GL_SHADER_STORAGE_BUFFER_SIZE: + ASSERT(static_cast<size_t>(index) < mShaderStorageBuffers.size()); + *data = mShaderStorageBuffers[index].getSize(); + break; + default: + UNREACHABLE(); + break; + } +} + +void State::getBooleani_v(GLenum target, GLuint index, GLboolean *data) +{ + switch (target) + { + case GL_IMAGE_BINDING_LAYERED: + ASSERT(static_cast<size_t>(index) < mImageUnits.size()); + *data = mImageUnits[index].layered; + break; + default: + UNREACHABLE(); + break; + } +} + +angle::Result State::syncTexturesInit(const Context *context) +{ + ASSERT(mRobustResourceInit); + + if (!mProgram) + return angle::Result::Continue; + + for (size_t textureUnitIndex : mProgram->getActiveSamplersMask()) + { + Texture *texture = mActiveTexturesCache[textureUnitIndex]; + if (texture) + { + ANGLE_TRY(texture->ensureInitialized(context)); + } + } + return angle::Result::Continue; +} + +angle::Result State::syncImagesInit(const Context *context) +{ + ASSERT(mRobustResourceInit); + ASSERT(mProgram); + for (size_t imageUnitIndex : mProgram->getActiveImagesMask()) + { + Texture *texture = mImageUnits[imageUnitIndex].texture.get(); + if (texture) + { + ANGLE_TRY(texture->ensureInitialized(context)); + } + } + return angle::Result::Continue; +} + +angle::Result State::syncReadAttachments(const Context *context) +{ + ASSERT(mReadFramebuffer); + ASSERT(mRobustResourceInit); + return mReadFramebuffer->ensureReadAttachmentsInitialized(context); +} + +angle::Result State::syncDrawAttachments(const Context *context) +{ + ASSERT(mDrawFramebuffer); + ASSERT(mRobustResourceInit); + return mDrawFramebuffer->ensureDrawAttachmentsInitialized(context); +} + +angle::Result State::syncReadFramebuffer(const Context *context) +{ + ASSERT(mReadFramebuffer); + return mReadFramebuffer->syncState(context); +} + +angle::Result State::syncDrawFramebuffer(const Context *context) +{ + ASSERT(mDrawFramebuffer); + return mDrawFramebuffer->syncState(context); +} + +angle::Result State::syncTextures(const Context *context) +{ + if (mDirtyTextures.none()) + return angle::Result::Continue; + + for (size_t textureIndex : mDirtyTextures) + { + Texture *texture = mActiveTexturesCache[textureIndex]; + if (texture && texture->hasAnyDirtyBit()) + { + ANGLE_TRY(texture->syncState(context)); + } + } + + mDirtyTextures.reset(); + return angle::Result::Continue; +} + +angle::Result State::syncSamplers(const Context *context) +{ + if (mDirtySamplers.none()) + return angle::Result::Continue; + + for (size_t samplerIndex : mDirtySamplers) + { + BindingPointer<Sampler> &sampler = mSamplers[samplerIndex]; + if (sampler.get()) + { + sampler->syncState(context); + } + } + + mDirtySamplers.reset(); + + return angle::Result::Continue; +} + +angle::Result State::syncVertexArray(const Context *context) +{ + ASSERT(mVertexArray); + return mVertexArray->syncState(context); +} + +angle::Result State::syncProgram(const Context *context) +{ + return mProgram->syncState(context); +} + +angle::Result State::syncDirtyObject(const Context *context, GLenum target) +{ + DirtyObjects localSet; + + switch (target) + { + case GL_READ_FRAMEBUFFER: + localSet.set(DIRTY_OBJECT_READ_FRAMEBUFFER); + break; + case GL_DRAW_FRAMEBUFFER: + localSet.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER); + break; + case GL_FRAMEBUFFER: + localSet.set(DIRTY_OBJECT_READ_FRAMEBUFFER); + localSet.set(DIRTY_OBJECT_DRAW_FRAMEBUFFER); + break; + case GL_VERTEX_ARRAY: + localSet.set(DIRTY_OBJECT_VERTEX_ARRAY); + break; + case GL_TEXTURE: + localSet.set(DIRTY_OBJECT_TEXTURES); + break; + case GL_SAMPLER: + localSet.set(DIRTY_OBJECT_SAMPLERS); + break; + case GL_PROGRAM: + localSet.set(DIRTY_OBJECT_PROGRAM); + break; + } + + return syncDirtyObjects(context, localSet); +} + +void State::setObjectDirty(GLenum target) +{ + switch (target) + { + case GL_READ_FRAMEBUFFER: + mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER); + break; + case GL_DRAW_FRAMEBUFFER: + setDrawFramebufferDirty(); + break; + case GL_FRAMEBUFFER: + mDirtyObjects.set(DIRTY_OBJECT_READ_FRAMEBUFFER); + setDrawFramebufferDirty(); + break; + case GL_VERTEX_ARRAY: + mDirtyObjects.set(DIRTY_OBJECT_VERTEX_ARRAY); + break; + case GL_PROGRAM: + mDirtyObjects.set(DIRTY_OBJECT_PROGRAM); + break; + default: + break; + } +} + +angle::Result State::onProgramExecutableChange(const Context *context, Program *program) +{ + // OpenGL Spec: + // "If LinkProgram or ProgramBinary successfully re-links a program object + // that was already in use as a result of a previous call to UseProgram, then the + // generated executable code will be installed as part of the current rendering state." + ASSERT(program->isLinked()); + + mDirtyBits.set(DIRTY_BIT_PROGRAM_EXECUTABLE); + + if (program->hasAnyDirtyBit()) + { + mDirtyObjects.set(DIRTY_OBJECT_PROGRAM); + } + + // Set any bound textures. + const ActiveTextureTypeArray &textureTypes = program->getActiveSamplerTypes(); + for (size_t textureIndex : program->getActiveSamplersMask()) + { + TextureType type = textureTypes[textureIndex]; + + // This can happen if there is a conflicting texture type. + if (type == TextureType::InvalidEnum) + continue; + + Texture *texture = mSamplerTextures[type][textureIndex].get(); + updateActiveTexture(context, textureIndex, texture); + } + + for (size_t imageUnitIndex : program->getActiveImagesMask()) + { + Texture *image = mImageUnits[imageUnitIndex].texture.get(); + if (!image) + continue; + + if (image->hasAnyDirtyBit()) + { + ANGLE_TRY(image->syncState(context)); + } + + if (mRobustResourceInit && image->initState() == InitState::MayNeedInit) + { + mDirtyObjects.set(DIRTY_OBJECT_IMAGES_INIT); + } + } + + return angle::Result::Continue; +} + +void State::setTextureDirty(size_t textureUnitIndex) +{ + mDirtyObjects.set(DIRTY_OBJECT_TEXTURES); + mDirtyTextures.set(textureUnitIndex); +} + +void State::setSamplerDirty(size_t samplerIndex) +{ + mDirtyObjects.set(DIRTY_OBJECT_SAMPLERS); + mDirtySamplers.set(samplerIndex); +} + +void State::setImageUnit(const Context *context, + size_t unit, + Texture *texture, + GLint level, + GLboolean layered, + GLint layer, + GLenum access, + GLenum format) +{ + mImageUnits[unit].texture.set(context, texture); + mImageUnits[unit].level = level; + mImageUnits[unit].layered = layered; + mImageUnits[unit].layer = layer; + mImageUnits[unit].access = access; + mImageUnits[unit].format = format; + mDirtyBits.set(DIRTY_BIT_IMAGE_BINDINGS); + + onImageStateChange(context, unit); +} + +// Handle a dirty texture event. +void State::onActiveTextureChange(const Context *context, size_t textureUnit) +{ + if (mProgram) + { + TextureType type = mProgram->getActiveSamplerTypes()[textureUnit]; + Texture *activeTexture = (type != TextureType::InvalidEnum) + ? mSamplerTextures[type][textureUnit].get() + : nullptr; + updateActiveTexture(context, textureUnit, activeTexture); + } +} + +void State::onActiveTextureStateChange(const Context *context, size_t textureUnit) +{ + if (mProgram) + { + TextureType type = mProgram->getActiveSamplerTypes()[textureUnit]; + + Texture *activeTexture = (type != TextureType::InvalidEnum) + ? mSamplerTextures[type][textureUnit].get() + : nullptr; + const Sampler *sampler = mSamplers[textureUnit].get(); + updateActiveTextureState(context, textureUnit, sampler, activeTexture); + } +} + +void State::onImageStateChange(const Context *context, size_t unit) +{ + if (mProgram) + { + const ImageUnit &image = mImageUnits[unit]; + ASSERT(image.texture.get()); + if (mRobustResourceInit && image.texture->initState() == InitState::MayNeedInit) + { + mDirtyObjects.set(DIRTY_OBJECT_IMAGES_INIT); + } + } +} + +void State::onUniformBufferStateChange(size_t uniformBufferIndex) +{ + // This could be represented by a different dirty bit. Using the same one keeps it simple. + mDirtyBits.set(DIRTY_BIT_UNIFORM_BUFFER_BINDINGS); +} + +AttributesMask State::getAndResetDirtyCurrentValues() const +{ + AttributesMask retVal = mDirtyCurrentValues; + mDirtyCurrentValues.reset(); + return retVal; +} + +constexpr State::DirtyObjectHandler State::kDirtyObjectHandlers[DIRTY_OBJECT_MAX]; + +} // namespace gl |