void StateManagerGL::deleteTransformFeedback(GLuint transformFeedback) { if (transformFeedback != 0) { if (mTransformFeedback == transformFeedback) { bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); } if (mPrevDrawTransformFeedback != nullptr && mPrevDrawTransformFeedback->getTransformFeedbackID() == transformFeedback) { mPrevDrawTransformFeedback = nullptr; } mFunctions->deleteTransformFeedbacks(1, &transformFeedback); } }
gl::Error StateManagerGL::setGenericDrawState(const gl::Data &data) { const gl::State &state = *data.state; // If the context has changed, pause the previous context's transform feedback and queries if (data.context != mPrevDrawContext) { if (mPrevDrawTransformFeedback != nullptr) { mPrevDrawTransformFeedback->syncPausedState(true); } for (QueryGL *prevQuery : mPrevDrawQueries) { prevQuery->pause(); } } mPrevDrawTransformFeedback = nullptr; mPrevDrawQueries.clear(); mPrevDrawContext = data.context; // Sync the current program state const gl::Program *program = state.getProgram(); const ProgramGL *programGL = GetImplAs<ProgramGL>(program); useProgram(programGL->getProgramID()); for (size_t uniformBlockIndex = 0; uniformBlockIndex < program->getActiveUniformBlockCount(); uniformBlockIndex++) { GLuint binding = program->getUniformBlockBinding(static_cast<GLuint>(uniformBlockIndex)); const OffsetBindingPointer<gl::Buffer> &uniformBuffer = data.state->getIndexedUniformBuffer(binding); if (uniformBuffer.get() != nullptr) { BufferGL *bufferGL = GetImplAs<BufferGL>(uniformBuffer.get()); if (uniformBuffer.getSize() == 0) { bindBufferBase(GL_UNIFORM_BUFFER, binding, bufferGL->getBufferID()); } else { bindBufferRange(GL_UNIFORM_BUFFER, binding, bufferGL->getBufferID(), uniformBuffer.getOffset(), uniformBuffer.getSize()); } } } const std::vector<SamplerBindingGL> &appliedSamplerUniforms = programGL->getAppliedSamplerUniforms(); for (const SamplerBindingGL &samplerUniform : appliedSamplerUniforms) { GLenum textureType = samplerUniform.textureType; for (GLuint textureUnitIndex : samplerUniform.boundTextureUnits) { const gl::Texture *texture = state.getSamplerTexture(textureUnitIndex, textureType); if (texture != nullptr) { const TextureGL *textureGL = GetImplAs<TextureGL>(texture); if (mTextures[textureType][textureUnitIndex] != textureGL->getTextureID()) { activeTexture(textureUnitIndex); bindTexture(textureType, textureGL->getTextureID()); } textureGL->syncState(textureUnitIndex, texture->getTextureState()); } else { if (mTextures[textureType][textureUnitIndex] != 0) { activeTexture(textureUnitIndex); bindTexture(textureType, 0); } } const gl::Sampler *sampler = state.getSampler(textureUnitIndex); if (sampler != nullptr) { const SamplerGL *samplerGL = GetImplAs<SamplerGL>(sampler); samplerGL->syncState(sampler->getSamplerState()); bindSampler(textureUnitIndex, samplerGL->getSamplerID()); } else { bindSampler(textureUnitIndex, 0); } } } const gl::Framebuffer *framebuffer = state.getDrawFramebuffer(); const FramebufferGL *framebufferGL = GetImplAs<FramebufferGL>(framebuffer); bindFramebuffer(GL_DRAW_FRAMEBUFFER, framebufferGL->getFramebufferID()); framebufferGL->syncDrawState(); // Seamless cubemaps are required for ES3 and higher contexts. setTextureCubemapSeamlessEnabled(data.clientVersion >= 3); // Set the current transform feedback state gl::TransformFeedback *transformFeedback = state.getCurrentTransformFeedback(); if (transformFeedback) { TransformFeedbackGL *transformFeedbackGL = GetImplAs<TransformFeedbackGL>(transformFeedback); bindTransformFeedback(GL_TRANSFORM_FEEDBACK, transformFeedbackGL->getTransformFeedbackID()); transformFeedbackGL->syncActiveState(transformFeedback->isActive(), transformFeedback->getPrimitiveMode()); transformFeedbackGL->syncPausedState(transformFeedback->isPaused()); mPrevDrawTransformFeedback = transformFeedbackGL; } else { bindTransformFeedback(GL_TRANSFORM_FEEDBACK, 0); mPrevDrawTransformFeedback = nullptr; } // Set the current query state for (GLenum queryType : QueryTypes) { gl::Query *query = state.getActiveQuery(queryType); if (query != nullptr) { QueryGL *queryGL = GetImplAs<QueryGL>(query); queryGL->resume(); mPrevDrawQueries.insert(queryGL); } } return gl::Error(GL_NO_ERROR); }
Context::Context(const egl::Config *config, int clientVersion, const Context *shareContext, rx::Renderer *renderer, bool notifyResets, bool robustAccess) : mRenderer(renderer), mData(clientVersion, mState, mCaps, mTextureCaps, mExtensions, nullptr) { ASSERT(robustAccess == false); // Unimplemented initCaps(clientVersion); mState.initialize(mCaps, clientVersion); mClientVersion = clientVersion; mConfigID = config->configID; mClientType = EGL_OPENGL_ES_API; mFenceNVHandleAllocator.setBaseHandle(0); if (shareContext != NULL) { mResourceManager = shareContext->mResourceManager; mResourceManager->addRef(); } else { mResourceManager = new ResourceManager(mRenderer); } mData.resourceManager = mResourceManager; // [OpenGL ES 2.0.24] section 3.7 page 83: // In the initial state, TEXTURE_2D and TEXTURE_CUBE_MAP have twodimensional // and cube map texture state vectors respectively associated with them. // In order that access to these initial textures not be lost, they are treated as texture // objects all of whose names are 0. Texture *zeroTexture2D = new Texture(mRenderer->createTexture(GL_TEXTURE_2D), 0, GL_TEXTURE_2D); mZeroTextures[GL_TEXTURE_2D].set(zeroTexture2D); Texture *zeroTextureCube = new Texture(mRenderer->createTexture(GL_TEXTURE_CUBE_MAP), 0, GL_TEXTURE_CUBE_MAP); mZeroTextures[GL_TEXTURE_CUBE_MAP].set(zeroTextureCube); if (mClientVersion >= 3) { // TODO: These could also be enabled via extension Texture *zeroTexture3D = new Texture(mRenderer->createTexture(GL_TEXTURE_3D), 0, GL_TEXTURE_3D); mZeroTextures[GL_TEXTURE_3D].set(zeroTexture3D); Texture *zeroTexture2DArray = new Texture(mRenderer->createTexture(GL_TEXTURE_2D_ARRAY), 0, GL_TEXTURE_2D_ARRAY); mZeroTextures[GL_TEXTURE_2D_ARRAY].set(zeroTexture2DArray); } mState.initializeZeroTextures(mZeroTextures); // Allocate default FBO mFramebufferMap[0] = new Framebuffer(mCaps, mRenderer, 0); bindVertexArray(0); bindArrayBuffer(0); bindElementArrayBuffer(0); bindReadFramebuffer(0); bindDrawFramebuffer(0); bindRenderbuffer(0); bindGenericUniformBuffer(0); for (unsigned int i = 0; i < mCaps.maxCombinedUniformBlocks; i++) { bindIndexedUniformBuffer(0, i, 0, -1); } bindCopyReadBuffer(0); bindCopyWriteBuffer(0); bindPixelPackBuffer(0); bindPixelUnpackBuffer(0); // [OpenGL ES 3.0.2] section 2.14.1 pg 85: // In the initial state, a default transform feedback object is bound and treated as // a transform feedback object with a name of zero. That object is bound any time // BindTransformFeedback is called with id of zero mTransformFeedbackZero.set(new TransformFeedback(mRenderer->createTransformFeedback(), 0, mCaps)); bindTransformFeedback(0); mHasBeenCurrent = false; mContextLost = false; mResetStatus = GL_NO_ERROR; mResetStrategy = (notifyResets ? GL_LOSE_CONTEXT_ON_RESET_EXT : GL_NO_RESET_NOTIFICATION_EXT); mRobustAccess = robustAccess; mCompiler = new Compiler(mRenderer->createCompiler(getData())); }