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-rw-r--r--gfx/angle/checkout/src/libANGLE/State.cpp2870
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diff --git a/gfx/angle/checkout/src/libANGLE/State.cpp b/gfx/angle/checkout/src/libANGLE/State.cpp
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+++ b/gfx/angle/checkout/src/libANGLE/State.cpp
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+//
+// 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