/*
* Copyright (C) 2011 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include "GL2Encoder.h"
#include <assert.h>
#include <ctype.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES2/gl2platform.h>
#include <GLES3/gl3.h>
#ifndef MIN
#define MIN(a, b) ((a) < (b) ? (a) : (b))
#endif
static GLubyte *gVendorString= (GLubyte *) "Android";
static GLubyte *gRendererString= (GLubyte *) "Android HW-GLES 2.0";
static GLubyte *gVersionString= (GLubyte *) "OpenGL ES 2.0";
static GLubyte *gExtensionsString= (GLubyte *) "GL_OES_EGL_image_external ";
#define SET_ERROR_IF(condition,err) if((condition)) { \
ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
ctx->setError(err); \
return; \
}
#define RET_AND_SET_ERROR_IF(condition,err,ret) if((condition)) { \
ALOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
ctx->setError(err); \
return ret; \
}
GL2Encoder::GL2Encoder(IOStream *stream, ChecksumCalculator *protocol)
: gl2_encoder_context_t(stream, protocol)
{
m_initialized = false;
m_state = NULL;
m_error = GL_NO_ERROR;
m_num_compressedTextureFormats = 0;
m_max_cubeMapTextureSize = 0;
m_max_renderBufferSize = 0;
m_max_textureSize = 0;
m_compressedTextureFormats = NULL;
//overrides
#define OVERRIDE(name) m_##name##_enc = this-> name ; this-> name = &s_##name
OVERRIDE(glFlush);
OVERRIDE(glPixelStorei);
OVERRIDE(glGetString);
OVERRIDE(glBindBuffer);
OVERRIDE(glBufferData);
OVERRIDE(glBufferSubData);
OVERRIDE(glDeleteBuffers);
OVERRIDE(glDrawArrays);
OVERRIDE(glDrawElements);
OVERRIDE(glGetIntegerv);
OVERRIDE(glGetFloatv);
OVERRIDE(glGetBooleanv);
OVERRIDE(glVertexAttribPointer);
OVERRIDE(glEnableVertexAttribArray);
OVERRIDE(glDisableVertexAttribArray);
OVERRIDE(glGetVertexAttribiv);
OVERRIDE(glGetVertexAttribfv);
OVERRIDE(glGetVertexAttribPointerv);
this->glShaderBinary = &s_glShaderBinary;
this->glShaderSource = &s_glShaderSource;
this->glFinish = &s_glFinish;
OVERRIDE(glGetError);
OVERRIDE(glLinkProgram);
OVERRIDE(glDeleteProgram);
OVERRIDE(glGetUniformiv);
OVERRIDE(glGetUniformfv);
OVERRIDE(glCreateProgram);
OVERRIDE(glCreateShader);
OVERRIDE(glDeleteShader);
OVERRIDE(glAttachShader);
OVERRIDE(glDetachShader);
OVERRIDE(glGetAttachedShaders);
OVERRIDE(glGetShaderSource);
OVERRIDE(glGetShaderInfoLog);
OVERRIDE(glGetProgramInfoLog);
OVERRIDE(glGetUniformLocation);
OVERRIDE(glUseProgram);
OVERRIDE(glUniform1f);
OVERRIDE(glUniform1fv);
OVERRIDE(glUniform1i);
OVERRIDE(glUniform1iv);
OVERRIDE(glUniform2f);
OVERRIDE(glUniform2fv);
OVERRIDE(glUniform2i);
OVERRIDE(glUniform2iv);
OVERRIDE(glUniform3f);
OVERRIDE(glUniform3fv);
OVERRIDE(glUniform3i);
OVERRIDE(glUniform3iv);
OVERRIDE(glUniform4f);
OVERRIDE(glUniform4fv);
OVERRIDE(glUniform4i);
OVERRIDE(glUniform4iv);
OVERRIDE(glUniformMatrix2fv);
OVERRIDE(glUniformMatrix3fv);
OVERRIDE(glUniformMatrix4fv);
OVERRIDE(glActiveTexture);
OVERRIDE(glBindTexture);
OVERRIDE(glDeleteTextures);
OVERRIDE(glGetTexParameterfv);
OVERRIDE(glGetTexParameteriv);
OVERRIDE(glTexParameterf);
OVERRIDE(glTexParameterfv);
OVERRIDE(glTexParameteri);
OVERRIDE(glTexParameteriv);
OVERRIDE(glTexImage2D);
OVERRIDE(glTexSubImage2D);
OVERRIDE(glCopyTexImage2D);
OVERRIDE(glGenRenderbuffers);
OVERRIDE(glDeleteRenderbuffers);
OVERRIDE(glBindRenderbuffer);
OVERRIDE(glRenderbufferStorage);
OVERRIDE(glFramebufferRenderbuffer);
OVERRIDE(glGenFramebuffers);
OVERRIDE(glDeleteFramebuffers);
OVERRIDE(glBindFramebuffer);
OVERRIDE(glFramebufferTexture2D);
OVERRIDE(glFramebufferTexture3DOES);
OVERRIDE(glGetFramebufferAttachmentParameteriv);
OVERRIDE(glCheckFramebufferStatus);
}
GL2Encoder::~GL2Encoder()
{
delete m_compressedTextureFormats;
}
GLenum GL2Encoder::s_glGetError(void * self)
{
GL2Encoder *ctx = (GL2Encoder *)self;
GLenum err = ctx->getError();
if(err != GL_NO_ERROR) {
ctx->setError(GL_NO_ERROR);
return err;
}
return ctx->m_glGetError_enc(self);
}
void GL2Encoder::s_glFlush(void *self)
{
GL2Encoder *ctx = (GL2Encoder *) self;
ctx->m_glFlush_enc(self);
ctx->m_stream->flush();
}
const GLubyte *GL2Encoder::s_glGetString(void *self, GLenum name)
{
(void)self;
GLubyte *retval = (GLubyte *) "";
switch(name) {
case GL_VENDOR:
retval = gVendorString;
break;
case GL_RENDERER:
retval = gRendererString;
break;
case GL_VERSION:
retval = gVersionString;
break;
case GL_EXTENSIONS:
retval = gExtensionsString;
break;
}
return retval;
}
void GL2Encoder::s_glPixelStorei(void *self, GLenum param, GLint value)
{
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->m_glPixelStorei_enc(ctx, param, value);
assert(ctx->m_state != NULL);
ctx->m_state->setPixelStore(param, value);
}
void GL2Encoder::s_glBindBuffer(void *self, GLenum target, GLuint id)
{
GL2Encoder *ctx = (GL2Encoder *) self;
assert(ctx->m_state != NULL);
ctx->m_state->bindBuffer(target, id);
// TODO set error state if needed;
ctx->m_glBindBuffer_enc(self, target, id);
}
void GL2Encoder::s_glBufferData(void * self, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)
{
GL2Encoder *ctx = (GL2Encoder *) self;
SET_ERROR_IF(!(target == GL_ARRAY_BUFFER || target == GL_ELEMENT_ARRAY_BUFFER), GL_INVALID_ENUM);
GLuint bufferId = ctx->m_state->getBuffer(target);
SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
SET_ERROR_IF(size<0, GL_INVALID_VALUE);
ctx->m_shared->updateBufferData(bufferId, size, (void*)data);
ctx->m_glBufferData_enc(self, target, size, data, usage);
}
void GL2Encoder::s_glBufferSubData(void * self, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)
{
GL2Encoder *ctx = (GL2Encoder *) self;
SET_ERROR_IF(!(target == GL_ARRAY_BUFFER || target == GL_ELEMENT_ARRAY_BUFFER), GL_INVALID_ENUM);
GLuint bufferId = ctx->m_state->getBuffer(target);
SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
GLenum res = ctx->m_shared->subUpdateBufferData(bufferId, offset, size, (void*)data);
SET_ERROR_IF(res, res);
ctx->m_glBufferSubData_enc(self, target, offset, size, data);
}
void GL2Encoder::s_glDeleteBuffers(void * self, GLsizei n, const GLuint * buffers)
{
GL2Encoder *ctx = (GL2Encoder *) self;
SET_ERROR_IF(n<0, GL_INVALID_VALUE);
for (int i=0; i<n; i++) {
ctx->m_shared->deleteBufferData(buffers[i]);
ctx->m_state->unBindBuffer(buffers[i]);
ctx->m_glDeleteBuffers_enc(self,1,&buffers[i]);
}
}
static bool isValidVertexAttribIndex(void *self, GLuint indx)
{
GL2Encoder *ctx = (GL2Encoder *) self;
GLint maxIndex;
ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
return indx < maxIndex;
}
static bool isValidVertexAttribType(GLenum type)
{
bool retval = false;
switch (type) {
case GL_BYTE:
case GL_UNSIGNED_BYTE:
case GL_SHORT:
case GL_UNSIGNED_SHORT:
case GL_FIXED:
case GL_FLOAT:
// The following are technically only available if certain GLES2 extensions are.
// However, they are supported by desktop GL3, which is a reasonable requirement
// for the desktop GL version. Therefore, consider them valid.
case GL_INT:
case GL_UNSIGNED_INT:
case GL_HALF_FLOAT_OES:
retval = true;
break;
}
return retval;
}
void GL2Encoder::s_glVertexAttribPointer(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
SET_ERROR_IF(!isValidVertexAttribIndex(self, indx), GL_INVALID_VALUE);
SET_ERROR_IF((size < 1 || size > 4), GL_INVALID_VALUE);
SET_ERROR_IF(!isValidVertexAttribType(type), GL_INVALID_ENUM);
SET_ERROR_IF(stride < 0, GL_INVALID_VALUE);
ctx->m_state->setState(indx, size, type, normalized, stride, ptr);
}
void GL2Encoder::s_glGetIntegerv(void *self, GLenum param, GLint *ptr)
{
GL2Encoder *ctx = (GL2Encoder *) self;
assert(ctx->m_state != NULL);
GLClientState* state = ctx->m_state;
switch (param) {
case GL_NUM_SHADER_BINARY_FORMATS:
*ptr = 0;
break;
case GL_SHADER_BINARY_FORMATS:
// do nothing
break;
case GL_COMPRESSED_TEXTURE_FORMATS: {
GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
if (ctx->m_num_compressedTextureFormats > 0 &&
compressedTextureFormats != NULL) {
memcpy(ptr, compressedTextureFormats,
ctx->m_num_compressedTextureFormats * sizeof(GLint));
}
break;
}
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
case GL_MAX_TEXTURE_IMAGE_UNITS:
ctx->m_glGetIntegerv_enc(self, param, ptr);
*ptr = MIN(*ptr, GLClientState::MAX_TEXTURE_UNITS);
break;
case GL_TEXTURE_BINDING_2D:
*ptr = state->getBoundTexture(GL_TEXTURE_2D);
break;
case GL_TEXTURE_BINDING_EXTERNAL_OES:
*ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES);
break;
case GL_MAX_VERTEX_ATTRIBS:
if (!ctx->m_state->getClientStateParameter<GLint>(param, ptr)) {
ctx->m_glGetIntegerv_enc(self, param, ptr);
ctx->m_state->setMaxVertexAttribs(*ptr);
}
break;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
if (ctx->m_max_cubeMapTextureSize != 0) {
*ptr = ctx->m_max_cubeMapTextureSize;
} else {
ctx->m_glGetIntegerv_enc(self, param, ptr);
ctx->m_max_cubeMapTextureSize = *ptr;
}
break;
case GL_MAX_RENDERBUFFER_SIZE:
if (ctx->m_max_renderBufferSize != 0) {
*ptr = ctx->m_max_renderBufferSize;
} else {
ctx->m_glGetIntegerv_enc(self, param, ptr);
ctx->m_max_renderBufferSize = *ptr;
}
break;
case GL_MAX_TEXTURE_SIZE:
if (ctx->m_max_textureSize != 0) {
*ptr = ctx->m_max_textureSize;
} else {
ctx->m_glGetIntegerv_enc(self, param, ptr);
ctx->m_max_textureSize = *ptr;
}
break;
default:
if (!ctx->m_state->getClientStateParameter<GLint>(param, ptr)) {
ctx->m_glGetIntegerv_enc(self, param, ptr);
}
break;
}
}
void GL2Encoder::s_glGetFloatv(void *self, GLenum param, GLfloat *ptr)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
GLClientState* state = ctx->m_state;
switch (param) {
case GL_NUM_SHADER_BINARY_FORMATS:
*ptr = 0;
break;
case GL_SHADER_BINARY_FORMATS:
// do nothing
break;
case GL_COMPRESSED_TEXTURE_FORMATS: {
GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
if (ctx->m_num_compressedTextureFormats > 0 &&
compressedTextureFormats != NULL) {
for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
ptr[i] = (GLfloat) compressedTextureFormats[i];
}
}
break;
}
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
case GL_MAX_TEXTURE_IMAGE_UNITS:
ctx->m_glGetFloatv_enc(self, param, ptr);
*ptr = MIN(*ptr, (GLfloat)GLClientState::MAX_TEXTURE_UNITS);
break;
case GL_TEXTURE_BINDING_2D:
*ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_2D);
break;
case GL_TEXTURE_BINDING_EXTERNAL_OES:
*ptr = (GLfloat)state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES);
break;
default:
if (!ctx->m_state->getClientStateParameter<GLfloat>(param, ptr)) {
ctx->m_glGetFloatv_enc(self, param, ptr);
}
break;
}
}
void GL2Encoder::s_glGetBooleanv(void *self, GLenum param, GLboolean *ptr)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
GLClientState* state = ctx->m_state;
switch (param) {
case GL_NUM_SHADER_BINARY_FORMATS:
*ptr = GL_FALSE;
break;
case GL_SHADER_BINARY_FORMATS:
// do nothing
break;
case GL_COMPRESSED_TEXTURE_FORMATS: {
GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
if (ctx->m_num_compressedTextureFormats > 0 &&
compressedTextureFormats != NULL) {
for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
ptr[i] = compressedTextureFormats[i] != 0 ? GL_TRUE : GL_FALSE;
}
}
break;
}
case GL_TEXTURE_BINDING_2D:
*ptr = state->getBoundTexture(GL_TEXTURE_2D) != 0 ? GL_TRUE : GL_FALSE;
break;
case GL_TEXTURE_BINDING_EXTERNAL_OES:
*ptr = state->getBoundTexture(GL_TEXTURE_EXTERNAL_OES) != 0
? GL_TRUE : GL_FALSE;
break;
default:
if (!ctx->m_state->getClientStateParameter<GLboolean>(param, ptr)) {
ctx->m_glGetBooleanv_enc(self, param, ptr);
}
*ptr = (*ptr != 0) ? GL_TRUE : GL_FALSE;
break;
}
}
void GL2Encoder::s_glEnableVertexAttribArray(void *self, GLuint index)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
SET_ERROR_IF(!isValidVertexAttribIndex(self, index), GL_INVALID_VALUE);
ctx->m_state->enable(index, 1);
}
void GL2Encoder::s_glDisableVertexAttribArray(void *self, GLuint index)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
SET_ERROR_IF(!isValidVertexAttribIndex(self, index), GL_INVALID_VALUE);
ctx->m_state->enable(index, 0);
}
void GL2Encoder::s_glGetVertexAttribiv(void *self, GLuint index, GLenum pname, GLint *params)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
GLint maxIndex;
ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
if (!ctx->m_state->getVertexAttribParameter<GLint>(index, pname, params)) {
ctx->m_glGetVertexAttribiv_enc(self, index, pname, params);
}
}
void GL2Encoder::s_glGetVertexAttribfv(void *self, GLuint index, GLenum pname, GLfloat *params)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
GLint maxIndex;
ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
if (!ctx->m_state->getVertexAttribParameter<GLfloat>(index, pname, params)) {
ctx->m_glGetVertexAttribfv_enc(self, index, pname, params);
}
}
void GL2Encoder::s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer)
{
GL2Encoder *ctx = (GL2Encoder *)self;
if (ctx->m_state == NULL) return;
GLint maxIndex;
ctx->glGetIntegerv(self, GL_MAX_VERTEX_ATTRIBS, &maxIndex);
SET_ERROR_IF(!(index < maxIndex), GL_INVALID_VALUE);
SET_ERROR_IF(pname != GL_VERTEX_ATTRIB_ARRAY_POINTER, GL_INVALID_ENUM);
(void)pname;
const GLClientState::VertexAttribState *va_state = ctx->m_state->getState(index);
if (va_state != NULL) {
*pointer = va_state->data;
}
}
void GL2Encoder::sendVertexAttributes(GLint first, GLsizei count)
{
assert(m_state);
GLuint lastBoundVbo = m_state->currentArrayVbo();
for (int i = 0; i < m_state->nLocations(); i++) {
bool enableDirty;
const GLClientState::VertexAttribState *state = m_state->getStateAndEnableDirty(i, &enableDirty);
if (!state) {
continue;
}
if (!enableDirty && !state->enabled) {
continue;
}
if (state->enabled) {
if (lastBoundVbo != state->bufferObject) {
this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, state->bufferObject);
lastBoundVbo = state->bufferObject;
}
unsigned int datalen = state->elementSize * count;
int stride = state->stride == 0 ? state->elementSize : state->stride;
int firstIndex = stride * first;
if (state->bufferObject == 0) {
m_glEnableVertexAttribArray_enc(this, i);
this->glVertexAttribPointerData(this, i, state->size, state->type, state->normalized, state->stride,
(unsigned char *)state->data + firstIndex, datalen);
} else {
const BufferData* buf = m_shared->getBufferData(state->bufferObject);
// The following expression actually means bufLen = stride*count;
// But the last element doesn't have to fill up the whole stride.
// So it becomes the current form.
unsigned int bufLen = stride * (count - 1) + state->elementSize;
if (buf && firstIndex >= 0 && firstIndex + bufLen <= buf->m_size) {
m_glEnableVertexAttribArray_enc(this, i);
this->glVertexAttribPointerOffset(this, i, state->size, state->type, state->normalized, state->stride,
(uintptr_t) state->data + firstIndex);
} else {
ALOGE("a vertex attribute index out of boundary is detected. Skipping corresponding vertex attribute.");
m_glDisableVertexAttribArray_enc(this, i);
}
}
} else {
this->m_glDisableVertexAttribArray_enc(this, i);
}
}
if (lastBoundVbo != m_state->currentArrayVbo()) {
this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, m_state->currentArrayVbo());
}
}
static bool isValidDrawMode(GLenum mode)
{
bool retval = false;
switch (mode) {
case GL_POINTS:
case GL_LINE_STRIP:
case GL_LINE_LOOP:
case GL_LINES:
case GL_TRIANGLE_STRIP:
case GL_TRIANGLE_FAN:
case GL_TRIANGLES:
retval = true;
}
return retval;
}
void GL2Encoder::s_glDrawArrays(void *self, GLenum mode, GLint first, GLsizei count)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
SET_ERROR_IF(!isValidDrawMode(mode), GL_INVALID_ENUM);
SET_ERROR_IF(count < 0, GL_INVALID_VALUE);
bool has_arrays = false;
int nLocations = ctx->m_state->nLocations();
for (int i = 0; i < nLocations; i++) {
const GLClientState::VertexAttribState *state = ctx->m_state->getState(i);
if (state->enabled) {
if (state->bufferObject || state->data) {
has_arrays = true;
}
else {
ALOGE("glDrawArrays: a vertex attribute array is enabled with no data bound\n");
ctx->setError(GL_INVALID_OPERATION);
return;
}
}
}
ctx->sendVertexAttributes(first, count);
ctx->m_glDrawArrays_enc(ctx, mode, 0, count);
ctx->m_stream->flush();
}
void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum type, const void *indices)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
SET_ERROR_IF(!isValidDrawMode(mode), GL_INVALID_ENUM);
SET_ERROR_IF(count < 0, GL_INVALID_VALUE);
SET_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_INT), GL_INVALID_ENUM);
bool has_immediate_arrays = false;
bool has_indirect_arrays = false;
int nLocations = ctx->m_state->nLocations();
GLintptr offset = 0;
for (int i = 0; i < nLocations; i++) {
const GLClientState::VertexAttribState *state = ctx->m_state->getState(i);
if (state->enabled) {
if (state->bufferObject != 0) {
has_indirect_arrays = true;
} else if (state->data) {
has_immediate_arrays = true;
} else {
ALOGW("glDrawElements: a vertex attribute array is enabled with no data bound\n");
ctx->setError(GL_INVALID_OPERATION);
return;
}
}
}
if (!has_immediate_arrays && !has_indirect_arrays) {
ALOGE("glDrawElements: no data bound to the command - ignoring\n");
GLenum status = ctx->m_glCheckFramebufferStatus_enc(self, GL_FRAMEBUFFER);
SET_ERROR_IF(status != GL_FRAMEBUFFER_COMPLETE, GL_INVALID_FRAMEBUFFER_OPERATION);
return;
}
if (ctx->m_state->currentIndexVbo() != 0) {
offset = (GLintptr)indices;
BufferData * buf = ctx->m_shared->getBufferData(ctx->m_state->currentIndexVbo());
indices = (void*)((GLintptr)buf->m_fixedBuffer.ptr() + offset);
}
int minIndex = 0, maxIndex = 0;
switch(type) {
case GL_BYTE:
case GL_UNSIGNED_BYTE:
GLUtils::minmax<unsigned char>((unsigned char *)indices, count, &minIndex, &maxIndex);
break;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
GLUtils::minmax<unsigned short>((unsigned short *)indices, count, &minIndex, &maxIndex);
break;
case GL_INT:
case GL_UNSIGNED_INT:
GLUtils::minmax<unsigned int>((unsigned int *)indices, count, &minIndex, &maxIndex);
break;
default:
ALOGE("unsupported index buffer type %d\n", type);
}
bool adjustIndices = true;
if (ctx->m_state->currentIndexVbo() != 0) {
if (!has_immediate_arrays) {
ctx->sendVertexAttributes(0, maxIndex + 1);
ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, ctx->m_state->currentIndexVbo());
ctx->glDrawElementsOffset(ctx, mode, count, type, offset);
ctx->m_stream->flush();
adjustIndices = false;
} else {
BufferData * buf = ctx->m_shared->getBufferData(ctx->m_state->currentIndexVbo());
ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
if (adjustIndices) {
void *adjustedIndices = (void*)indices;
if (minIndex != 0) {
adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
switch(type) {
case GL_BYTE:
case GL_UNSIGNED_BYTE:
GLUtils::shiftIndices<unsigned char>((unsigned char *)indices,
(unsigned char *)adjustedIndices,
count, -minIndex);
break;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
GLUtils::shiftIndices<unsigned short>((unsigned short *)indices,
(unsigned short *)adjustedIndices,
count, -minIndex);
break;
case GL_INT:
case GL_UNSIGNED_INT:
GLUtils::shiftIndices<unsigned int>((unsigned int *)indices,
(unsigned int *)adjustedIndices,
count, -minIndex);
break;
default:
ALOGE("unsupported index buffer type %d\n", type);
}
}
if (has_indirect_arrays || 1) {
ctx->sendVertexAttributes(minIndex, maxIndex - minIndex + 1);
ctx->glDrawElementsData(ctx, mode, count, type, adjustedIndices,
count * glSizeof(type));
ctx->m_stream->flush();
// XXX - OPTIMIZATION (see the other else branch) should be implemented
if(!has_indirect_arrays) {
//ALOGD("unoptimized drawelements !!!\n");
}
} else {
// we are all direct arrays and immidate mode index array -
// rebuild the arrays and the index array;
ALOGE("glDrawElements: direct index & direct buffer data - will be implemented in later versions;\n");
}
}
}
GLint * GL2Encoder::getCompressedTextureFormats()
{
if (m_compressedTextureFormats == NULL) {
this->glGetIntegerv(this, GL_NUM_COMPRESSED_TEXTURE_FORMATS,
&m_num_compressedTextureFormats);
if (m_num_compressedTextureFormats > 0) {
// get number of texture formats;
m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats];
this->glGetCompressedTextureFormats(this, m_num_compressedTextureFormats, m_compressedTextureFormats);
}
}
return m_compressedTextureFormats;
}
// Replace uses of samplerExternalOES with sampler2D, recording the names of
// modified shaders in data. Also remove
// #extension GL_OES_EGL_image_external : require
// statements.
//
// This implementation assumes the input has already been pre-processed. If not,
// a few cases will be mishandled:
//
// 1. "mySampler" will be incorrectly recorded as being a samplerExternalOES in
// the following code:
// #if 1
// uniform sampler2D mySampler;
// #else
// uniform samplerExternalOES mySampler;
// #endif
//
// 2. Comments that look like sampler declarations will be incorrectly modified
// and recorded:
// // samplerExternalOES hahaFooledYou
//
// 3. However, GLSL ES does not have a concatentation operator, so things like
// this (valid in C) are invalid and not a problem:
// #define SAMPLER(TYPE, NAME) uniform sampler#TYPE NAME
// SAMPLER(ExternalOES, mySampler);
//
static bool replaceSamplerExternalWith2D(char* const str, ShaderData* const data)
{
static const char STR_HASH_EXTENSION[] = "#extension";
static const char STR_GL_OES_EGL_IMAGE_EXTERNAL[] = "GL_OES_EGL_image_external";
static const char STR_SAMPLER_EXTERNAL_OES[] = "samplerExternalOES";
static const char STR_SAMPLER2D_SPACE[] = "sampler2D ";
// -- overwrite all "#extension GL_OES_EGL_image_external : xxx" statements
char* c = str;
while ((c = strstr(c, STR_HASH_EXTENSION))) {
char* start = c;
c += sizeof(STR_HASH_EXTENSION)-1;
while (isspace(*c) && *c != '\0') {
c++;
}
if (strncmp(c, STR_GL_OES_EGL_IMAGE_EXTERNAL,
sizeof(STR_GL_OES_EGL_IMAGE_EXTERNAL)-1) == 0)
{
// #extension statements are terminated by end of line
c = start;
while (*c != '\0' && *c != '\r' && *c != '\n') {
*c++ = ' ';
}
}
}
// -- replace "samplerExternalOES" with "sampler2D" and record name
c = str;
while ((c = strstr(c, STR_SAMPLER_EXTERNAL_OES))) {
// Make sure "samplerExternalOES" isn't a substring of a larger token
if (c == str || !isspace(*(c-1))) {
c++;
continue;
}
char* sampler_start = c;
c += sizeof(STR_SAMPLER_EXTERNAL_OES)-1;
if (!isspace(*c) && *c != '\0') {
continue;
}
// capture sampler name
while (isspace(*c) && *c != '\0') {
c++;
}
if (!isalpha(*c) && *c != '_') {
// not an identifier
return false;
}
char* name_start = c;
do {
c++;
} while (isalnum(*c) || *c == '_');
data->samplerExternalNames.push_back(
android::String8(name_start, c - name_start));
// memcpy instead of strcpy since we don't want the NUL terminator
memcpy(sampler_start, STR_SAMPLER2D_SPACE, sizeof(STR_SAMPLER2D_SPACE)-1);
}
return true;
}
void GL2Encoder::s_glShaderBinary(void *self, GLsizei n, const GLuint *shaders, GLenum binaryformat, const void* binary, GLsizei length)
{
GL2Encoder* ctx = (GL2Encoder*)self;
// Although it is not supported, need to set proper error code.
SET_ERROR_IF(1, GL_INVALID_ENUM);
}
void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar * const *string, const GLint *length)
{
GL2Encoder* ctx = (GL2Encoder*)self;
ShaderData* shaderData = ctx->m_shared->getShaderData(shader);
SET_ERROR_IF(!ctx->m_shared->isObject(shader), GL_INVALID_VALUE);
SET_ERROR_IF(!shaderData, GL_INVALID_OPERATION);
SET_ERROR_IF((count<0), GL_INVALID_VALUE);
int len = glUtilsCalcShaderSourceLen((char**)string, (GLint*)length, count);
char *str = new char[len + 1];
glUtilsPackStrings(str, (char**)string, (GLint*)length, count);
// TODO: pre-process str before calling replaceSamplerExternalWith2D().
// Perhaps we can borrow Mesa's pre-processor?
if (!replaceSamplerExternalWith2D(str, shaderData)) {
delete[] str;
ctx->setError(GL_OUT_OF_MEMORY);
return;
}
ctx->glShaderString(ctx, shader, str, len + 1);
delete[] str;
}
void GL2Encoder::s_glFinish(void *self)
{
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->glFinishRoundTrip(self);
}
void GL2Encoder::s_glLinkProgram(void * self, GLuint program)
{
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->m_glLinkProgram_enc(self, program);
GLint linkStatus = 0;
ctx->glGetProgramiv(self,program,GL_LINK_STATUS,&linkStatus);
if (!linkStatus)
return;
//get number of active uniforms in the program
GLint numUniforms=0;
ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORMS, &numUniforms);
ctx->m_shared->initProgramData(program,numUniforms);
//get the length of the longest uniform name
GLint maxLength=0;
ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
GLint size;
GLenum type;
GLchar *name = new GLchar[maxLength+1];
GLint location;
//for each active uniform, get its size and starting location.
for (GLint i=0 ; i<numUniforms ; ++i)
{
ctx->glGetActiveUniform(self, program, i, maxLength, NULL, &size, &type, name);
location = ctx->m_glGetUniformLocation_enc(self, program, name);
ctx->m_shared->setProgramIndexInfo(program, i, location, size, type, name);
}
ctx->m_shared->setupLocationShiftWAR(program);
delete[] name;
}
void GL2Encoder::s_glDeleteProgram(void *self, GLuint program)
{
GL2Encoder *ctx = (GL2Encoder*)self;
ctx->m_glDeleteProgram_enc(self, program);
ctx->m_shared->deleteProgramData(program);
}
void GL2Encoder::s_glGetUniformiv(void *self, GLuint program, GLint location, GLint* params)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(!ctx->m_shared->isObject(program), GL_INVALID_VALUE);
SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_OPERATION);
SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
GLint hostLoc = ctx->m_shared->locationWARAppToHost(program, location);
SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
ctx->m_glGetUniformiv_enc(self, program, hostLoc, params);
}
void GL2Encoder::s_glGetUniformfv(void *self, GLuint program, GLint location, GLfloat* params)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(!ctx->m_shared->isObject(program), GL_INVALID_VALUE);
SET_ERROR_IF(!ctx->m_shared->isProgram(program), GL_INVALID_OPERATION);
SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
GLint hostLoc = ctx->m_shared->locationWARAppToHost(program,location);
SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
ctx->m_glGetUniformfv_enc(self, program, hostLoc, params);
}
GLuint GL2Encoder::s_glCreateProgram(void * self)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLuint program = ctx->m_glCreateProgram_enc(self);
if (program!=0)
ctx->m_shared->addProgramData(program);
return program;
}
GLuint GL2Encoder::s_glCreateShader(void *self, GLenum shaderType)
{
GL2Encoder *ctx = (GL2Encoder*)self;
RET_AND_SET_ERROR_IF(((shaderType != GL_VERTEX_SHADER) && (shaderType != GL_FRAGMENT_SHADER)),
GL_INVALID_ENUM, 0);
GLuint shader = ctx->m_glCreateShader_enc(self, shaderType);
if (shader != 0) {
if (!ctx->m_shared->addShaderData(shader)) {
ctx->m_glDeleteShader_enc(self, shader);
return 0;
}
}
return shader;
}
void GL2Encoder::s_glGetAttachedShaders(void *self, GLuint program, GLsizei maxCount,
GLsizei* count, GLuint* shaders)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(maxCount < 0, GL_INVALID_VALUE);
ctx->m_glGetAttachedShaders_enc(self, program, maxCount, count, shaders);
}
void GL2Encoder::s_glGetShaderSource(void *self, GLuint shader, GLsizei bufsize,
GLsizei* length, GLchar* source)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(bufsize < 0, GL_INVALID_VALUE);
ctx->m_glGetShaderSource_enc(self, shader, bufsize, length, source);
}
void GL2Encoder::s_glGetShaderInfoLog(void *self, GLuint shader, GLsizei bufsize,
GLsizei* length, GLchar* infolog)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(bufsize < 0, GL_INVALID_VALUE);
ctx->m_glGetShaderInfoLog_enc(self, shader, bufsize, length, infolog);
}
void GL2Encoder::s_glGetProgramInfoLog(void *self, GLuint program, GLsizei bufsize,
GLsizei* length, GLchar* infolog)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(bufsize < 0, GL_INVALID_VALUE);
ctx->m_glGetProgramInfoLog_enc(self, program, bufsize, length, infolog);
}
void GL2Encoder::s_glDeleteShader(void *self, GLenum shader)
{
GL2Encoder *ctx = (GL2Encoder*)self;
ctx->m_glDeleteShader_enc(self,shader);
ctx->m_shared->unrefShaderData(shader);
}
void GL2Encoder::s_glAttachShader(void *self, GLuint program, GLuint shader)
{
GL2Encoder *ctx = (GL2Encoder*)self;
ctx->m_glAttachShader_enc(self, program, shader);
ctx->m_shared->attachShader(program, shader);
}
void GL2Encoder::s_glDetachShader(void *self, GLuint program, GLuint shader)
{
GL2Encoder *ctx = (GL2Encoder*)self;
ctx->m_glDetachShader_enc(self, program, shader);
ctx->m_shared->detachShader(program, shader);
}
int GL2Encoder::s_glGetUniformLocation(void *self, GLuint program, const GLchar *name)
{
if (!name) return -1;
GL2Encoder *ctx = (GL2Encoder*)self;
// if we need the uniform location WAR
// parse array index from the end of the name string
int arrIndex = 0;
bool needLocationWAR = ctx->m_shared->needUniformLocationWAR(program);
if (needLocationWAR) {
int namelen = strlen(name);
if (name[namelen-1] == ']') {
const char *brace = strrchr(name,'[');
if (!brace || sscanf(brace+1,"%d",&arrIndex) != 1) {
return -1;
}
}
}
int hostLoc = ctx->m_glGetUniformLocation_enc(self, program, name);
if (hostLoc >= 0 && needLocationWAR) {
return ctx->m_shared->locationWARHostToApp(program, hostLoc, arrIndex);
}
return hostLoc;
}
bool GL2Encoder::updateHostTexture2DBinding(GLenum texUnit, GLenum newTarget)
{
if (newTarget != GL_TEXTURE_2D && newTarget != GL_TEXTURE_EXTERNAL_OES)
return false;
m_state->setActiveTextureUnit(texUnit);
GLenum oldTarget = m_state->getPriorityEnabledTarget(GL_TEXTURE_2D);
if (newTarget != oldTarget) {
if (newTarget == GL_TEXTURE_EXTERNAL_OES) {
m_state->disableTextureTarget(GL_TEXTURE_2D);
m_state->enableTextureTarget(GL_TEXTURE_EXTERNAL_OES);
} else {
m_state->disableTextureTarget(GL_TEXTURE_EXTERNAL_OES);
m_state->enableTextureTarget(GL_TEXTURE_2D);
}
m_glActiveTexture_enc(this, texUnit);
m_glBindTexture_enc(this, GL_TEXTURE_2D,
m_state->getBoundTexture(newTarget));
return true;
}
return false;
}
void GL2Encoder::s_glUseProgram(void *self, GLuint program)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
GLSharedGroupPtr shared = ctx->m_shared;
SET_ERROR_IF(program && !shared->isObject(program), GL_INVALID_VALUE);
SET_ERROR_IF(program && !shared->isProgram(program), GL_INVALID_OPERATION);
ctx->m_glUseProgram_enc(self, program);
ctx->m_state->setCurrentProgram(program);
GLenum origActiveTexture = state->getActiveTextureUnit();
GLenum hostActiveTexture = origActiveTexture;
GLint samplerIdx = -1;
GLint samplerVal;
GLenum samplerTarget;
while ((samplerIdx = shared->getNextSamplerUniform(program, samplerIdx, &samplerVal, &samplerTarget)) != -1) {
if (samplerVal < 0 || samplerVal >= GLClientState::MAX_TEXTURE_UNITS)
continue;
if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + samplerVal,
samplerTarget))
{
hostActiveTexture = GL_TEXTURE0 + samplerVal;
}
}
state->setActiveTextureUnit(origActiveTexture);
if (hostActiveTexture != origActiveTexture) {
ctx->m_glActiveTexture_enc(self, origActiveTexture);
}
}
void GL2Encoder::s_glUniform1f(void *self , GLint location, GLfloat x)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1f_enc(self, hostLoc, x);
}
void GL2Encoder::s_glUniform1fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform1i(void *self , GLint location, GLint x)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
GLSharedGroupPtr shared = ctx->m_shared;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1i_enc(self, hostLoc, x);
GLenum target;
if (shared->setSamplerUniform(state->currentProgram(), location, x, &target)) {
GLenum origActiveTexture = state->getActiveTextureUnit();
if (ctx->updateHostTexture2DBinding(GL_TEXTURE0 + x, target)) {
ctx->m_glActiveTexture_enc(self, origActiveTexture);
}
state->setActiveTextureUnit(origActiveTexture);
}
}
void GL2Encoder::s_glUniform1iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform2f(void *self , GLint location, GLfloat x, GLfloat y)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2f_enc(self, hostLoc, x, y);
}
void GL2Encoder::s_glUniform2fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform2i(void *self , GLint location, GLint x, GLint y)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2i_enc(self, hostLoc, x, y);
}
void GL2Encoder::s_glUniform2iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform3f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3f_enc(self, hostLoc, x, y, z);
}
void GL2Encoder::s_glUniform3fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform3i(void *self , GLint location, GLint x, GLint y, GLint z)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3i_enc(self, hostLoc, x, y, z);
}
void GL2Encoder::s_glUniform3iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform4f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4f_enc(self, hostLoc, x, y, z, w);
}
void GL2Encoder::s_glUniform4fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform4i(void *self , GLint location, GLint x, GLint y, GLint z, GLint w)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4i_enc(self, hostLoc, x, y, z, w);
}
void GL2Encoder::s_glUniform4iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniformMatrix2fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniformMatrix2fv_enc(self, hostLoc, count, transpose, value);
}
void GL2Encoder::s_glUniformMatrix3fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniformMatrix3fv_enc(self, hostLoc, count, transpose, value);
}
void GL2Encoder::s_glUniformMatrix4fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniformMatrix4fv_enc(self, hostLoc, count, transpose, value);
}
void GL2Encoder::s_glActiveTexture(void* self, GLenum texture)
{
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
GLenum err;
SET_ERROR_IF((err = state->setActiveTextureUnit(texture)) != GL_NO_ERROR, err);
ctx->m_glActiveTexture_enc(ctx, texture);
}
void GL2Encoder::s_glBindTexture(void* self, GLenum target, GLuint texture)
{
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
GLenum err;
GLboolean firstUse;
SET_ERROR_IF((err = state->bindTexture(target, texture, &firstUse)) != GL_NO_ERROR, err);
if (target != GL_TEXTURE_2D && target != GL_TEXTURE_EXTERNAL_OES) {
ctx->m_glBindTexture_enc(ctx, target, texture);
return;
}
GLenum priorityTarget = state->getPriorityEnabledTarget(GL_TEXTURE_2D);
if (target == GL_TEXTURE_EXTERNAL_OES && firstUse) {
ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture);
ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_LINEAR);
ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (target != priorityTarget) {
ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D,
state->getBoundTexture(GL_TEXTURE_2D));
}
}
if (target == priorityTarget) {
ctx->m_glBindTexture_enc(ctx, GL_TEXTURE_2D, texture);
}
}
void GL2Encoder::s_glDeleteTextures(void* self, GLsizei n, const GLuint* textures)
{
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
state->deleteTextures(n, textures);
ctx->m_glDeleteTextures_enc(ctx, n, textures);
}
void GL2Encoder::s_glGetTexParameterfv(void* self,
GLenum target, GLenum pname, GLfloat* params)
{
GL2Encoder* ctx = (GL2Encoder*)self;
const GLClientState* state = ctx->m_state;
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
ctx->m_glGetTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glGetTexParameterfv_enc(ctx, target, pname, params);
}
}
void GL2Encoder::s_glGetTexParameteriv(void* self,
GLenum target, GLenum pname, GLint* params)
{
GL2Encoder* ctx = (GL2Encoder*)self;
const GLClientState* state = ctx->m_state;
switch (pname) {
case GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES:
*params = 1;
break;
default:
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
ctx->m_glGetTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glGetTexParameteriv_enc(ctx, target, pname, params);
}
break;
}
}
static bool isValidTextureExternalParam(GLenum pname, GLenum param)
{
switch (pname) {
case GL_TEXTURE_MIN_FILTER:
case GL_TEXTURE_MAG_FILTER:
return param == GL_NEAREST || param == GL_LINEAR;
case GL_TEXTURE_WRAP_S:
case GL_TEXTURE_WRAP_T:
return param == GL_CLAMP_TO_EDGE;
default:
return true;
}
}
void GL2Encoder::s_glTexParameterf(void* self,
GLenum target, GLenum pname, GLfloat param)
{
GL2Encoder* ctx = (GL2Encoder*)self;
const GLClientState* state = ctx->m_state;
SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
!isValidTextureExternalParam(pname, (GLenum)param)),
GL_INVALID_ENUM);
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
ctx->m_glTexParameterf_enc(ctx, GL_TEXTURE_2D, pname, param);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glTexParameterf_enc(ctx, target, pname, param);
}
}
void GL2Encoder::s_glTexParameterfv(void* self,
GLenum target, GLenum pname, const GLfloat* params)
{
GL2Encoder* ctx = (GL2Encoder*)self;
const GLClientState* state = ctx->m_state;
SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
!isValidTextureExternalParam(pname, (GLenum)params[0])),
GL_INVALID_ENUM);
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
ctx->m_glTexParameterfv_enc(ctx, GL_TEXTURE_2D, pname, params);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glTexParameterfv_enc(ctx, target, pname, params);
}
}
void GL2Encoder::s_glTexParameteri(void* self,
GLenum target, GLenum pname, GLint param)
{
GL2Encoder* ctx = (GL2Encoder*)self;
const GLClientState* state = ctx->m_state;
SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
!isValidTextureExternalParam(pname, (GLenum)param)),
GL_INVALID_ENUM);
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
ctx->m_glTexParameteri_enc(ctx, GL_TEXTURE_2D, pname, param);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glTexParameteri_enc(ctx, target, pname, param);
}
}
void GL2Encoder::s_glTexImage2D(void* self, GLenum target, GLint level,
GLint internalformat, GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid* pixels)
{
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
state->setBoundTextureInternalFormat(target, internalformat);
state->setBoundTextureFormat(target, format);
state->setBoundTextureType(target, type);
ctx->m_glTexImage2D_enc(ctx, target, level, internalformat, width,
height, border, format, type, pixels);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glTexImage2D_enc(ctx, target, level, internalformat, width,
height, border, format, type, pixels);
}
}
void GL2Encoder::s_glTexSubImage2D(void* self, GLenum target, GLint level,
GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format,
GLenum type, const GLvoid* pixels)
{
GL2Encoder* ctx = (GL2Encoder*)self;
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
ctx->m_glTexSubImage2D_enc(ctx, target, level, xoffset, yoffset, width,
height, format, type, pixels);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glTexSubImage2D_enc(ctx, target, level, xoffset, yoffset, width,
height, format, type, pixels);
}
}
void GL2Encoder::s_glCopyTexImage2D(void* self, GLenum target, GLint level,
GLenum internalformat, GLint x, GLint y,
GLsizei width, GLsizei height, GLint border)
{
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
// This is needed to work around underlying OpenGL drivers
// (such as those feeding some some AMD GPUs) that expect
// positive components of cube maps to be defined _before_
// the negative components (otherwise a segfault occurs).
GLenum extraTarget =
state->copyTexImageLuminanceCubeMapAMDWorkaround
(target, level, internalformat);
if (extraTarget) {
ctx->m_glCopyTexImage2D_enc(ctx, extraTarget, level, internalformat,
x, y, width, height, border);
}
ctx->m_glCopyTexImage2D_enc(ctx, target, level, internalformat,
x, y, width, height, border);
}
void GL2Encoder::s_glTexParameteriv(void* self,
GLenum target, GLenum pname, const GLint* params)
{
GL2Encoder* ctx = (GL2Encoder*)self;
const GLClientState* state = ctx->m_state;
SET_ERROR_IF((target == GL_TEXTURE_EXTERNAL_OES &&
!isValidTextureExternalParam(pname, (GLenum)params[0])),
GL_INVALID_ENUM);
if (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) {
ctx->override2DTextureTarget(target);
ctx->m_glTexParameteriv_enc(ctx, GL_TEXTURE_2D, pname, params);
ctx->restore2DTextureTarget(target);
} else {
ctx->m_glTexParameteriv_enc(ctx, target, pname, params);
}
}
bool GL2Encoder::texture2DNeedsOverride(GLenum target) const {
return (target == GL_TEXTURE_2D || target == GL_TEXTURE_EXTERNAL_OES) &&
target != m_state->getPriorityEnabledTarget(GL_TEXTURE_2D);
}
void GL2Encoder::override2DTextureTarget(GLenum target)
{
if (texture2DNeedsOverride(target)) {
m_glBindTexture_enc(this, GL_TEXTURE_2D,
m_state->getBoundTexture(target));
}
}
void GL2Encoder::restore2DTextureTarget(GLenum target)
{
if (texture2DNeedsOverride(target)) {
m_glBindTexture_enc(this, GL_TEXTURE_2D,
m_state->getBoundTexture(
m_state->getPriorityEnabledTarget(GL_TEXTURE_2D)));
}
}
void GL2Encoder::s_glGenRenderbuffers(void* self,
GLsizei n, GLuint* renderbuffers) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
SET_ERROR_IF(n < 0, GL_INVALID_VALUE);
ctx->m_glGenFramebuffers_enc(self, n, renderbuffers);
state->addRenderbuffers(n, renderbuffers);
}
void GL2Encoder::s_glDeleteRenderbuffers(void* self,
GLsizei n, const GLuint* renderbuffers) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
SET_ERROR_IF(n < 0, GL_INVALID_VALUE);
ctx->m_glDeleteRenderbuffers_enc(self, n, renderbuffers);
state->removeRenderbuffers(n, renderbuffers);
}
void GL2Encoder::s_glBindRenderbuffer(void* self,
GLenum target, GLuint renderbuffer) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
SET_ERROR_IF((target != GL_RENDERBUFFER),
GL_INVALID_ENUM);
ctx->m_glBindRenderbuffer_enc(self, target, renderbuffer);
state->bindRenderbuffer(target, renderbuffer);
}
void GL2Encoder::s_glRenderbufferStorage(void* self,
GLenum target, GLenum internalformat,
GLsizei width, GLsizei height) {
GL2Encoder* ctx = (GL2Encoder*) self;
GLClientState* state = ctx->m_state;
SET_ERROR_IF(target != GL_RENDERBUFFER, GL_INVALID_ENUM);
switch (internalformat) {
// Funny internal formats
// that will cause an incomplete framebuffer
// attachment error. For dEQP,
// we can also just abort early here in
// RenderbufferStorage with a GL_INVALID_ENUM.
case GL_DEPTH_COMPONENT32F:
case GL_R8:
case GL_R8UI:
case GL_R8I:
case GL_R16UI:
case GL_R16I:
case GL_R32UI:
case GL_R32I:
case GL_RG8:
case GL_RG8UI:
case GL_RG8I:
case GL_RG16UI:
case GL_RG16I:
case GL_RG32UI:
case GL_RG32I:
case GL_SRGB8_ALPHA8:
case GL_RGBA8UI:
case GL_RGBA8I:
case GL_RGB10_A2UI:
case GL_RGBA16UI:
case GL_RGBA16I:
case GL_RGBA32I:
case GL_RGBA32UI:
case GL_R11F_G11F_B10F:
case GL_R32F:
case GL_RG32F:
case GL_RGB32F:
case GL_RGBA32F:
SET_ERROR_IF(true, GL_INVALID_ENUM);
break;
// These 4 formats are still not OK,
// but dEQP expects GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT or
// GL_FRAMEBUFFER_UNSUPPORTED,
// not a GL_INVALID_ENUM from earlier on.
// So let's forward these to the rest of
// FBO initialization
case GL_R16F:
case GL_RG16F:
case GL_RGB16F:
case GL_RGBA16F:
// dEQP expects GL_FRAMEBUFFER_UNSUPPORTED or GL_FRAMEBUFFER_COMPLETE
// for this format
case GL_RGB10_A2:
// These formats are OK
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32_OES:
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGB565:
case GL_RGB8_OES:
case GL_RGBA8_OES:
case GL_STENCIL_INDEX8:
case GL_DEPTH32F_STENCIL8:
case GL_DEPTH24_STENCIL8_OES:
break;
// Everything else: still not OK,
// and they need the GL_INVALID_ENUM
default:
SET_ERROR_IF(true, GL_INVALID_ENUM);
}
state->setBoundRenderbufferFormat(internalformat);
ctx->m_glRenderbufferStorage_enc(self, target, internalformat,
width, height);
}
void GL2Encoder::s_glFramebufferRenderbuffer(void* self,
GLenum target, GLenum attachment,
GLenum renderbuffertarget, GLuint renderbuffer) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
state->attachRbo(attachment, renderbuffer);
ctx->m_glFramebufferRenderbuffer_enc(self, target, attachment, renderbuffertarget, renderbuffer);
}
void GL2Encoder::s_glGenFramebuffers(void* self,
GLsizei n, GLuint* framebuffers) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
SET_ERROR_IF(n < 0, GL_INVALID_VALUE);
ctx->m_glGenFramebuffers_enc(self, n, framebuffers);
state->addFramebuffers(n, framebuffers);
}
void GL2Encoder::s_glDeleteFramebuffers(void* self,
GLsizei n, const GLuint* framebuffers) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
SET_ERROR_IF(n < 0, GL_INVALID_VALUE);
ctx->m_glDeleteFramebuffers_enc(self, n, framebuffers);
state->removeFramebuffers(n, framebuffers);
}
void GL2Encoder::s_glBindFramebuffer(void* self,
GLenum target, GLuint framebuffer) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
SET_ERROR_IF((target != GL_FRAMEBUFFER),
GL_INVALID_ENUM);
state->bindFramebuffer(target, framebuffer);
ctx->m_glBindFramebuffer_enc(self, target, framebuffer);
}
void GL2Encoder::s_glFramebufferTexture2D(void* self,
GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
state->attachTextureObject(attachment, texture);
ctx->m_glFramebufferTexture2D_enc(self, target, attachment, textarget, texture, level);
}
void GL2Encoder::s_glFramebufferTexture3DOES(void* self,
GLenum target, GLenum attachment,
GLenum textarget, GLuint texture, GLint level, GLint zoffset) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
state->attachTextureObject(attachment, texture);
ctx->m_glFramebufferTexture3DOES_enc(self, target, attachment, textarget, texture, level, zoffset);
}
void GL2Encoder::s_glGetFramebufferAttachmentParameteriv(void* self,
GLenum target, GLenum attachment, GLenum pname, GLint* params) {
GL2Encoder* ctx = (GL2Encoder*)self;
const GLClientState* state = ctx->m_state;
SET_ERROR_IF(state->boundFramebuffer() == 0,
GL_INVALID_OPERATION);
SET_ERROR_IF((pname != GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE) &&
(!state->attachmentHasObject(attachment)),
GL_INVALID_ENUM);
ctx->m_glGetFramebufferAttachmentParameteriv_enc(self, target, attachment, pname, params);
}
bool GL2Encoder::isCompleteFbo(const GLClientState* state,
GLenum attachment) const {
FboFormatInfo fbo_format_info;
state->getBoundFramebufferFormat(attachment, &fbo_format_info);
bool res;
switch (fbo_format_info.type) {
case FBO_ATTACHMENT_RENDERBUFFER:
switch (fbo_format_info.rb_format) {
case GL_R16F:
case GL_RG16F:
case GL_RGB16F:
case GL_RGBA16F:
res = false;
break;
case GL_STENCIL_INDEX8:
if (attachment == GL_STENCIL_ATTACHMENT) {
res = true;
} else {
res = false;
}
break;
default:
res = true;
}
break;
case FBO_ATTACHMENT_TEXTURE:
switch (fbo_format_info.tex_internalformat) {
case GL_RED:
case GL_RG:
case GL_R16F:
case GL_RG16F:
case GL_RGBA16F:
case GL_RGB16F:
case GL_R11F_G11F_B10F:
res = false;
break;
// No float/half-float formats allowed for RGB(A)
case GL_RGB:
case GL_RGBA:
switch (fbo_format_info.tex_type) {
case GL_FLOAT:
case GL_HALF_FLOAT_OES:
case GL_UNSIGNED_INT_10F_11F_11F_REV:
res = false;
break;
default:
res = true;
}
break;
default:
res = true;
}
break;
case FBO_ATTACHMENT_NONE:
res = true;
break;
default:
res = true;
}
return res;
}
GLenum GL2Encoder::s_glCheckFramebufferStatus(void* self, GLenum target) {
GL2Encoder* ctx = (GL2Encoder*)self;
GLClientState* state = ctx->m_state;
bool complete = ctx->isCompleteFbo(state, GL_COLOR_ATTACHMENT0) &&
ctx->isCompleteFbo(state, GL_DEPTH_ATTACHMENT) &&
ctx->isCompleteFbo(state, GL_STENCIL_ATTACHMENT);
if (!complete) {
state->setCheckFramebufferStatus(GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT);
return GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
} else {
GLenum host_checkstatus = ctx->m_glCheckFramebufferStatus_enc(self, target);
state->setCheckFramebufferStatus(host_checkstatus);
return host_checkstatus;
}
}