// // Copyright 2018 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // Context_gles_1_0.cpp: Implements the GLES1-specific parts of Context. #include "libANGLE/Context.h" #include "common/mathutil.h" #include "common/utilities.h" #include "libANGLE/GLES1Renderer.h" #include "libANGLE/queryconversions.h" #include "libANGLE/queryutils.h" namespace { angle::Mat4 FixedMatrixToMat4(const GLfixed *m) { angle::Mat4 matrixAsFloat; GLfloat *floatData = matrixAsFloat.data(); for (int i = 0; i < 16; i++) { floatData[i] = gl::ConvertFixedToFloat(m[i]); } return matrixAsFloat; } } // namespace namespace gl { void Context::alphaFunc(AlphaTestFunc func, GLfloat ref) { mState.gles1().setAlphaFunc(func, ref); } void Context::alphaFuncx(AlphaTestFunc func, GLfixed ref) { mState.gles1().setAlphaFunc(func, ConvertFixedToFloat(ref)); } void Context::clearColorx(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha) { mState.setColorClearValue(ConvertFixedToFloat(red), ConvertFixedToFloat(green), ConvertFixedToFloat(blue), ConvertFixedToFloat(alpha)); } void Context::clearDepthx(GLfixed depth) { mState.setDepthClearValue(clamp01(ConvertFixedToFloat(depth))); } void Context::clientActiveTexture(GLenum texture) { mState.gles1().setClientTextureUnit(texture - GL_TEXTURE0); mStateCache.onGLES1ClientStateChange(this); } void Context::clipPlanef(GLenum p, const GLfloat *eqn) { mState.gles1().setClipPlane(p - GL_CLIP_PLANE0, eqn); } void Context::clipPlanex(GLenum plane, const GLfixed *equation) { const GLfloat equationf[4] = { ConvertFixedToFloat(equation[0]), ConvertFixedToFloat(equation[1]), ConvertFixedToFloat(equation[2]), ConvertFixedToFloat(equation[3]), }; mState.gles1().setClipPlane(plane - GL_CLIP_PLANE0, equationf); } void Context::color4f(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { mState.gles1().setCurrentColor({red, green, blue, alpha}); } void Context::color4ub(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha) { mState.gles1().setCurrentColor( {normalizedToFloat(red), normalizedToFloat(green), normalizedToFloat(blue), normalizedToFloat(alpha)}); } void Context::color4x(GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha) { mState.gles1().setCurrentColor({ConvertFixedToFloat(red), ConvertFixedToFloat(green), ConvertFixedToFloat(blue), ConvertFixedToFloat(alpha)}); } void Context::colorPointer(GLint size, VertexAttribType type, GLsizei stride, const void *ptr) { // Note that we normalize data for UnsignedByte types. This is to match the behavior // of current native GLES drivers. vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::Color), size, type, type == VertexAttribType::UnsignedByte, stride, ptr); } void Context::depthRangex(GLfixed n, GLfixed f) { mState.setDepthRange(clamp01(ConvertFixedToFloat(n)), clamp01(ConvertFixedToFloat(f))); } void Context::disableClientState(ClientVertexArrayType clientState) { mState.gles1().setClientStateEnabled(clientState, false); disableVertexAttribArray(vertexArrayIndex(clientState)); mStateCache.onGLES1ClientStateChange(this); } void Context::enableClientState(ClientVertexArrayType clientState) { mState.gles1().setClientStateEnabled(clientState, true); enableVertexAttribArray(vertexArrayIndex(clientState)); mStateCache.onGLES1ClientStateChange(this); } void Context::fogf(GLenum pname, GLfloat param) { SetFogParameters(&mState.gles1(), pname, ¶m); } void Context::fogfv(GLenum pname, const GLfloat *params) { SetFogParameters(&mState.gles1(), pname, params); } void Context::fogx(GLenum pname, GLfixed param) { if (GetFogParameterCount(pname) == 1) { GLfloat paramf = pname == GL_FOG_MODE ? ConvertToGLenum(param) : ConvertFixedToFloat(param); fogf(pname, paramf); } else { UNREACHABLE(); } } void Context::fogxv(GLenum pname, const GLfixed *params) { int paramCount = GetFogParameterCount(pname); if (paramCount > 0) { GLfloat paramsf[4]; for (int i = 0; i < paramCount; i++) { paramsf[i] = pname == GL_FOG_MODE ? ConvertToGLenum(params[i]) : ConvertFixedToFloat(params[i]); } fogfv(pname, paramsf); } else { UNREACHABLE(); } } void Context::frustumf(GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f) { mState.gles1().multMatrix(angle::Mat4::Frustum(l, r, b, t, n, f)); } void Context::frustumx(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f) { mState.gles1().multMatrix(angle::Mat4::Frustum(ConvertFixedToFloat(l), ConvertFixedToFloat(r), ConvertFixedToFloat(b), ConvertFixedToFloat(t), ConvertFixedToFloat(n), ConvertFixedToFloat(f))); } void Context::getClipPlanef(GLenum plane, GLfloat *equation) { mState.gles1().getClipPlane(plane - GL_CLIP_PLANE0, equation); } void Context::getClipPlanex(GLenum plane, GLfixed *equation) { GLfloat equationf[4] = {}; mState.gles1().getClipPlane(plane - GL_CLIP_PLANE0, equationf); for (int i = 0; i < 4; i++) { equation[i] = ConvertFloatToFixed(equationf[i]); } } void Context::getFixedv(GLenum pname, GLfixed *params) { GLenum nativeType; unsigned int numParams = 0; getQueryParameterInfo(pname, &nativeType, &numParams); std::vector paramsf(numParams, 0); CastStateValues(this, nativeType, pname, numParams, paramsf.data()); for (unsigned int i = 0; i < numParams; i++) { params[i] = ConvertFloatToFixed(paramsf[i]); } } void Context::getLightfv(GLenum light, LightParameter pname, GLfloat *params) { GetLightParameters(&mState.gles1(), light, pname, params); } void Context::getLightxv(GLenum light, LightParameter pname, GLfixed *params) { GLfloat paramsf[4]; getLightfv(light, pname, paramsf); for (unsigned int i = 0; i < GetLightParameterCount(pname); i++) { params[i] = ConvertFloatToFixed(paramsf[i]); } } void Context::getMaterialfv(GLenum face, MaterialParameter pname, GLfloat *params) { GetMaterialParameters(&mState.gles1(), face, pname, params); } void Context::getMaterialxv(GLenum face, MaterialParameter pname, GLfixed *params) { GLfloat paramsf[4]; getMaterialfv(face, pname, paramsf); for (unsigned int i = 0; i < GetMaterialParameterCount(pname); i++) { params[i] = ConvertFloatToFixed(paramsf[i]); } } void Context::getTexEnvfv(TextureEnvTarget target, TextureEnvParameter pname, GLfloat *params) { GetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, params); } void Context::getTexEnviv(TextureEnvTarget target, TextureEnvParameter pname, GLint *params) { GLfloat paramsf[4]; GetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf); ConvertTextureEnvToInt(pname, paramsf, params); } void Context::getTexEnvxv(TextureEnvTarget target, TextureEnvParameter pname, GLfixed *params) { GLfloat paramsf[4]; GetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf); ConvertTextureEnvToFixed(pname, paramsf, params); } void Context::getTexParameterxv(TextureType target, GLenum pname, GLfixed *params) { const Texture *const texture = getTextureByType(target); QueryTexParameterxv(this, texture, pname, params); } void Context::lightModelf(GLenum pname, GLfloat param) { SetLightModelParameters(&mState.gles1(), pname, ¶m); } void Context::lightModelfv(GLenum pname, const GLfloat *params) { SetLightModelParameters(&mState.gles1(), pname, params); } void Context::lightModelx(GLenum pname, GLfixed param) { lightModelf(pname, ConvertFixedToFloat(param)); } void Context::lightModelxv(GLenum pname, const GLfixed *param) { GLfloat paramsf[4]; for (unsigned int i = 0; i < GetLightModelParameterCount(pname); i++) { paramsf[i] = ConvertFixedToFloat(param[i]); } lightModelfv(pname, paramsf); } void Context::lightf(GLenum light, LightParameter pname, GLfloat param) { SetLightParameters(&mState.gles1(), light, pname, ¶m); } void Context::lightfv(GLenum light, LightParameter pname, const GLfloat *params) { SetLightParameters(&mState.gles1(), light, pname, params); } void Context::lightx(GLenum light, LightParameter pname, GLfixed param) { lightf(light, pname, ConvertFixedToFloat(param)); } void Context::lightxv(GLenum light, LightParameter pname, const GLfixed *params) { GLfloat paramsf[4]; for (unsigned int i = 0; i < GetLightParameterCount(pname); i++) { paramsf[i] = ConvertFixedToFloat(params[i]); } lightfv(light, pname, paramsf); } void Context::lineWidthx(GLfixed width) { mState.setLineWidth(ConvertFixedToFloat(width)); } void Context::loadIdentity() { mState.gles1().loadMatrix(angle::Mat4()); } void Context::loadMatrixf(const GLfloat *m) { mState.gles1().loadMatrix(angle::Mat4(m)); } void Context::loadMatrixx(const GLfixed *m) { mState.gles1().loadMatrix(FixedMatrixToMat4(m)); } void Context::logicOp(LogicalOperation opcodePacked) { mState.gles1().setLogicOp(opcodePacked); } void Context::materialf(GLenum face, MaterialParameter pname, GLfloat param) { SetMaterialParameters(&mState.gles1(), face, pname, ¶m); } void Context::materialfv(GLenum face, MaterialParameter pname, const GLfloat *params) { SetMaterialParameters(&mState.gles1(), face, pname, params); } void Context::materialx(GLenum face, MaterialParameter pname, GLfixed param) { materialf(face, pname, ConvertFixedToFloat(param)); } void Context::materialxv(GLenum face, MaterialParameter pname, const GLfixed *param) { GLfloat paramsf[4]; for (unsigned int i = 0; i < GetMaterialParameterCount(pname); i++) { paramsf[i] = ConvertFixedToFloat(param[i]); } materialfv(face, pname, paramsf); } void Context::matrixMode(MatrixType mode) { mState.gles1().setMatrixMode(mode); } void Context::multMatrixf(const GLfloat *m) { mState.gles1().multMatrix(angle::Mat4(m)); } void Context::multMatrixx(const GLfixed *m) { mState.gles1().multMatrix(FixedMatrixToMat4(m)); } void Context::multiTexCoord4f(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) { unsigned int unit = target - GL_TEXTURE0; ASSERT(target >= GL_TEXTURE0 && unit < getCaps().maxMultitextureUnits); mState.gles1().setCurrentTextureCoords(unit, {s, t, r, q}); } void Context::multiTexCoord4x(GLenum target, GLfixed s, GLfixed t, GLfixed r, GLfixed q) { unsigned int unit = target - GL_TEXTURE0; ASSERT(target >= GL_TEXTURE0 && unit < getCaps().maxMultitextureUnits); mState.gles1().setCurrentTextureCoords(unit, {ConvertFixedToFloat(s), ConvertFixedToFloat(t), ConvertFixedToFloat(r), ConvertFixedToFloat(q)}); } void Context::normal3f(GLfloat nx, GLfloat ny, GLfloat nz) { mState.gles1().setCurrentNormal({nx, ny, nz}); } void Context::normal3x(GLfixed nx, GLfixed ny, GLfixed nz) { mState.gles1().setCurrentNormal( {ConvertFixedToFloat(nx), ConvertFixedToFloat(ny), ConvertFixedToFloat(nz)}); } void Context::normalPointer(VertexAttribType type, GLsizei stride, const void *ptr) { vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::Normal), 3, type, GL_FALSE, stride, ptr); } void Context::orthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) { mState.gles1().multMatrix(angle::Mat4::Ortho(left, right, bottom, top, zNear, zFar)); } void Context::orthox(GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f) { mState.gles1().multMatrix(angle::Mat4::Ortho(ConvertFixedToFloat(l), ConvertFixedToFloat(r), ConvertFixedToFloat(b), ConvertFixedToFloat(t), ConvertFixedToFloat(n), ConvertFixedToFloat(f))); } void Context::pointParameterf(PointParameter pname, GLfloat param) { SetPointParameter(&mState.gles1(), pname, ¶m); } void Context::pointParameterfv(PointParameter pname, const GLfloat *params) { SetPointParameter(&mState.gles1(), pname, params); } void Context::pointParameterx(PointParameter pname, GLfixed param) { GLfloat paramf = ConvertFixedToFloat(param); SetPointParameter(&mState.gles1(), pname, ¶mf); } void Context::pointParameterxv(PointParameter pname, const GLfixed *params) { GLfloat paramsf[4] = {}; for (unsigned int i = 0; i < GetPointParameterCount(pname); i++) { paramsf[i] = ConvertFixedToFloat(params[i]); } SetPointParameter(&mState.gles1(), pname, paramsf); } void Context::pointSize(GLfloat size) { SetPointSize(&mState.gles1(), size); } void Context::pointSizex(GLfixed size) { SetPointSize(&mState.gles1(), ConvertFixedToFloat(size)); } void Context::polygonOffsetx(GLfixed factor, GLfixed units) { mState.setPolygonOffsetParams(ConvertFixedToFloat(factor), ConvertFixedToFloat(units)); } void Context::popMatrix() { mState.gles1().popMatrix(); } void Context::pushMatrix() { mState.gles1().pushMatrix(); } void Context::rotatef(float angle, float x, float y, float z) { mState.gles1().multMatrix(angle::Mat4::Rotate(angle, angle::Vector3(x, y, z))); } void Context::rotatex(GLfixed angle, GLfixed x, GLfixed y, GLfixed z) { mState.gles1().multMatrix(angle::Mat4::Rotate( ConvertFixedToFloat(angle), angle::Vector3(ConvertFixedToFloat(x), ConvertFixedToFloat(y), ConvertFixedToFloat(z)))); } void Context::sampleCoveragex(GLclampx value, GLboolean invert) { GLclampf valuef = ConvertFixedToFloat(value); mState.setSampleCoverageParams(clamp01(valuef), ConvertToBool(invert)); } void Context::scalef(float x, float y, float z) { mState.gles1().multMatrix(angle::Mat4::Scale(angle::Vector3(x, y, z))); } void Context::scalex(GLfixed x, GLfixed y, GLfixed z) { mState.gles1().multMatrix(angle::Mat4::Scale( angle::Vector3(ConvertFixedToFloat(x), ConvertFixedToFloat(y), ConvertFixedToFloat(z)))); } void Context::shadeModel(ShadingModel model) { mState.gles1().setShadeModel(model); } void Context::texCoordPointer(GLint size, VertexAttribType type, GLsizei stride, const void *ptr) { vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::TextureCoord), size, type, GL_FALSE, stride, ptr); } void Context::texEnvf(TextureEnvTarget target, TextureEnvParameter pname, GLfloat param) { SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, ¶m); } void Context::texEnvfv(TextureEnvTarget target, TextureEnvParameter pname, const GLfloat *params) { SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, params); } void Context::texEnvi(TextureEnvTarget target, TextureEnvParameter pname, GLint param) { GLfloat paramsf[4] = {}; ConvertTextureEnvFromInt(pname, ¶m, paramsf); SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf); } void Context::texEnviv(TextureEnvTarget target, TextureEnvParameter pname, const GLint *params) { GLfloat paramsf[4] = {}; ConvertTextureEnvFromInt(pname, params, paramsf); SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf); } void Context::texEnvx(TextureEnvTarget target, TextureEnvParameter pname, GLfixed param) { GLfloat paramsf[4] = {}; ConvertTextureEnvFromFixed(pname, ¶m, paramsf); SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf); } void Context::texEnvxv(TextureEnvTarget target, TextureEnvParameter pname, const GLfixed *params) { GLfloat paramsf[4] = {}; ConvertTextureEnvFromFixed(pname, params, paramsf); SetTextureEnv(mState.getActiveSampler(), &mState.gles1(), target, pname, paramsf); } void Context::texParameterx(TextureType target, GLenum pname, GLfixed param) { Texture *const texture = getTextureByType(target); SetTexParameterx(this, texture, pname, param); } void Context::texParameterxv(TextureType target, GLenum pname, const GLfixed *params) { Texture *const texture = getTextureByType(target); SetTexParameterxv(this, texture, pname, params); } void Context::translatef(float x, float y, float z) { mState.gles1().multMatrix(angle::Mat4::Translate(angle::Vector3(x, y, z))); } void Context::translatex(GLfixed x, GLfixed y, GLfixed z) { mState.gles1().multMatrix(angle::Mat4::Translate( angle::Vector3(ConvertFixedToFloat(x), ConvertFixedToFloat(y), ConvertFixedToFloat(z)))); } void Context::vertexPointer(GLint size, VertexAttribType type, GLsizei stride, const void *ptr) { vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::Vertex), size, type, GL_FALSE, stride, ptr); } // GL_OES_draw_texture void Context::drawTexf(float x, float y, float z, float width, float height) { mGLES1Renderer->drawTexture(this, &mState, x, y, z, width, height); } void Context::drawTexfv(const GLfloat *coords) { mGLES1Renderer->drawTexture(this, &mState, coords[0], coords[1], coords[2], coords[3], coords[4]); } void Context::drawTexi(GLint x, GLint y, GLint z, GLint width, GLint height) { mGLES1Renderer->drawTexture(this, &mState, static_cast(x), static_cast(y), static_cast(z), static_cast(width), static_cast(height)); } void Context::drawTexiv(const GLint *coords) { mGLES1Renderer->drawTexture(this, &mState, static_cast(coords[0]), static_cast(coords[1]), static_cast(coords[2]), static_cast(coords[3]), static_cast(coords[4])); } void Context::drawTexs(GLshort x, GLshort y, GLshort z, GLshort width, GLshort height) { mGLES1Renderer->drawTexture(this, &mState, static_cast(x), static_cast(y), static_cast(z), static_cast(width), static_cast(height)); } void Context::drawTexsv(const GLshort *coords) { mGLES1Renderer->drawTexture(this, &mState, static_cast(coords[0]), static_cast(coords[1]), static_cast(coords[2]), static_cast(coords[3]), static_cast(coords[4])); } void Context::drawTexx(GLfixed x, GLfixed y, GLfixed z, GLfixed width, GLfixed height) { mGLES1Renderer->drawTexture(this, &mState, ConvertFixedToFloat(x), ConvertFixedToFloat(y), ConvertFixedToFloat(z), ConvertFixedToFloat(width), ConvertFixedToFloat(height)); } void Context::drawTexxv(const GLfixed *coords) { mGLES1Renderer->drawTexture(this, &mState, ConvertFixedToFloat(coords[0]), ConvertFixedToFloat(coords[1]), ConvertFixedToFloat(coords[2]), ConvertFixedToFloat(coords[3]), ConvertFixedToFloat(coords[4])); } // GL_OES_matrix_palette void Context::currentPaletteMatrix(GLuint matrixpaletteindex) { UNIMPLEMENTED(); } void Context::loadPaletteFromModelViewMatrix() { UNIMPLEMENTED(); } void Context::matrixIndexPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } void Context::weightPointer(GLint size, GLenum type, GLsizei stride, const void *pointer) { UNIMPLEMENTED(); } // GL_OES_point_size_array void Context::pointSizePointer(VertexAttribType type, GLsizei stride, const void *ptr) { vertexAttribPointer(vertexArrayIndex(ClientVertexArrayType::PointSize), 1, type, GL_FALSE, stride, ptr); } // GL_OES_query_matrix GLbitfield Context::queryMatrixx(GLfixed *mantissa, GLint *exponent) { UNIMPLEMENTED(); return 0; } // GL_OES_texture_cube_map void Context::getTexGenfv(GLenum coord, GLenum pname, GLfloat *params) { UNIMPLEMENTED(); } void Context::getTexGeniv(GLenum coord, GLenum pname, GLint *params) { UNIMPLEMENTED(); } void Context::getTexGenxv(GLenum coord, GLenum pname, GLfixed *params) { UNIMPLEMENTED(); } void Context::texGenf(GLenum coord, GLenum pname, GLfloat param) { UNIMPLEMENTED(); } void Context::texGenfv(GLenum coord, GLenum pname, const GLfloat *params) { UNIMPLEMENTED(); } void Context::texGeni(GLenum coord, GLenum pname, GLint param) { UNIMPLEMENTED(); } void Context::texGeniv(GLenum coord, GLenum pname, const GLint *params) { UNIMPLEMENTED(); } void Context::texGenx(GLenum coord, GLenum pname, GLfixed param) { UNIMPLEMENTED(); } void Context::texGenxv(GLenum coord, GLenum pname, const GLint *params) { UNIMPLEMENTED(); } int Context::vertexArrayIndex(ClientVertexArrayType type) const { return GLES1Renderer::VertexArrayIndex(type, mState.gles1()); } // static int Context::TexCoordArrayIndex(unsigned int unit) { return GLES1Renderer::TexCoordArrayIndex(unit); } } // namespace gl