/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL ES Utilities * ------------------------------------------------ * * Copyright 2014 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. * *//*! * \file * \brief GL Rendering Context. *//*--------------------------------------------------------------------*/ #include "sglrGLContext.hpp" #include "sglrShaderProgram.hpp" #include "gluPixelTransfer.hpp" #include "gluTexture.hpp" #include "gluCallLogWrapper.hpp" #include "gluStrUtil.hpp" #include "glwFunctions.hpp" #include "glwEnums.hpp" namespace sglr { using std::string; using std::vector; using tcu::TestLog; using tcu::TextureFormat; using tcu::Vec4; GLContext::GLContext(const glu::RenderContext &context, tcu::TestLog &log, uint32_t logFlags, const tcu::IVec4 &baseViewport) : Context(context.getType()) , m_context(context) , m_log(log) , m_logFlags(logFlags) , m_baseViewport(baseViewport) , m_curViewport(0, 0, m_baseViewport.z(), m_baseViewport.w()) , m_curScissor(0, 0, m_baseViewport.z(), m_baseViewport.w()) , m_readFramebufferBinding(0) , m_drawFramebufferBinding(0) , m_wrapper(DE_NULL) { const glw::Functions &gl = m_context.getFunctions(); // Logging? m_wrapper = new glu::CallLogWrapper(gl, log); m_wrapper->enableLogging((logFlags & GLCONTEXT_LOG_CALLS) != 0); // Setup base viewport. This offset is active when default framebuffer is active. // \note Calls related to setting up base viewport are not included in log. gl.viewport(baseViewport.x(), baseViewport.y(), baseViewport.z(), baseViewport.w()); } GLContext::~GLContext(void) { const glw::Functions &gl = m_context.getFunctions(); // Clean up all still alive objects for (std::set::const_iterator i = m_allocatedFbos.begin(); i != m_allocatedFbos.end(); i++) { uint32_t fbo = *i; gl.deleteFramebuffers(1, &fbo); } for (std::set::const_iterator i = m_allocatedRbos.begin(); i != m_allocatedRbos.end(); i++) { uint32_t rbo = *i; gl.deleteRenderbuffers(1, &rbo); } for (std::set::const_iterator i = m_allocatedTextures.begin(); i != m_allocatedTextures.end(); i++) { uint32_t tex = *i; gl.deleteTextures(1, &tex); } for (std::set::const_iterator i = m_allocatedBuffers.begin(); i != m_allocatedBuffers.end(); i++) { uint32_t buf = *i; gl.deleteBuffers(1, &buf); } for (std::set::const_iterator i = m_allocatedVaos.begin(); i != m_allocatedVaos.end(); i++) { uint32_t vao = *i; gl.deleteVertexArrays(1, &vao); } for (std::vector::iterator i = m_programs.begin(); i != m_programs.end(); i++) { delete *i; } gl.useProgram(0); delete m_wrapper; } void GLContext::enableLogging(uint32_t logFlags) { m_logFlags = logFlags; m_wrapper->enableLogging((logFlags & GLCONTEXT_LOG_CALLS) != 0); } tcu::IVec2 GLContext::getDrawOffset(void) const { if (m_drawFramebufferBinding) return tcu::IVec2(0, 0); else return tcu::IVec2(m_baseViewport.x(), m_baseViewport.y()); } tcu::IVec2 GLContext::getReadOffset(void) const { if (m_readFramebufferBinding) return tcu::IVec2(0, 0); else return tcu::IVec2(m_baseViewport.x(), m_baseViewport.y()); } int GLContext::getWidth(void) const { return m_baseViewport.z(); } int GLContext::getHeight(void) const { return m_baseViewport.w(); } void GLContext::activeTexture(uint32_t texture) { m_wrapper->glActiveTexture(texture); } void GLContext::texParameteri(uint32_t target, uint32_t pname, int value) { m_wrapper->glTexParameteri(target, pname, value); } uint32_t GLContext::checkFramebufferStatus(uint32_t target) { return m_wrapper->glCheckFramebufferStatus(target); } void GLContext::viewport(int x, int y, int width, int height) { m_curViewport = tcu::IVec4(x, y, width, height); tcu::IVec2 offset = getDrawOffset(); // \note For clarity don't add the offset to log if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glViewport(" << x << ", " << y << ", " << width << ", " << height << ");" << TestLog::EndMessage; m_context.getFunctions().viewport(x + offset.x(), y + offset.y(), width, height); } void GLContext::bindTexture(uint32_t target, uint32_t texture) { m_allocatedTextures.insert(texture); m_wrapper->glBindTexture(target, texture); } void GLContext::genTextures(int numTextures, uint32_t *textures) { m_wrapper->glGenTextures(numTextures, textures); if (numTextures > 0) m_allocatedTextures.insert(textures, textures + numTextures); } void GLContext::deleteTextures(int numTextures, const uint32_t *textures) { for (int i = 0; i < numTextures; i++) m_allocatedTextures.erase(textures[i]); m_wrapper->glDeleteTextures(numTextures, textures); } void GLContext::bindFramebuffer(uint32_t target, uint32_t framebuffer) { // \todo [2011-10-13 pyry] This is a bit of a hack since test cases assumes 0 default fbo. uint32_t defaultFbo = m_context.getDefaultFramebuffer(); TCU_CHECK(framebuffer == 0 || framebuffer != defaultFbo); bool isValidTarget = target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER; if (isValidTarget && framebuffer != 0) m_allocatedFbos.insert(framebuffer); // Update bindings. if (target == GL_FRAMEBUFFER || target == GL_READ_FRAMEBUFFER) m_readFramebufferBinding = framebuffer; if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER) m_drawFramebufferBinding = framebuffer; if (framebuffer == 0) // Redirect 0 to platform-defined default framebuffer. m_wrapper->glBindFramebuffer(target, defaultFbo); else m_wrapper->glBindFramebuffer(target, framebuffer); // Update viewport and scissor if we updated draw framebuffer binding \note Not logged for clarity if (target == GL_FRAMEBUFFER || target == GL_DRAW_FRAMEBUFFER) { tcu::IVec2 offset = getDrawOffset(); m_context.getFunctions().viewport(m_curViewport.x() + offset.x(), m_curViewport.y() + offset.y(), m_curViewport.z(), m_curViewport.w()); m_context.getFunctions().scissor(m_curScissor.x() + offset.x(), m_curScissor.y() + offset.y(), m_curScissor.z(), m_curScissor.w()); } } void GLContext::genFramebuffers(int numFramebuffers, uint32_t *framebuffers) { m_wrapper->glGenFramebuffers(numFramebuffers, framebuffers); if (numFramebuffers > 0) m_allocatedFbos.insert(framebuffers, framebuffers + numFramebuffers); } void GLContext::deleteFramebuffers(int numFramebuffers, const uint32_t *framebuffers) { for (int i = 0; i < numFramebuffers; i++) m_allocatedFbos.erase(framebuffers[i]); m_wrapper->glDeleteFramebuffers(numFramebuffers, framebuffers); } void GLContext::bindRenderbuffer(uint32_t target, uint32_t renderbuffer) { m_allocatedRbos.insert(renderbuffer); m_wrapper->glBindRenderbuffer(target, renderbuffer); } void GLContext::genRenderbuffers(int numRenderbuffers, uint32_t *renderbuffers) { m_wrapper->glGenRenderbuffers(numRenderbuffers, renderbuffers); if (numRenderbuffers > 0) m_allocatedRbos.insert(renderbuffers, renderbuffers + numRenderbuffers); } void GLContext::deleteRenderbuffers(int numRenderbuffers, const uint32_t *renderbuffers) { for (int i = 0; i < numRenderbuffers; i++) m_allocatedRbos.erase(renderbuffers[i]); m_wrapper->glDeleteRenderbuffers(numRenderbuffers, renderbuffers); } void GLContext::pixelStorei(uint32_t pname, int param) { m_wrapper->glPixelStorei(pname, param); } void GLContext::texImage1D(uint32_t target, int level, uint32_t internalFormat, int width, int border, uint32_t format, uint32_t type, const void *data) { m_wrapper->glTexImage1D(target, level, internalFormat, width, border, format, type, data); } void GLContext::texImage2D(uint32_t target, int level, uint32_t internalFormat, int width, int height, int border, uint32_t format, uint32_t type, const void *data) { m_wrapper->glTexImage2D(target, level, internalFormat, width, height, border, format, type, data); } void GLContext::texImage3D(uint32_t target, int level, uint32_t internalFormat, int width, int height, int depth, int border, uint32_t format, uint32_t type, const void *data) { m_wrapper->glTexImage3D(target, level, internalFormat, width, height, depth, border, format, type, data); } void GLContext::texSubImage1D(uint32_t target, int level, int xoffset, int width, uint32_t format, uint32_t type, const void *data) { m_wrapper->glTexSubImage1D(target, level, xoffset, width, format, type, data); } void GLContext::texSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int width, int height, uint32_t format, uint32_t type, const void *data) { m_wrapper->glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, data); } void GLContext::texSubImage3D(uint32_t target, int level, int xoffset, int yoffset, int zoffset, int width, int height, int depth, uint32_t format, uint32_t type, const void *data) { m_wrapper->glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, data); } void GLContext::copyTexImage1D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width, int border) { // Don't log offset. if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexImage1D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << glu::getTextureFormatStr(internalFormat) << ", " << x << ", " << y << ", " << width << ", " << border << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexImage1D(target, level, internalFormat, offset.x() + x, offset.y() + y, width, border); } void GLContext::copyTexImage2D(uint32_t target, int level, uint32_t internalFormat, int x, int y, int width, int height, int border) { // Don't log offset. if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexImage2D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << glu::getTextureFormatStr(internalFormat) << ", " << x << ", " << y << ", " << width << ", " << height << ", " << border << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexImage2D(target, level, internalFormat, offset.x() + x, offset.y() + y, width, height, border); } void GLContext::copyTexSubImage1D(uint32_t target, int level, int xoffset, int x, int y, int width) { if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexSubImage1D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << xoffset << ", " << x << ", " << y << ", " << width << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexSubImage1D(target, level, xoffset, offset.x() + x, offset.y() + y, width); } void GLContext::copyTexSubImage2D(uint32_t target, int level, int xoffset, int yoffset, int x, int y, int width, int height) { if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexSubImage2D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << xoffset << ", " << yoffset << ", " << x << ", " << y << ", " << width << ", " << height << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexSubImage2D(target, level, xoffset, yoffset, offset.x() + x, offset.y() + y, width, height); } void GLContext::copyTexSubImage3D(uint32_t target, int level, int xoffset, int yoffset, int zoffset, int x, int y, int width, int height) { if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glCopyTexSubImage3D(" << glu::getTextureTargetStr(target) << ", " << level << ", " << xoffset << ", " << yoffset << ", " << zoffset << ", " << x << ", " << y << ", " << width << ", " << height << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().copyTexSubImage3D(target, level, xoffset, yoffset, zoffset, offset.x() + x, offset.y() + y, width, height); } void GLContext::texStorage2D(uint32_t target, int levels, uint32_t internalFormat, int width, int height) { m_wrapper->glTexStorage2D(target, levels, internalFormat, width, height); } void GLContext::texStorage3D(uint32_t target, int levels, uint32_t internalFormat, int width, int height, int depth) { m_wrapper->glTexStorage3D(target, levels, internalFormat, width, height, depth); } void GLContext::framebufferTexture2D(uint32_t target, uint32_t attachment, uint32_t textarget, uint32_t texture, int level) { m_wrapper->glFramebufferTexture2D(target, attachment, textarget, texture, level); } void GLContext::framebufferTextureLayer(uint32_t target, uint32_t attachment, uint32_t texture, int level, int layer) { m_wrapper->glFramebufferTextureLayer(target, attachment, texture, level, layer); } void GLContext::framebufferRenderbuffer(uint32_t target, uint32_t attachment, uint32_t renderbuffertarget, uint32_t renderbuffer) { m_wrapper->glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); } void GLContext::getFramebufferAttachmentParameteriv(uint32_t target, uint32_t attachment, uint32_t pname, int *params) { m_wrapper->glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); } void GLContext::renderbufferStorage(uint32_t target, uint32_t internalformat, int width, int height) { m_wrapper->glRenderbufferStorage(target, internalformat, width, height); } void GLContext::renderbufferStorageMultisample(uint32_t target, int samples, uint32_t internalFormat, int width, int height) { m_wrapper->glRenderbufferStorageMultisample(target, samples, internalFormat, width, height); } void GLContext::bindBuffer(uint32_t target, uint32_t buffer) { m_allocatedBuffers.insert(buffer); m_wrapper->glBindBuffer(target, buffer); } void GLContext::genBuffers(int numBuffers, uint32_t *buffers) { m_wrapper->glGenBuffers(numBuffers, buffers); if (numBuffers > 0) m_allocatedBuffers.insert(buffers, buffers + numBuffers); } void GLContext::deleteBuffers(int numBuffers, const uint32_t *buffers) { m_wrapper->glDeleteBuffers(numBuffers, buffers); for (int i = 0; i < numBuffers; i++) m_allocatedBuffers.erase(buffers[i]); } void GLContext::bufferData(uint32_t target, intptr_t size, const void *data, uint32_t usage) { m_wrapper->glBufferData(target, (glw::GLsizeiptr)size, data, usage); } void GLContext::bufferSubData(uint32_t target, intptr_t offset, intptr_t size, const void *data) { m_wrapper->glBufferSubData(target, (glw::GLintptr)offset, (glw::GLsizeiptr)size, data); } void GLContext::clearColor(float red, float green, float blue, float alpha) { m_wrapper->glClearColor(red, green, blue, alpha); } void GLContext::clearDepthf(float depth) { m_wrapper->glClearDepthf(depth); } void GLContext::clearStencil(int stencil) { m_wrapper->glClearStencil(stencil); } void GLContext::clear(uint32_t buffers) { m_wrapper->glClear(buffers); } void GLContext::clearBufferiv(uint32_t buffer, int drawbuffer, const int *value) { m_wrapper->glClearBufferiv(buffer, drawbuffer, value); } void GLContext::clearBufferfv(uint32_t buffer, int drawbuffer, const float *value) { m_wrapper->glClearBufferfv(buffer, drawbuffer, value); } void GLContext::clearBufferuiv(uint32_t buffer, int drawbuffer, const uint32_t *value) { m_wrapper->glClearBufferuiv(buffer, drawbuffer, value); } void GLContext::clearBufferfi(uint32_t buffer, int drawbuffer, float depth, int stencil) { m_wrapper->glClearBufferfi(buffer, drawbuffer, depth, stencil); } void GLContext::scissor(int x, int y, int width, int height) { m_curScissor = tcu::IVec4(x, y, width, height); // \note For clarity don't add the offset to log if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glScissor(" << x << ", " << y << ", " << width << ", " << height << ");" << TestLog::EndMessage; tcu::IVec2 offset = getDrawOffset(); m_context.getFunctions().scissor(offset.x() + x, offset.y() + y, width, height); } void GLContext::enable(uint32_t cap) { m_wrapper->glEnable(cap); } void GLContext::disable(uint32_t cap) { m_wrapper->glDisable(cap); } void GLContext::stencilFunc(uint32_t func, int ref, uint32_t mask) { m_wrapper->glStencilFunc(func, ref, mask); } void GLContext::stencilOp(uint32_t sfail, uint32_t dpfail, uint32_t dppass) { m_wrapper->glStencilOp(sfail, dpfail, dppass); } void GLContext::depthFunc(uint32_t func) { m_wrapper->glDepthFunc(func); } void GLContext::depthRangef(float n, float f) { m_wrapper->glDepthRangef(n, f); } void GLContext::depthRange(double n, double f) { m_wrapper->glDepthRange(n, f); } void GLContext::polygonOffset(float factor, float units) { m_wrapper->glPolygonOffset(factor, units); } void GLContext::provokingVertex(uint32_t convention) { m_wrapper->glProvokingVertex(convention); } void GLContext::primitiveRestartIndex(uint32_t index) { m_wrapper->glPrimitiveRestartIndex(index); } void GLContext::stencilFuncSeparate(uint32_t face, uint32_t func, int ref, uint32_t mask) { m_wrapper->glStencilFuncSeparate(face, func, ref, mask); } void GLContext::stencilOpSeparate(uint32_t face, uint32_t sfail, uint32_t dpfail, uint32_t dppass) { m_wrapper->glStencilOpSeparate(face, sfail, dpfail, dppass); } void GLContext::blendEquation(uint32_t mode) { m_wrapper->glBlendEquation(mode); } void GLContext::blendEquationSeparate(uint32_t modeRGB, uint32_t modeAlpha) { m_wrapper->glBlendEquationSeparate(modeRGB, modeAlpha); } void GLContext::blendFunc(uint32_t src, uint32_t dst) { m_wrapper->glBlendFunc(src, dst); } void GLContext::blendFuncSeparate(uint32_t srcRGB, uint32_t dstRGB, uint32_t srcAlpha, uint32_t dstAlpha) { m_wrapper->glBlendFuncSeparate(srcRGB, dstRGB, srcAlpha, dstAlpha); } void GLContext::blendColor(float red, float green, float blue, float alpha) { m_wrapper->glBlendColor(red, green, blue, alpha); } void GLContext::colorMask(bool r, bool g, bool b, bool a) { m_wrapper->glColorMask((glw::GLboolean)r, (glw::GLboolean)g, (glw::GLboolean)b, (glw::GLboolean)a); } void GLContext::depthMask(bool mask) { m_wrapper->glDepthMask((glw::GLboolean)mask); } void GLContext::stencilMask(uint32_t mask) { m_wrapper->glStencilMask(mask); } void GLContext::stencilMaskSeparate(uint32_t face, uint32_t mask) { m_wrapper->glStencilMaskSeparate(face, mask); } void GLContext::blitFramebuffer(int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0, int dstX1, int dstY1, uint32_t mask, uint32_t filter) { tcu::IVec2 drawOffset = getDrawOffset(); tcu::IVec2 readOffset = getReadOffset(); if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glBlitFramebuffer(" << srcX0 << ", " << srcY0 << ", " << srcX1 << ", " << srcY1 << ", " << dstX0 << ", " << dstY0 << ", " << dstX1 << ", " << dstY1 << ", " << glu::getBufferMaskStr(mask) << ", " << glu::getTextureFilterStr(filter) << ")" << TestLog::EndMessage; m_context.getFunctions().blitFramebuffer(readOffset.x() + srcX0, readOffset.y() + srcY0, readOffset.x() + srcX1, readOffset.y() + srcY1, drawOffset.x() + dstX0, drawOffset.y() + dstY0, drawOffset.x() + dstX1, drawOffset.y() + dstY1, mask, filter); } void GLContext::invalidateSubFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments, int x, int y, int width, int height) { tcu::IVec2 drawOffset = getDrawOffset(); if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glInvalidateSubFramebuffer(" << glu::getFramebufferTargetStr(target) << ", " << numAttachments << ", " << glu::getInvalidateAttachmentStr(attachments, numAttachments) << ", " << x << ", " << y << ", " << width << ", " << height << ")" << TestLog::EndMessage; m_context.getFunctions().invalidateSubFramebuffer(target, numAttachments, attachments, x + drawOffset.x(), y + drawOffset.y(), width, height); } void GLContext::invalidateFramebuffer(uint32_t target, int numAttachments, const uint32_t *attachments) { m_wrapper->glInvalidateFramebuffer(target, numAttachments, attachments); } void GLContext::bindVertexArray(uint32_t array) { m_wrapper->glBindVertexArray(array); } void GLContext::genVertexArrays(int numArrays, uint32_t *vertexArrays) { m_wrapper->glGenVertexArrays(numArrays, vertexArrays); if (numArrays > 0) m_allocatedVaos.insert(vertexArrays, vertexArrays + numArrays); } void GLContext::deleteVertexArrays(int numArrays, const uint32_t *vertexArrays) { for (int i = 0; i < numArrays; i++) m_allocatedVaos.erase(vertexArrays[i]); m_wrapper->glDeleteVertexArrays(numArrays, vertexArrays); } void GLContext::vertexAttribPointer(uint32_t index, int size, uint32_t type, bool normalized, int stride, const void *pointer) { m_wrapper->glVertexAttribPointer(index, size, type, (glw::GLboolean)normalized, stride, pointer); } void GLContext::vertexAttribIPointer(uint32_t index, int size, uint32_t type, int stride, const void *pointer) { m_wrapper->glVertexAttribIPointer(index, size, type, stride, pointer); } void GLContext::enableVertexAttribArray(uint32_t index) { m_wrapper->glEnableVertexAttribArray(index); } void GLContext::disableVertexAttribArray(uint32_t index) { m_wrapper->glDisableVertexAttribArray(index); } void GLContext::vertexAttribDivisor(uint32_t index, uint32_t divisor) { m_wrapper->glVertexAttribDivisor(index, divisor); } void GLContext::vertexAttrib1f(uint32_t index, float x) { m_wrapper->glVertexAttrib1f(index, x); } void GLContext::vertexAttrib2f(uint32_t index, float x, float y) { m_wrapper->glVertexAttrib2f(index, x, y); } void GLContext::vertexAttrib3f(uint32_t index, float x, float y, float z) { m_wrapper->glVertexAttrib3f(index, x, y, z); } void GLContext::vertexAttrib4f(uint32_t index, float x, float y, float z, float w) { m_wrapper->glVertexAttrib4f(index, x, y, z, w); } void GLContext::vertexAttribI4i(uint32_t index, int32_t x, int32_t y, int32_t z, int32_t w) { m_wrapper->glVertexAttribI4i(index, x, y, z, w); } void GLContext::vertexAttribI4ui(uint32_t index, uint32_t x, uint32_t y, uint32_t z, uint32_t w) { m_wrapper->glVertexAttribI4ui(index, x, y, z, w); } int32_t GLContext::getAttribLocation(uint32_t program, const char *name) { return m_wrapper->glGetAttribLocation(program, name); } void GLContext::uniform1f(int32_t location, float v0) { m_wrapper->glUniform1f(location, v0); } void GLContext::uniform1i(int32_t location, int32_t v0) { m_wrapper->glUniform1i(location, v0); } void GLContext::uniform1fv(int32_t location, int32_t count, const float *value) { m_wrapper->glUniform1fv(location, count, value); } void GLContext::uniform2fv(int32_t location, int32_t count, const float *value) { m_wrapper->glUniform2fv(location, count, value); } void GLContext::uniform3fv(int32_t location, int32_t count, const float *value) { m_wrapper->glUniform3fv(location, count, value); } void GLContext::uniform4fv(int32_t location, int32_t count, const float *value) { m_wrapper->glUniform4fv(location, count, value); } void GLContext::uniform1iv(int32_t location, int32_t count, const int32_t *value) { m_wrapper->glUniform1iv(location, count, value); } void GLContext::uniform2iv(int32_t location, int32_t count, const int32_t *value) { m_wrapper->glUniform2iv(location, count, value); } void GLContext::uniform3iv(int32_t location, int32_t count, const int32_t *value) { m_wrapper->glUniform3iv(location, count, value); } void GLContext::uniform4iv(int32_t location, int32_t count, const int32_t *value) { m_wrapper->glUniform4iv(location, count, value); } void GLContext::uniformMatrix3fv(int32_t location, int32_t count, bool transpose, const float *value) { m_wrapper->glUniformMatrix3fv(location, count, (glw::GLboolean)transpose, value); } void GLContext::uniformMatrix4fv(int32_t location, int32_t count, bool transpose, const float *value) { m_wrapper->glUniformMatrix4fv(location, count, (glw::GLboolean)transpose, value); } int32_t GLContext::getUniformLocation(uint32_t program, const char *name) { return m_wrapper->glGetUniformLocation(program, name); } void GLContext::lineWidth(float w) { m_wrapper->glLineWidth(w); } void GLContext::drawArrays(uint32_t mode, int first, int count) { m_wrapper->glDrawArrays(mode, first, count); } void GLContext::drawArraysInstanced(uint32_t mode, int first, int count, int instanceCount) { m_wrapper->glDrawArraysInstanced(mode, first, count, instanceCount); } void GLContext::drawElements(uint32_t mode, int count, uint32_t type, const void *indices) { m_wrapper->glDrawElements(mode, count, type, indices); } void GLContext::drawElementsInstanced(uint32_t mode, int count, uint32_t type, const void *indices, int instanceCount) { m_wrapper->glDrawElementsInstanced(mode, count, type, indices, instanceCount); } void GLContext::drawElementsBaseVertex(uint32_t mode, int count, uint32_t type, const void *indices, int baseVertex) { m_wrapper->glDrawElementsBaseVertex(mode, count, type, indices, baseVertex); } void GLContext::drawElementsInstancedBaseVertex(uint32_t mode, int count, uint32_t type, const void *indices, int instanceCount, int baseVertex) { m_wrapper->glDrawElementsInstancedBaseVertex(mode, count, type, indices, instanceCount, baseVertex); } void GLContext::drawRangeElements(uint32_t mode, uint32_t start, uint32_t end, int count, uint32_t type, const void *indices) { m_wrapper->glDrawRangeElements(mode, start, end, count, type, indices); } void GLContext::drawRangeElementsBaseVertex(uint32_t mode, uint32_t start, uint32_t end, int count, uint32_t type, const void *indices, int baseVertex) { m_wrapper->glDrawRangeElementsBaseVertex(mode, start, end, count, type, indices, baseVertex); } void GLContext::drawArraysIndirect(uint32_t mode, const void *indirect) { m_wrapper->glDrawArraysIndirect(mode, indirect); } void GLContext::drawElementsIndirect(uint32_t mode, uint32_t type, const void *indirect) { m_wrapper->glDrawElementsIndirect(mode, type, indirect); } void GLContext::multiDrawArrays(uint32_t mode, const int *first, const int *count, int primCount) { m_wrapper->glMultiDrawArrays(mode, first, count, primCount); } void GLContext::multiDrawElements(uint32_t mode, const int *count, uint32_t type, const void **indices, int primCount) { m_wrapper->glMultiDrawElements(mode, count, type, indices, primCount); } void GLContext::multiDrawElementsBaseVertex(uint32_t mode, const int *count, uint32_t type, const void **indices, int primCount, const int *baseVertex) { m_wrapper->glMultiDrawElementsBaseVertex(mode, count, type, indices, primCount, baseVertex); } uint32_t GLContext::createProgram(ShaderProgram *shader) { m_programs.reserve(m_programs.size() + 1); glu::ShaderProgram *program = DE_NULL; if (!shader->m_hasGeometryShader) program = new glu::ShaderProgram(m_context, glu::makeVtxFragSources(shader->m_vertSrc, shader->m_fragSrc)); else program = new glu::ShaderProgram(m_context, glu::ProgramSources() << glu::VertexSource(shader->m_vertSrc) << glu::FragmentSource(shader->m_fragSrc) << glu::GeometrySource(shader->m_geomSrc)); if (!program->isOk()) { m_log << *program; delete program; TCU_FAIL("Compile failed"); } if ((m_logFlags & GLCONTEXT_LOG_PROGRAMS) != 0) m_log << *program; m_programs.push_back(program); return program->getProgram(); } void GLContext::deleteProgram(uint32_t program) { for (std::vector::iterator i = m_programs.begin(); i != m_programs.end(); i++) { if ((*i)->getProgram() == program) { delete *i; m_programs.erase(i); return; } } DE_FATAL("invalid delete"); } void GLContext::useProgram(uint32_t program) { m_wrapper->glUseProgram(program); } void GLContext::readPixels(int x, int y, int width, int height, uint32_t format, uint32_t type, void *data) { // Don't log offset. if ((m_logFlags & GLCONTEXT_LOG_CALLS) != 0) m_log << TestLog::Message << "glReadPixels(" << x << ", " << y << ", " << width << ", " << height << ", " << glu::getTextureFormatStr(format) << ", " << glu::getTypeStr(type) << ", " << data << ")" << TestLog::EndMessage; tcu::IVec2 offset = getReadOffset(); m_context.getFunctions().readPixels(x + offset.x(), y + offset.y(), width, height, format, type, data); } uint32_t GLContext::getError(void) { return m_wrapper->glGetError(); } void GLContext::finish(void) { m_wrapper->glFinish(); } void GLContext::getIntegerv(uint32_t pname, int *params) { m_wrapper->glGetIntegerv(pname, params); } const char *GLContext::getString(uint32_t pname) { return (const char *)m_wrapper->glGetString(pname); } } // namespace sglr