1 /*
2 * Copyright 2011 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 * http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16 
17 #include <GLcommon/GLEScontext.h>
18 
19 #include "aemu/base/synchronization/Lock.h"
20 #include "aemu/base/containers/Lookup.h"
21 #include "aemu/base/files/StreamSerializing.h"
22 #include "host-common/logging.h"
23 
24 #include <GLcommon/GLconversion_macros.h>
25 #include <GLcommon/GLSnapshotSerializers.h>
26 #include <GLcommon/GLESmacros.h>
27 #include <GLcommon/TextureData.h>
28 #include <GLES/gl.h>
29 #include <GLES/glext.h>
30 #include <GLES2/gl2.h>
31 #include <GLES2/gl2ext.h>
32 #include <GLES3/gl3.h>
33 #include <GLES3/gl31.h>
34 #include <GLcommon/GLESvalidate.h>
35 #include <GLcommon/TextureUtils.h>
36 #include <GLcommon/FramebufferData.h>
37 #include <GLcommon/ScopedGLState.h>
38 #ifndef _MSC_VER
39 #include <strings.h>
40 #endif
41 #include <string.h>
42 
43 #include <numeric>
44 #include <map>
45 
46 //decleration
47 static void convertFixedDirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,unsigned int nBytes,unsigned int strideOut,int attribSize);
48 static void convertFixedIndirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,GLsizei count,GLenum indices_type,const GLvoid* indices,unsigned int strideOut,int attribSize);
49 static void convertByteDirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,unsigned int nBytes,unsigned int strideOut,int attribSize);
50 static void convertByteIndirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,GLsizei count,GLenum indices_type,const GLvoid* indices,unsigned int strideOut,int attribSize);
51 
onLoad(android::base::Stream * stream)52 void BufferBinding::onLoad(android::base::Stream* stream) {
53     buffer = stream->getBe32();
54     offset = stream->getBe32();
55     size = stream->getBe32();
56     stride = stream->getBe32();
57     divisor = stream->getBe32();
58     isBindBase = stream->getByte();
59 }
60 
onSave(android::base::Stream * stream) const61 void BufferBinding::onSave(android::base::Stream* stream) const {
62     stream->putBe32(buffer);
63     stream->putBe32(offset);
64     stream->putBe32(size);
65     stream->putBe32(stride);
66     stream->putBe32(divisor);
67     stream->putByte(isBindBase);
68 }
69 
VAOState(android::base::Stream * stream)70 VAOState::VAOState(android::base::Stream* stream) {
71     element_array_buffer_binding = stream->getBe32();
72 
73     vertexAttribInfo.clear();
74     for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
75         vertexAttribInfo.emplace_back(stream);
76     }
77 
78     uint64_t arraysMapPtr = stream->getBe64();
79 
80     if (arraysMapPtr) {
81         arraysMap.reset(new ArraysMap());
82         size_t mapSize = stream->getBe32();
83         for (size_t i = 0; i < mapSize; i++) {
84             GLuint id = stream->getBe32();
85             arraysMap->emplace(id, new GLESpointer(stream));
86         }
87         legacy = true;
88     } else {
89         arraysMap.reset();
90     }
91 
92     loadContainer(stream, bindingState);
93     bufferBacked = stream->getByte();
94     everBound = stream->getByte();
95 }
96 
onSave(android::base::Stream * stream) const97 void VAOState::onSave(android::base::Stream* stream) const {
98     stream->putBe32(element_array_buffer_binding);
99     for (uint32_t i = 0; i < kMaxVertexAttributes; ++i) {
100         vertexAttribInfo[i].onSave(stream);
101     }
102 
103     if (arraysMap) {
104         stream->putBe64((uint64_t)(uintptr_t)arraysMap.get());
105     } else {
106         stream->putBe64(0);
107     }
108 
109     if (arraysMap) {
110         stream->putBe32(arraysMap->size());
111         for (const auto& ite : *arraysMap) {
112             stream->putBe32(ite.first);
113             assert(ite.second);
114             ite.second->onSave(stream);
115         }
116     }
117 
118     saveContainer(stream, bindingState);
119     stream->putByte(bufferBacked);
120     stream->putByte(everBound);
121 }
122 
~GLESConversionArrays()123 GLESConversionArrays::~GLESConversionArrays() {
124     for(auto it = m_arrays.begin(); it != m_arrays.end(); ++it) {
125         if((*it).second.allocated){
126             if((*it).second.type == GL_FLOAT){
127                 GLfloat* p = (GLfloat *)((*it).second.data);
128                 if(p) delete[] p;
129             } else if((*it).second.type == GL_SHORT){
130                 GLshort* p = (GLshort *)((*it).second.data);
131                 if(p) delete[] p;
132             }
133         }
134     }
135 }
136 
allocArr(unsigned int size,GLenum type)137 void GLESConversionArrays::allocArr(unsigned int size,GLenum type){
138     if(type == GL_FIXED){
139         m_arrays[m_current].data = new GLfloat[size];
140         m_arrays[m_current].type = GL_FLOAT;
141     } else if(type == GL_BYTE){
142         m_arrays[m_current].data = new GLshort[size];
143         m_arrays[m_current].type = GL_SHORT;
144     }
145     m_arrays[m_current].stride = 0;
146     m_arrays[m_current].allocated = true;
147 }
148 
setArr(void * data,unsigned int stride,GLenum type)149 void GLESConversionArrays::setArr(void* data,unsigned int stride,GLenum type){
150    m_arrays[m_current].type = type;
151    m_arrays[m_current].data = data;
152    m_arrays[m_current].stride = stride;
153    m_arrays[m_current].allocated = false;
154 }
155 
getCurrentData()156 void* GLESConversionArrays::getCurrentData(){
157     return m_arrays[m_current].data;
158 }
159 
getCurrentArray()160 ArrayData& GLESConversionArrays::getCurrentArray(){
161     return m_arrays[m_current];
162 }
163 
getCurrentIndex()164 unsigned int GLESConversionArrays::getCurrentIndex(){
165     return m_current;
166 }
167 
operator [](int i)168 ArrayData& GLESConversionArrays::operator[](int i){
169     return m_arrays[i];
170 }
171 
operator ++()172 void GLESConversionArrays::operator++(){
173     m_current++;
174 }
175 
176 GLDispatch     GLEScontext::s_glDispatch;
177 android::base::Lock   GLEScontext::s_lock;
178 std::string*   GLEScontext::s_glExtensionsGles1 = NULL;
179 bool           GLEScontext::s_glExtensionsGles1Initialized = false;
180 std::string*   GLEScontext::s_glExtensionsGles31 = NULL;
181 bool           GLEScontext::s_glExtensionsGles31Initialized = false;
182 std::string*   GLEScontext::s_glExtensions = NULL;
183 bool           GLEScontext::s_glExtensionsInitialized = false;
184 std::string    GLEScontext::s_glVendorGles1;
185 std::string    GLEScontext::s_glRendererGles1;
186 std::string    GLEScontext::s_glVersionGles1;
187 std::string    GLEScontext::s_glVendorGles31;
188 std::string    GLEScontext::s_glRendererGles31;
189 std::string    GLEScontext::s_glVersionGles31;
190 std::string    GLEScontext::s_glVendor;
191 std::string    GLEScontext::s_glRenderer;
192 std::string    GLEScontext::s_glVersion;
193 GLSupport      GLEScontext::s_glSupport;
194 GLSupport      GLEScontext::s_glSupportGles1;
195 GLSupport      GLEScontext::s_glSupportGles31;
196 
Version(int major,int minor,int release)197 Version::Version(int major,int minor,int release):m_major(major),
198                                                   m_minor(minor),
199                                                   m_release(release){};
200 
Version(const Version & ver)201 Version::Version(const Version& ver):m_major(ver.m_major),
202                                      m_minor(ver.m_minor),
203                                      m_release(ver.m_release){}
204 
Version(const char * versionString)205 Version::Version(const char* versionString){
206     m_release = 0;
207     if((!versionString) ||
208       ((!(sscanf(versionString,"%d.%d"   ,&m_major,&m_minor) == 2)) &&
209        (!(sscanf(versionString,"%d.%d.%d",&m_major,&m_minor,&m_release) == 3)))){
210         m_major = m_minor = 0; // the version is not in the right format
211     }
212 }
213 
operator =(const Version & ver)214 Version& Version::operator=(const Version& ver){
215     m_major   = ver.m_major;
216     m_minor   = ver.m_minor;
217     m_release = ver.m_release;
218     return *this;
219 }
220 
operator <(const Version & ver) const221 bool Version::operator<(const Version& ver) const{
222     if(m_major < ver.m_major) return true;
223     if(m_major == ver.m_major){
224         if(m_minor < ver.m_minor) return true;
225         if(m_minor == ver.m_minor){
226            return m_release < ver.m_release;
227         }
228     }
229     return false;
230 }
231 
getHostExtensionsString(GLDispatch * dispatch)232 std::string getHostExtensionsString(GLDispatch* dispatch) {
233     // glGetString(GL_EXTENSIONS) is deprecated in GL 3.0, one has to use
234     // glGetStringi(GL_EXTENSIONS, index) instead to get individual extension
235     // names. Recent desktop drivers implement glGetStringi() but have a
236     // version of glGetString() that returns NULL, so deal with this by
237     // doing the following:
238     //
239     //  - If glGetStringi() is available, and glGetIntegerv(GL_NUM_EXTENSIONS &num_exts)
240     //    gives a nonzero value, use it to build the extensions
241     //    string, using simple spaces to separate the names.
242     //
243     //  - Otherwise, fallback to getGetString(). If it returns NULL, return
244     //    an empty string.
245     //
246 
247     std::string result;
248     int num_exts = 0;
249 
250     if (dispatch->glGetStringi) {
251         dispatch->glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
252         GLenum err = dispatch->glGetError();
253         if (err == GL_NO_ERROR) {
254             for (int n = 0; n < num_exts; n++) {
255                 const char* ext = reinterpret_cast<const char*>(
256                         dispatch->glGetStringi(GL_EXTENSIONS, n));
257                 if (ext != NULL) {
258                     if (!result.empty()) {
259                         result += " ";
260                     }
261                     result += ext;
262                 }
263             }
264         }
265     }
266 
267     // If glGetIntegerv does not affect the value,
268     // our system does not actually support
269     // GL 3.0 style extension getting.
270     if (!dispatch->glGetStringi || num_exts == 0) {
271         const char* extensions = reinterpret_cast<const char*>(
272                 dispatch->glGetString(GL_EXTENSIONS));
273         if (extensions) {
274             result = extensions;
275         }
276     }
277 
278     // For the sake of initCapsLocked() add a starting and trailing space.
279     if (!result.empty()) {
280         if (result[0] != ' ') {
281             result.insert(0, 1, ' ');
282         }
283         if (result[result.size() - 1U] != ' ') {
284             result += ' ';
285         }
286     }
287     return result;
288 }
289 
getIndex(GLenum indices_type,const GLvoid * indices,unsigned int i)290 static GLuint getIndex(GLenum indices_type, const GLvoid* indices, unsigned int i) {
291     switch (indices_type) {
292         case GL_UNSIGNED_BYTE:
293             return static_cast<const GLubyte*>(indices)[i];
294         case GL_UNSIGNED_SHORT:
295             return static_cast<const GLushort*>(indices)[i];
296         case GL_UNSIGNED_INT:
297             return static_cast<const GLuint*>(indices)[i];
298         default:
299             ERR("**** ERROR unknown type 0x%x", indices_type);
300             return 0;
301     }
302 }
303 
addVertexArrayObjects(GLsizei n,GLuint * arrays)304 void GLEScontext::addVertexArrayObjects(GLsizei n, GLuint* arrays) {
305     for (int i = 0; i < n; i++) {
306         addVertexArrayObject(arrays[i]);
307     }
308 }
309 
removeVertexArrayObjects(GLsizei n,const GLuint * arrays)310 void GLEScontext::removeVertexArrayObjects(GLsizei n, const GLuint* arrays) {
311     for (int i = 0; i < n; i++) {
312         removeVertexArrayObject(arrays[i]);
313     }
314 }
315 
addVertexArrayObject(GLuint array)316 void GLEScontext::addVertexArrayObject(GLuint array) {
317     ArraysMap* map = new ArraysMap();
318     for (int i = 0; i < s_glSupport.maxVertexAttribs; i++) {
319         map->insert(
320                 ArraysMap::value_type(
321                     i,
322                     new GLESpointer()));
323     }
324     assert(m_vaoStateMap.count(array) == 0);  // Overwriting existing entry, leaking memory
325     m_vaoStateMap[array] = VAOState(0, map, std::max(s_glSupport.maxVertexAttribs, s_glSupport.maxVertexAttribBindings));
326 }
327 
removeVertexArrayObject(GLuint array)328 void GLEScontext::removeVertexArrayObject(GLuint array) {
329     if (array == 0) return;
330     if (m_vaoStateMap.find(array) == m_vaoStateMap.end())
331         return;
332     if (array == m_currVaoState.vaoId()) {
333         setVertexArrayObject(0);
334     }
335 
336     auto& state = m_vaoStateMap[array];
337 
338     if (state.arraysMap) {
339         for (auto elem : *(state.arraysMap)) {
340             delete elem.second;
341         }
342     }
343 
344     m_vaoStateMap.erase(array);
345 }
346 
setVertexArrayObject(GLuint array)347 bool GLEScontext::setVertexArrayObject(GLuint array) {
348     VAOStateMap::iterator it = m_vaoStateMap.find(array);
349     if (it != m_vaoStateMap.end()) {
350         m_currVaoState = VAOStateRef(it);
351         return true;
352     }
353     return false;
354 }
355 
setVAOEverBound()356 void GLEScontext::setVAOEverBound() {
357     m_currVaoState.setEverBound();
358 }
359 
getVertexArrayObject() const360 GLuint GLEScontext::getVertexArrayObject() const {
361     return m_currVaoState.vaoId();
362 }
363 
vertexAttributesBufferBacked()364 bool GLEScontext::vertexAttributesBufferBacked() {
365     const auto& info = m_currVaoState.attribInfo_const();
366     for (uint32_t i = 0; i  < kMaxVertexAttributes; ++i) {
367         const auto& pointerInfo = info[i];
368         if (pointerInfo.isEnable() &&
369             !m_currVaoState.bufferBindings()[pointerInfo.getBindingIndex()].buffer) {
370             return false;
371         }
372     }
373 
374     return true;
375 }
376 
377 static EGLiface*      s_eglIface = nullptr;
378 
379 // static
eglIface()380 EGLiface* GLEScontext::eglIface() {
381     return s_eglIface;
382 }
383 
384 // static
initEglIface(EGLiface * iface)385 void GLEScontext::initEglIface(EGLiface* iface) {
386     if (!s_eglIface) s_eglIface = iface;
387 }
388 
initGlobal(EGLiface * iface)389 void GLEScontext::initGlobal(EGLiface* iface) {
390     initEglIface(iface);
391     s_lock.lock();
392     if (!s_glExtensions) {
393         s_glExtensions = new std::string();
394     }
395     if (!s_glExtensionsGles1) {
396         s_glExtensionsGles1 = new std::string();
397     }
398     if (!s_glExtensionsGles31) {
399         s_glExtensionsGles31 = new std::string();
400     }
401     s_lock.unlock();
402 }
403 
init(bool nativeTextureDecompressionEnabled,bool programBinaryLinkStatusEnabled)404 void GLEScontext::init(bool nativeTextureDecompressionEnabled, bool programBinaryLinkStatusEnabled) {
405     if (!m_initialized) {
406         m_nativeTextureDecompressionEnabled = nativeTextureDecompressionEnabled;
407         m_programBinaryLinkStatusEnabled = programBinaryLinkStatusEnabled;
408         initExtensionString();
409 
410         m_maxTexUnits = getMaxCombinedTexUnits();
411         m_texState = new textureUnitState[m_maxTexUnits];
412         for (int i=0;i<m_maxTexUnits;++i) {
413             for (int j=0;j<NUM_TEXTURE_TARGETS;++j)
414             {
415                 m_texState[i][j].texture = 0;
416                 m_texState[i][j].enabled = GL_FALSE;
417             }
418         }
419 
420         m_indexedTransformFeedbackBuffers.resize(getCaps()->maxTransformFeedbackSeparateAttribs);
421         m_indexedUniformBuffers.resize(getCaps()->maxUniformBufferBindings);
422         m_indexedAtomicCounterBuffers.resize(getCaps()->maxAtomicCounterBufferBindings);
423         m_indexedShaderStorageBuffers.resize(getCaps()->maxShaderStorageBufferBindings);
424         m_blendStates.resize(getCaps()->ext_GL_EXT_draw_buffers_indexed ? getCaps()->maxDrawBuffers
425                                                                         : 1);
426     }
427 }
428 
restore()429 void GLEScontext::restore() {
430     postLoadRestoreShareGroup();
431     if (m_needRestoreFromSnapshot) {
432         postLoadRestoreCtx();
433         m_needRestoreFromSnapshot = false;
434     }
435 }
436 
needRestore()437 bool GLEScontext::needRestore() {
438     bool ret = m_needRestoreFromSnapshot;
439     if (m_shareGroup) {
440         ret |= m_shareGroup->needRestore();
441     }
442     return ret;
443 }
444 
getGLerror()445 GLenum GLEScontext::getGLerror() {
446     return m_glError;
447 }
448 
setGLerror(GLenum err)449 void GLEScontext::setGLerror(GLenum err) {
450     m_glError = err;
451 }
452 
setActiveTexture(GLenum tex)453 void GLEScontext::setActiveTexture(GLenum tex) {
454    m_activeTexture = tex - GL_TEXTURE0;
455    m_maxUsedTexUnit = std::max(m_activeTexture, m_maxUsedTexUnit);
456 }
457 
GLEScontext()458 GLEScontext::GLEScontext() {}
459 
GLEScontext(GlobalNameSpace * globalNameSpace,android::base::Stream * stream,GlLibrary * glLib)460 GLEScontext::GLEScontext(GlobalNameSpace* globalNameSpace,
461         android::base::Stream* stream, GlLibrary* glLib) {
462     if (stream) {
463         m_initialized = stream->getByte();
464         m_glesMajorVersion = stream->getBe32();
465         m_glesMinorVersion = stream->getBe32();
466         if (m_initialized) {
467             m_activeTexture = (GLuint)stream->getBe32();
468 
469             loadNameMap<VAOStateMap>(stream, m_vaoStateMap);
470             uint32_t vaoId = stream->getBe32();
471             setVertexArrayObject(vaoId);
472 
473             m_copyReadBuffer = static_cast<GLuint>(stream->getBe32());
474             m_copyWriteBuffer = static_cast<GLuint>(stream->getBe32());
475             m_pixelPackBuffer = static_cast<GLuint>(stream->getBe32());
476             m_pixelUnpackBuffer = static_cast<GLuint>(stream->getBe32());
477             m_transformFeedbackBuffer = static_cast<GLuint>(stream->getBe32());
478             m_uniformBuffer = static_cast<GLuint>(stream->getBe32());
479             m_atomicCounterBuffer = static_cast<GLuint>(stream->getBe32());
480             m_dispatchIndirectBuffer = static_cast<GLuint>(stream->getBe32());
481             m_drawIndirectBuffer = static_cast<GLuint>(stream->getBe32());
482             m_shaderStorageBuffer = static_cast<GLuint>(stream->getBe32());
483             m_textureBuffer = static_cast<GLuint>(stream->getBe32());
484 
485             loadContainer(stream, m_indexedTransformFeedbackBuffers);
486             loadContainer(stream, m_indexedUniformBuffers);
487             loadContainer(stream, m_indexedAtomicCounterBuffers);
488             loadContainer(stream, m_indexedShaderStorageBuffers);
489 
490             // TODO: handle the case where the loaded size and the supported
491             // side does not match
492 
493             m_isViewport = stream->getByte();
494             m_viewportX = static_cast<GLint>(stream->getBe32());
495             m_viewportY = static_cast<GLint>(stream->getBe32());
496             m_viewportWidth = static_cast<GLsizei>(stream->getBe32());
497             m_viewportHeight = static_cast<GLsizei>(stream->getBe32());
498 
499             m_polygonOffsetFactor = static_cast<GLfloat>(stream->getFloat());
500             m_polygonOffsetUnits = static_cast<GLfloat>(stream->getFloat());
501 
502             m_isScissor = stream->getByte();
503             m_scissorX = static_cast<GLint>(stream->getBe32());
504             m_scissorY = static_cast<GLint>(stream->getBe32());
505             m_scissorWidth = static_cast<GLsizei>(stream->getBe32());
506             m_scissorHeight = static_cast<GLsizei>(stream->getBe32());
507 
508             loadCollection(stream, &m_glEnableList,
509                     [](android::base::Stream* stream) {
510                         GLenum item = stream->getBe32();
511                         bool enabled = stream->getByte();
512                         return std::make_pair(item, enabled);
513             });
514             int blendStateCount = stream->getBe32();
515             m_blendStates.resize(blendStateCount);
516 
517             stream->read(m_blendStates.data(), sizeof(BlendState) * blendStateCount);
518 
519             loadCollection(stream, &m_glPixelStoreiList,
520                     [](android::base::Stream* stream) {
521                         GLenum item = stream->getBe32();
522                         GLint val = stream->getBe32();
523                         return std::make_pair(item, val);
524             });
525 
526             m_cullFace = static_cast<GLenum>(stream->getBe32());
527             m_frontFace = static_cast<GLenum>(stream->getBe32());
528             m_depthFunc = static_cast<GLenum>(stream->getBe32());
529             m_depthMask = static_cast<GLboolean>(stream->getByte());
530             m_zNear = static_cast<GLclampf>(stream->getFloat());
531             m_zFar = static_cast<GLclampf>(stream->getFloat());
532 
533             m_lineWidth = static_cast<GLclampf>(stream->getFloat());
534 
535             m_sampleCoverageVal = static_cast<GLclampf>(stream->getFloat());
536             m_sampleCoverageInvert = static_cast<GLboolean>(stream->getByte());
537 
538             stream->read(m_stencilStates, sizeof(m_stencilStates));
539 
540             m_clearColorR = static_cast<GLclampf>(stream->getFloat());
541             m_clearColorG = static_cast<GLclampf>(stream->getFloat());
542             m_clearColorB = static_cast<GLclampf>(stream->getFloat());
543             m_clearColorA = static_cast<GLclampf>(stream->getFloat());
544 
545             m_clearDepth = static_cast<GLclampf>(stream->getFloat());
546             m_clearStencil = static_cast<GLint>(stream->getBe32());
547 
548             // share group is supposed to be loaded by EglContext and reset
549             // when loading EglContext
550             //int sharegroupId = stream->getBe32();
551             m_glError = static_cast<GLenum>(stream->getBe32());
552             m_maxTexUnits = static_cast<int>(stream->getBe32());
553             m_maxUsedTexUnit = static_cast<int>(stream->getBe32());
554             m_texState = new textureUnitState[m_maxTexUnits];
555             stream->read(m_texState, sizeof(textureUnitState) * m_maxTexUnits);
556             m_arrayBuffer = static_cast<unsigned int>(stream->getBe32());
557             m_elementBuffer = static_cast<unsigned int>(stream->getBe32());
558             m_renderbuffer = static_cast<GLuint>(stream->getBe32());
559             m_drawFramebuffer = static_cast<GLuint>(stream->getBe32());
560             m_readFramebuffer = static_cast<GLuint>(stream->getBe32());
561             m_defaultFBODrawBuffer = static_cast<GLenum>(stream->getBe32());
562             m_defaultFBOReadBuffer = static_cast<GLenum>(stream->getBe32());
563 
564             m_needRestoreFromSnapshot = true;
565         }
566     }
567     ObjectData::loadObject_t loader = [this](NamedObjectType type,
568                                              long long unsigned int localName,
569                                              android::base::Stream* stream) {
570         return loadObject(type, localName, stream);
571     };
572     m_fboNameSpace = new NameSpace(NamedObjectType::FRAMEBUFFER,
573                                    globalNameSpace, stream, loader);
574     // do not load m_vaoNameSpace
575     m_vaoNameSpace = new NameSpace(NamedObjectType::VERTEX_ARRAY_OBJECT,
576                                    globalNameSpace, nullptr, loader);
577 }
578 
~GLEScontext()579 GLEScontext::~GLEScontext() {
580     auto& gl = dispatcher();
581 
582     if (m_blitState.program) {
583         gl.glDeleteProgram(m_blitState.program);
584         gl.glDeleteTextures(1, &m_blitState.tex);
585         gl.glDeleteVertexArrays(1, &m_blitState.vao);
586         gl.glDeleteBuffers(1, &m_blitState.vbo);
587         gl.glDeleteFramebuffers(1, &m_blitState.fbo);
588     }
589 
590     if (m_textureEmulationProg) {
591         gl.glDeleteProgram(m_textureEmulationProg);
592         gl.glDeleteTextures(2, m_textureEmulationTextures);
593         gl.glDeleteFramebuffers(1, &m_textureEmulationFBO);
594         gl.glDeleteVertexArrays(1, &m_textureEmulationVAO);
595     }
596 
597     if (m_defaultFBO) {
598         gl.glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
599         gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
600         gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
601         gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
602         gl.glBindFramebuffer(GL_FRAMEBUFFER, 0);
603         gl.glDeleteFramebuffers(1, &m_defaultFBO);
604     }
605 
606     if (m_defaultReadFBO && (m_defaultReadFBO != m_defaultFBO)) {
607         gl.glBindFramebuffer(GL_READ_FRAMEBUFFER, m_defaultReadFBO);
608         gl.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, 0);
609         gl.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, 0);
610         gl.glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, 0);
611         gl.glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
612         gl.glDeleteFramebuffers(1, &m_defaultReadFBO);
613     }
614 
615     m_defaultFBO = 0;
616     m_defaultReadFBO = 0;
617 
618     for (auto&& vao : m_vaoStateMap) {
619         if (vao.second.arraysMap) {
620             for (auto elem : *(vao.second.arraysMap)) {
621                 delete elem.second;
622             }
623             vao.second.arraysMap.reset();
624         }
625     }
626 
627     delete[] m_texState;
628     m_texState = nullptr;
629     delete m_fboNameSpace;
630     m_fboNameSpace = nullptr;
631     delete m_vaoNameSpace;
632     m_vaoNameSpace = nullptr;
633 }
634 
postLoad()635 void GLEScontext::postLoad() {
636     m_fboNameSpace->postLoad(
637             [this](NamedObjectType p_type, ObjectLocalName p_localName) {
638                 if (p_type == NamedObjectType::FRAMEBUFFER) {
639                     return this->getFBODataPtr(p_localName);
640                 } else {
641                     return m_shareGroup->getObjectDataPtr(p_type, p_localName);
642                 }
643             });
644 }
645 
onSave(android::base::Stream * stream) const646 void GLEScontext::onSave(android::base::Stream* stream) const {
647     stream->putByte(m_initialized);
648     stream->putBe32(m_glesMajorVersion);
649     stream->putBe32(m_glesMinorVersion);
650     if (m_initialized) {
651         stream->putBe32(m_activeTexture);
652 
653         saveNameMap(stream, m_vaoStateMap);
654         stream->putBe32(getVertexArrayObject());
655 
656         stream->putBe32(m_copyReadBuffer);
657         stream->putBe32(m_copyWriteBuffer);
658         stream->putBe32(m_pixelPackBuffer);
659         stream->putBe32(m_pixelUnpackBuffer);
660         stream->putBe32(m_transformFeedbackBuffer);
661         stream->putBe32(m_uniformBuffer);
662         stream->putBe32(m_atomicCounterBuffer);
663         stream->putBe32(m_dispatchIndirectBuffer);
664         stream->putBe32(m_drawIndirectBuffer);
665         stream->putBe32(m_shaderStorageBuffer);
666         stream->putBe32(m_textureBuffer);
667 
668         saveContainer(stream, m_indexedTransformFeedbackBuffers);
669         saveContainer(stream, m_indexedUniformBuffers);
670         saveContainer(stream, m_indexedAtomicCounterBuffers);
671         saveContainer(stream, m_indexedShaderStorageBuffers);
672 
673         stream->putByte(m_isViewport);
674         stream->putBe32(m_viewportX);
675         stream->putBe32(m_viewportY);
676         stream->putBe32(m_viewportWidth);
677         stream->putBe32(m_viewportHeight);
678 
679         stream->putFloat(m_polygonOffsetFactor);
680         stream->putFloat(m_polygonOffsetUnits);
681 
682         stream->putByte(m_isScissor);
683         stream->putBe32(m_scissorX);
684         stream->putBe32(m_scissorY);
685         stream->putBe32(m_scissorWidth);
686         stream->putBe32(m_scissorHeight);
687 
688         saveCollection(stream, m_glEnableList, [](android::base::Stream* stream,
689                 const std::pair<const GLenum, bool>& enableItem) {
690                     stream->putBe32(enableItem.first);
691                     stream->putByte(enableItem.second);
692         });
693         stream->putBe32((int)m_blendStates.size());
694         stream->write(m_blendStates.data(), sizeof(BlendState) * m_blendStates.size());
695 
696         saveCollection(stream, m_glPixelStoreiList, [](android::base::Stream* stream,
697                 const std::pair<const GLenum, GLint>& pixelStore) {
698                     stream->putBe32(pixelStore.first);
699                     stream->putBe32(pixelStore.second);
700         });
701 
702         stream->putBe32(m_cullFace);
703         stream->putBe32(m_frontFace);
704         stream->putBe32(m_depthFunc);
705         stream->putByte(m_depthMask);
706         stream->putFloat(m_zNear);
707         stream->putFloat(m_zFar);
708 
709         stream->putFloat(m_lineWidth);
710 
711         stream->putFloat(m_sampleCoverageVal);
712         stream->putByte(m_sampleCoverageInvert);
713 
714         stream->write(m_stencilStates, sizeof(m_stencilStates));
715 
716         stream->putFloat(m_clearColorR);
717         stream->putFloat(m_clearColorG);
718         stream->putFloat(m_clearColorB);
719         stream->putFloat(m_clearColorA);
720 
721         stream->putFloat(m_clearDepth);
722         stream->putBe32(m_clearStencil);
723 
724         // share group is supposed to be saved / loaded by EglContext
725         stream->putBe32(m_glError);
726         stream->putBe32(m_maxTexUnits);
727         stream->putBe32(m_maxUsedTexUnit);
728         stream->write(m_texState, sizeof(textureUnitState) * m_maxTexUnits);
729         stream->putBe32(m_arrayBuffer);
730         stream->putBe32(m_elementBuffer);
731         stream->putBe32(m_renderbuffer);
732         stream->putBe32(m_drawFramebuffer);
733         stream->putBe32(m_readFramebuffer);
734         stream->putBe32(m_defaultFBODrawBuffer);
735         stream->putBe32(m_defaultFBOReadBuffer);
736     }
737     m_fboNameSpace->onSave(stream);
738     // do not save m_vaoNameSpace
739 }
740 
postSave(android::base::Stream * stream) const741 void GLEScontext::postSave(android::base::Stream* stream) const {
742     (void)stream;
743     // We need to mark the textures dirty, for those that has been bound to
744     // a potential render target.
745     for (ObjectDataMap::const_iterator it = m_fboNameSpace->objDataMapBegin();
746         it != m_fboNameSpace->objDataMapEnd();
747         it ++) {
748         FramebufferData* fbData = (FramebufferData*)it->second.get();
749         fbData->makeTextureDirty([this](NamedObjectType p_type,
750             ObjectLocalName p_localName) {
751                 if (p_type == NamedObjectType::FRAMEBUFFER) {
752                     return this->getFBODataPtr(p_localName);
753                 } else {
754                     return m_shareGroup->getObjectDataPtr(p_type, p_localName);
755                 }
756             });
757     }
758 }
759 
postLoadRestoreShareGroup()760 void GLEScontext::postLoadRestoreShareGroup() {
761     m_shareGroup->postLoadRestore();
762 }
763 
postLoadRestoreCtx()764 void GLEScontext::postLoadRestoreCtx() {
765     GLDispatch& dispatcher = GLEScontext::dispatcher();
766 
767     assert(!m_shareGroup->needRestore());
768     m_fboNameSpace->postLoadRestore(
769             [this](NamedObjectType p_type, ObjectLocalName p_localName) {
770                 if (p_type == NamedObjectType::FRAMEBUFFER) {
771                     return getFBOGlobalName(p_localName);
772                 } else {
773                     return m_shareGroup->getGlobalName(p_type, p_localName);
774                 }
775             }
776         );
777 
778     // buffer bindings
779     auto bindBuffer = [this](GLenum target, GLuint buffer) {
780         this->dispatcher().glBindBuffer(target,
781                 m_shareGroup->getGlobalName(NamedObjectType::VERTEXBUFFER, buffer));
782     };
783     bindBuffer(GL_ARRAY_BUFFER, m_arrayBuffer);
784     bindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_currVaoState.iboId());
785 
786     // framebuffer binding
787     auto bindFrameBuffer = [this](GLenum target, GLuint buffer) {
788         this->dispatcher().glBindFramebuffer(target,
789                 getFBOGlobalName(buffer));
790     };
791     bindFrameBuffer(GL_READ_FRAMEBUFFER, m_readFramebuffer);
792     bindFrameBuffer(GL_DRAW_FRAMEBUFFER, m_drawFramebuffer);
793 
794     for (unsigned int i = 0; i <= m_maxUsedTexUnit; i++) {
795         for (unsigned int j = 0; j < NUM_TEXTURE_TARGETS; j++) {
796             textureTargetState& texState = m_texState[i][j];
797             if (texState.texture || texState.enabled) {
798                 this->dispatcher().glActiveTexture(i + GL_TEXTURE0);
799                 GLenum texTarget = GL_TEXTURE_2D;
800                 switch (j) {
801                     case TEXTURE_2D:
802                         texTarget = GL_TEXTURE_2D;
803                         break;
804                     case TEXTURE_CUBE_MAP:
805                         texTarget = GL_TEXTURE_CUBE_MAP;
806                         break;
807                     case TEXTURE_2D_ARRAY:
808                         texTarget = GL_TEXTURE_2D_ARRAY;
809                         break;
810                     case TEXTURE_3D:
811                         texTarget = GL_TEXTURE_3D;
812                         break;
813                     case TEXTURE_2D_MULTISAMPLE:
814                         texTarget = GL_TEXTURE_2D_MULTISAMPLE;
815                         break;
816                     case TEXTURE_BUFFER:
817                         texTarget = GL_TEXTURE_BUFFER;
818                         break;
819                     default:
820                         fprintf(stderr,
821                                 "Warning: unsupported texture target 0x%x.\n",
822                                 j);
823                         break;
824                 }
825                 // TODO: refactor the following line since it is duplicated in
826                 // GLESv2Imp and GLEScmImp as well
827                 ObjectLocalName texName = texState.texture != 0 ?
828                         texState.texture : getDefaultTextureName(texTarget);
829                 this->dispatcher().glBindTexture(
830                         texTarget,
831                         m_shareGroup->getGlobalName(
832                             NamedObjectType::TEXTURE, texName));
833                 if (!isCoreProfile() && texState.enabled) {
834                     dispatcher.glEnable(texTarget);
835                 }
836             }
837         }
838     }
839     dispatcher.glActiveTexture(m_activeTexture + GL_TEXTURE0);
840 
841     // viewport & scissor
842     if (m_isViewport) {
843         dispatcher.glViewport(m_viewportX, m_viewportY,
844                 m_viewportWidth, m_viewportHeight);
845     }
846     if (m_isScissor) {
847         dispatcher.glScissor(m_scissorX, m_scissorY,
848                 m_scissorWidth, m_scissorHeight);
849     }
850     dispatcher.glPolygonOffset(m_polygonOffsetFactor,
851             m_polygonOffsetUnits);
852 
853     for (auto item : m_glEnableList) {
854         if (item.first == GL_TEXTURE_2D
855                 || item.first == GL_TEXTURE_CUBE_MAP_OES) {
856             continue;
857         }
858         std::function<void(GLenum)> enableFunc = item.second ? dispatcher.glEnable :
859                                                    dispatcher.glDisable;
860         if (item.first==GL_TEXTURE_GEN_STR_OES) {
861             enableFunc(GL_TEXTURE_GEN_S);
862             enableFunc(GL_TEXTURE_GEN_T);
863             enableFunc(GL_TEXTURE_GEN_R);
864         } else {
865             enableFunc(item.first);
866         }
867     }
868 
869     if (getCaps()->ext_GL_EXT_draw_buffers_indexed) {
870         for (GLuint i = 0; i < m_blendStates.size(); ++i) {
871             if (m_blendStates[i].bEnable)
872                 dispatcher.glEnableiEXT(GL_BLEND, i);
873             else
874                 dispatcher.glDisableiEXT(GL_BLEND, i);
875             auto& blend = m_blendStates[i];
876             dispatcher.glBlendEquationSeparateiEXT(i, blend.blendEquationRgb, blend.blendEquationAlpha);
877             dispatcher.glBlendFuncSeparateiEXT(i, blend.blendSrcRgb, blend.blendDstRgb,
878                                                blend.blendSrcAlpha, blend.blendDstAlpha);
879             dispatcher.glColorMaskiEXT(i, blend.colorMaskR, blend.colorMaskG, blend.colorMaskB, blend.colorMaskA);
880         }
881     } else {
882         if (m_blendStates[0].bEnable)
883             dispatcher.glEnable(GL_BLEND);
884         else
885             dispatcher.glDisable(GL_BLEND);
886         auto& blend = m_blendStates[0];
887         dispatcher.glBlendEquationSeparate(blend.blendEquationRgb, blend.blendEquationAlpha);
888         dispatcher.glBlendFuncSeparate(blend.blendSrcRgb, blend.blendDstRgb,
889                                            blend.blendSrcAlpha, blend.blendDstAlpha);
890         dispatcher.glColorMask(blend.colorMaskR, blend.colorMaskG, blend.colorMaskB, blend.colorMaskA);
891     }
892 
893     for (const auto& pixelStore : m_glPixelStoreiList) {
894         dispatcher.glPixelStorei(pixelStore.first, pixelStore.second);
895     }
896 
897     dispatcher.glCullFace(m_cullFace);
898     dispatcher.glFrontFace(m_frontFace);
899     dispatcher.glDepthFunc(m_depthFunc);
900     dispatcher.glDepthMask(m_depthMask);
901 
902     dispatcher.glLineWidth(m_lineWidth);
903 
904     dispatcher.glSampleCoverage(m_sampleCoverageVal, m_sampleCoverageInvert);
905 
906     for (int i = 0; i < 2; i++) {
907         GLenum face = i == StencilFront ? GL_FRONT
908                                        : GL_BACK;
909         dispatcher.glStencilFuncSeparate(face, m_stencilStates[i].m_func,
910                 m_stencilStates[i].m_ref, m_stencilStates[i].m_funcMask);
911         dispatcher.glStencilMaskSeparate(face, m_stencilStates[i].m_writeMask);
912         dispatcher.glStencilOpSeparate(face, m_stencilStates[i].m_sfail,
913                 m_stencilStates[i].m_dpfail, m_stencilStates[i].m_dppass);
914     }
915 
916     dispatcher.glClearColor(m_clearColorR, m_clearColorG, m_clearColorB,
917             m_clearColorA);
918     if (isGles2Gles()) {
919         dispatcher.glClearDepthf(m_clearDepth);
920         dispatcher.glDepthRangef(m_zNear, m_zFar);
921     } else {
922         dispatcher.glClearDepth(m_clearDepth);
923         dispatcher.glDepthRange(m_zNear, m_zFar);
924     }
925     dispatcher.glClearStencil(m_clearStencil);
926 
927 
928     // report any GL errors when loading from a snapshot
929     GLenum err = 0;
930     do {
931         err = dispatcher.glGetError();
932 #ifdef _DEBUG
933         if (err) {
934             ERR("warning: get GL error %d while restoring a snapshot", err);
935         }
936 #endif
937     } while (err != 0);
938 }
939 
loadObject(NamedObjectType type,ObjectLocalName localName,android::base::Stream * stream) const940 ObjectDataPtr GLEScontext::loadObject(NamedObjectType type,
941             ObjectLocalName localName, android::base::Stream* stream) const {
942     switch (type) {
943         case NamedObjectType::VERTEXBUFFER:
944             return ObjectDataPtr(new GLESbuffer(stream));
945         case NamedObjectType::TEXTURE:
946             return ObjectDataPtr(new TextureData(stream));
947         case NamedObjectType::FRAMEBUFFER:
948             return ObjectDataPtr(new FramebufferData(stream));
949         case NamedObjectType::RENDERBUFFER:
950             return ObjectDataPtr(new RenderbufferData(stream));
951         default:
952             return {};
953     }
954 }
955 
setPointer(GLenum arrType,GLint size,GLenum type,GLsizei stride,const GLvoid * data,GLsizei dataSize,bool normalize,bool isInt)956 const GLvoid* GLEScontext::setPointer(GLenum arrType,GLint size,GLenum type,GLsizei stride,const GLvoid* data, GLsizei dataSize, bool normalize, bool isInt) {
957     GLuint bufferName = m_arrayBuffer;
958     GLESpointer* glesPointer = nullptr;
959 
960     if (m_currVaoState.it->second.legacy) {
961         auto vertexAttrib = m_currVaoState.find(arrType);
962         if (vertexAttrib == m_currVaoState.end()) {
963             return nullptr;
964         }
965         glesPointer = m_currVaoState[arrType];
966     } else {
967         uint32_t attribIndex = (uint32_t)arrType;
968         if (attribIndex > kMaxVertexAttributes) return nullptr;
969         glesPointer = m_currVaoState.attribInfo().data() + (uint32_t)arrType;
970     }
971 
972     if(bufferName) {
973         unsigned int offset = SafeUIntFromPointer(data);
974         GLESbuffer* vbo = static_cast<GLESbuffer*>(
975                 m_shareGroup
976                         ->getObjectData(NamedObjectType::VERTEXBUFFER,
977                                         bufferName));
978         if(offset >= vbo->getSize() || vbo->getSize() - offset < size) {
979 #ifdef _DEBUG
980             ERR("Warning: Invalid pointer offset %u, arrType %d, type %d", offset, arrType, type);
981 #endif
982             return nullptr;
983         }
984 
985         glesPointer->setBuffer(size,type,stride,vbo,bufferName,offset,normalize, isInt);
986 
987         return  static_cast<const unsigned char*>(vbo->getData()) +  offset;
988     }
989     glesPointer->setArray(size,type,stride,data,dataSize,normalize,isInt);
990     return data;
991 }
992 
enableArr(GLenum arr,bool enable)993 void GLEScontext::enableArr(GLenum arr,bool enable) {
994     auto vertexAttrib = m_currVaoState.find(arr);
995     if (vertexAttrib != m_currVaoState.end()) {
996         vertexAttrib->second->enable(enable);
997     }
998 }
999 
isArrEnabled(GLenum arr)1000 bool GLEScontext::isArrEnabled(GLenum arr) {
1001     if (m_currVaoState.it->second.legacy) {
1002         return m_currVaoState[arr]->isEnable();
1003     } else {
1004         if ((uint32_t)arr > kMaxVertexAttributes) return false;
1005         return m_currVaoState.attribInfo()[(uint32_t)arr].isEnable();
1006     }
1007 }
1008 
getPointer(GLenum arrType)1009 const GLESpointer* GLEScontext::getPointer(GLenum arrType) {
1010     const auto it = m_currVaoState.find(arrType);
1011     return it != m_currVaoState.end() ? it->second : nullptr;
1012 }
1013 
convertFixedDirectLoop(const char * dataIn,unsigned int strideIn,void * dataOut,unsigned int nBytes,unsigned int strideOut,int attribSize)1014 static void convertFixedDirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,unsigned int nBytes,unsigned int strideOut,int attribSize) {
1015 
1016     for(unsigned int i = 0; i < nBytes;i+=strideOut) {
1017         const GLfixed* fixed_data = (const GLfixed *)dataIn;
1018         //filling attrib
1019         for(int j=0;j<attribSize;j++) {
1020             reinterpret_cast<GLfloat*>(&static_cast<unsigned char*>(dataOut)[i])[j] = X2F(fixed_data[j]);
1021         }
1022         dataIn += strideIn;
1023     }
1024 }
1025 
convertFixedIndirectLoop(const char * dataIn,unsigned int strideIn,void * dataOut,GLsizei count,GLenum indices_type,const GLvoid * indices,unsigned int strideOut,int attribSize)1026 static void convertFixedIndirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,GLsizei count,GLenum indices_type,const GLvoid* indices,unsigned int strideOut,int attribSize) {
1027     for(int i = 0 ;i < count ;i++) {
1028         GLuint index = getIndex(indices_type, indices, i);
1029 
1030         const GLfixed* fixed_data = (GLfixed *)(dataIn  + index*strideIn);
1031         GLfloat* float_data = reinterpret_cast<GLfloat*>(static_cast<unsigned char*>(dataOut) + index*strideOut);
1032 
1033         for(int j=0;j<attribSize;j++) {
1034             float_data[j] = X2F(fixed_data[j]);
1035          }
1036     }
1037 }
1038 
convertByteDirectLoop(const char * dataIn,unsigned int strideIn,void * dataOut,unsigned int nBytes,unsigned int strideOut,int attribSize)1039 static void convertByteDirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,unsigned int nBytes,unsigned int strideOut,int attribSize) {
1040 
1041     for(unsigned int i = 0; i < nBytes;i+=strideOut) {
1042         const GLbyte* byte_data = (const GLbyte *)dataIn;
1043         //filling attrib
1044         for(int j=0;j<attribSize;j++) {
1045             reinterpret_cast<GLshort*>(&static_cast<unsigned char*>(dataOut)[i])[j] = B2S(byte_data[j]);
1046         }
1047         dataIn += strideIn;
1048     }
1049 }
1050 
convertByteIndirectLoop(const char * dataIn,unsigned int strideIn,void * dataOut,GLsizei count,GLenum indices_type,const GLvoid * indices,unsigned int strideOut,int attribSize)1051 static void convertByteIndirectLoop(const char* dataIn,unsigned int strideIn,void* dataOut,GLsizei count,GLenum indices_type,const GLvoid* indices,unsigned int strideOut,int attribSize) {
1052     for(int i = 0 ;i < count ;i++) {
1053         GLuint index = getIndex(indices_type, indices, i);
1054         const GLbyte* bytes_data = (GLbyte *)(dataIn  + index*strideIn);
1055         GLshort* short_data = reinterpret_cast<GLshort*>(static_cast<unsigned char*>(dataOut) + index*strideOut);
1056 
1057         for(int j=0;j<attribSize;j++) {
1058             short_data[j] = B2S(bytes_data[j]);
1059          }
1060     }
1061 }
directToBytesRanges(GLint first,GLsizei count,GLESpointer * p,RangeList & list)1062 static void directToBytesRanges(GLint first,GLsizei count,GLESpointer* p,RangeList& list) {
1063 
1064     int attribSize = p->getSize()*4; //4 is the sizeof GLfixed or GLfloat in bytes
1065     int stride = p->getStride()?p->getStride():attribSize;
1066     int start  = p->getBufferOffset()+first*stride;
1067     if(!p->getStride()) {
1068         list.addRange(Range(start,count*attribSize));
1069     } else {
1070         for(int i = 0 ;i < count; i++,start+=stride) {
1071             list.addRange(Range(start,attribSize));
1072         }
1073     }
1074 }
1075 
indirectToBytesRanges(const GLvoid * indices,GLenum indices_type,GLsizei count,GLESpointer * p,RangeList & list)1076 static void indirectToBytesRanges(const GLvoid* indices,GLenum indices_type,GLsizei count,GLESpointer* p,RangeList& list) {
1077 
1078     int attribSize = p->getSize() * 4; //4 is the sizeof GLfixed or GLfloat in bytes
1079     int stride = p->getStride()?p->getStride():attribSize;
1080     int start  = p->getBufferOffset();
1081     for(int i=0 ; i < count; i++) {
1082         GLuint index = getIndex(indices_type, indices, i);
1083         list.addRange(Range(start+index*stride,attribSize));
1084 
1085     }
1086 }
1087 
bytesRangesToIndices(RangeList & ranges,GLESpointer * p,GLuint * indices)1088 int bytesRangesToIndices(RangeList& ranges,GLESpointer* p,GLuint* indices) {
1089 
1090     int attribSize = p->getSize() * 4; //4 is the sizeof GLfixed or GLfloat in bytes
1091     int stride = p->getStride()?p->getStride():attribSize;
1092     int offset = p->getBufferOffset();
1093 
1094     int n = 0;
1095     for(int i=0;i<ranges.size();i++) {
1096         int startIndex = (ranges[i].getStart() - offset) / stride;
1097         int nElements = ranges[i].getSize()/attribSize;
1098         for(int j=0;j<nElements;j++) {
1099             indices[n++] = startIndex+j;
1100         }
1101     }
1102     return n;
1103 }
1104 
convertDirect(GLESConversionArrays & cArrs,GLint first,GLsizei count,GLenum array_id,GLESpointer * p)1105 void GLEScontext::convertDirect(GLESConversionArrays& cArrs,GLint first,GLsizei count,GLenum array_id,GLESpointer* p) {
1106 
1107     GLenum type    = p->getType();
1108     int attribSize = p->getSize();
1109     unsigned int size = attribSize*count + first;
1110     unsigned int bytes = type == GL_FIXED ? sizeof(GLfixed):sizeof(GLbyte);
1111     cArrs.allocArr(size,type);
1112     int stride = p->getStride()?p->getStride():bytes*attribSize;
1113     const char* data = (const char*)p->getArrayData() + (first*stride);
1114 
1115     if(type == GL_FIXED) {
1116         convertFixedDirectLoop(data,stride,cArrs.getCurrentData(),size*sizeof(GLfloat),attribSize*sizeof(GLfloat),attribSize);
1117     } else if(type == GL_BYTE) {
1118         convertByteDirectLoop(data,stride,cArrs.getCurrentData(),size*sizeof(GLshort),attribSize*sizeof(GLshort),attribSize);
1119     }
1120 }
1121 
convertDirectVBO(GLESConversionArrays & cArrs,GLint first,GLsizei count,GLenum array_id,GLESpointer * p)1122 void GLEScontext::convertDirectVBO(GLESConversionArrays& cArrs,GLint first,GLsizei count,GLenum array_id,GLESpointer* p) {
1123 
1124     RangeList ranges;
1125     RangeList conversions;
1126     GLuint* indices = NULL;
1127     int attribSize = p->getSize();
1128     int stride = p->getStride()?p->getStride():sizeof(GLfixed)*attribSize;
1129     char* data = (char*)p->getBufferData();
1130 
1131     if(p->bufferNeedConversion()) {
1132         directToBytesRanges(first,count,p,ranges); //converting indices range to buffer bytes ranges by offset
1133         p->getBufferConversions(ranges,conversions); // getting from the buffer the relevant ranges that still needs to be converted
1134 
1135         if(conversions.size()) { // there are some elements to convert
1136            indices = new GLuint[count];
1137            int nIndices = bytesRangesToIndices(conversions,p,indices); //converting bytes ranges by offset to indices in this array
1138            convertFixedIndirectLoop(data,stride,data,nIndices,GL_UNSIGNED_INT,indices,stride,attribSize);
1139         }
1140     }
1141     if(indices) delete[] indices;
1142     cArrs.setArr(data,p->getStride(),GL_FLOAT);
1143 }
1144 
findMaxIndex(GLsizei count,GLenum type,const GLvoid * indices)1145 unsigned int GLEScontext::findMaxIndex(GLsizei count,GLenum type,const GLvoid* indices) {
1146     //finding max index
1147     unsigned int max = 0;
1148     if(type == GL_UNSIGNED_BYTE) {
1149         GLubyte*  b_indices  =(GLubyte *)indices;
1150         for(int i=0;i<count;i++) {
1151             if(b_indices[i] > max) max = b_indices[i];
1152         }
1153     } else if (type == GL_UNSIGNED_SHORT) {
1154         GLushort* us_indices =(GLushort *)indices;
1155         for(int i=0;i<count;i++) {
1156             if(us_indices[i] > max) max = us_indices[i];
1157         }
1158     } else { // type == GL_UNSIGNED_INT
1159         GLuint* ui_indices =(GLuint *)indices;
1160         for(int i=0;i<count;i++) {
1161             if(ui_indices[i] > max) max = ui_indices[i];
1162         }
1163     }
1164     return max;
1165 }
1166 
convertIndirect(GLESConversionArrays & cArrs,GLsizei count,GLenum indices_type,const GLvoid * indices,GLenum array_id,GLESpointer * p)1167 void GLEScontext::convertIndirect(GLESConversionArrays& cArrs,GLsizei count,GLenum indices_type,const GLvoid* indices,GLenum array_id,GLESpointer* p) {
1168     GLenum type    = p->getType();
1169     int maxElements = findMaxIndex(count,indices_type,indices) + 1;
1170 
1171     int attribSize = p->getSize();
1172     int size = attribSize * maxElements;
1173     unsigned int bytes = type == GL_FIXED ? sizeof(GLfixed):sizeof(GLbyte);
1174     cArrs.allocArr(size,type);
1175     int stride = p->getStride()?p->getStride():bytes*attribSize;
1176 
1177     const char* data = (const char*)p->getArrayData();
1178     if(type == GL_FIXED) {
1179         convertFixedIndirectLoop(data,stride,cArrs.getCurrentData(),count,indices_type,indices,attribSize*sizeof(GLfloat),attribSize);
1180     } else if(type == GL_BYTE){
1181         convertByteIndirectLoop(data,stride,cArrs.getCurrentData(),count,indices_type,indices,attribSize*sizeof(GLshort),attribSize);
1182     }
1183 }
1184 
convertIndirectVBO(GLESConversionArrays & cArrs,GLsizei count,GLenum indices_type,const GLvoid * indices,GLenum array_id,GLESpointer * p)1185 void GLEScontext::convertIndirectVBO(GLESConversionArrays& cArrs,GLsizei count,GLenum indices_type,const GLvoid* indices,GLenum array_id,GLESpointer* p) {
1186     RangeList ranges;
1187     RangeList conversions;
1188     GLuint* conversionIndices = NULL;
1189     int attribSize = p->getSize();
1190     int stride = p->getStride()?p->getStride():sizeof(GLfixed)*attribSize;
1191     char* data = static_cast<char*>(p->getBufferData());
1192     if(p->bufferNeedConversion()) {
1193         indirectToBytesRanges(indices,indices_type,count,p,ranges); //converting indices range to buffer bytes ranges by offset
1194         p->getBufferConversions(ranges,conversions); // getting from the buffer the relevant ranges that still needs to be converted
1195         if(conversions.size()) { // there are some elements to convert
1196             conversionIndices = new GLuint[count];
1197             int nIndices = bytesRangesToIndices(conversions,p,conversionIndices); //converting bytes ranges by offset to indices in this array
1198             convertFixedIndirectLoop(data,stride,data,nIndices,GL_UNSIGNED_INT,conversionIndices,stride,attribSize);
1199         }
1200     }
1201     if(conversionIndices) delete[] conversionIndices;
1202     cArrs.setArr(data,p->getStride(),GL_FLOAT);
1203 }
1204 
bindBuffer(GLenum target,GLuint buffer)1205 GLuint GLEScontext::bindBuffer(GLenum target,GLuint buffer) {
1206     switch(target) {
1207     case GL_ARRAY_BUFFER:
1208         m_arrayBuffer = buffer;
1209         break;
1210     case GL_ELEMENT_ARRAY_BUFFER:
1211         m_currVaoState.iboId() = buffer;
1212         break;
1213     case GL_COPY_READ_BUFFER:
1214         m_copyReadBuffer = buffer;
1215         break;
1216     case GL_COPY_WRITE_BUFFER:
1217         m_copyWriteBuffer = buffer;
1218         break;
1219     case GL_PIXEL_PACK_BUFFER:
1220         m_pixelPackBuffer = buffer;
1221         break;
1222     case GL_PIXEL_UNPACK_BUFFER:
1223         m_pixelUnpackBuffer = buffer;
1224         break;
1225     case GL_TRANSFORM_FEEDBACK_BUFFER:
1226         m_transformFeedbackBuffer = buffer;
1227         break;
1228     case GL_UNIFORM_BUFFER:
1229         m_uniformBuffer = buffer;
1230         break;
1231     case GL_ATOMIC_COUNTER_BUFFER:
1232         m_atomicCounterBuffer = buffer;
1233         break;
1234     case GL_DISPATCH_INDIRECT_BUFFER:
1235         m_dispatchIndirectBuffer = buffer;
1236         break;
1237     case GL_DRAW_INDIRECT_BUFFER:
1238         m_drawIndirectBuffer = buffer;
1239         break;
1240     case GL_SHADER_STORAGE_BUFFER:
1241         m_shaderStorageBuffer = buffer;
1242         break;
1243     case GL_TEXTURE_BUFFER:
1244         m_textureBuffer = buffer;
1245         break;
1246     default:
1247         m_arrayBuffer = buffer;
1248         break;
1249     }
1250 
1251     if (!buffer) return 0;
1252 
1253     auto sg = m_shareGroup.get();
1254 
1255     if (!sg) return 0;
1256 
1257     return sg->ensureObjectOnBind(NamedObjectType::VERTEXBUFFER, buffer);
1258 }
1259 
bindIndexedBuffer(GLenum target,GLuint index,GLuint buffer,GLintptr offset,GLsizeiptr size,GLintptr stride,bool isBindBase)1260 void GLEScontext::bindIndexedBuffer(GLenum target, GLuint index, GLuint buffer,
1261         GLintptr offset, GLsizeiptr size, GLintptr stride, bool isBindBase) {
1262     VertexAttribBindingVector* bindings = nullptr;
1263     switch (target) {
1264     case GL_UNIFORM_BUFFER:
1265         bindings = &m_indexedUniformBuffers;
1266         break;
1267     case GL_ATOMIC_COUNTER_BUFFER:
1268         bindings = &m_indexedAtomicCounterBuffers;
1269         break;
1270     case GL_SHADER_STORAGE_BUFFER:
1271         bindings = &m_indexedShaderStorageBuffers;
1272         break;
1273     default:
1274         bindings = &m_currVaoState.bufferBindings();
1275         break;
1276     }
1277     if (index >= bindings->size()) {
1278             return;
1279     }
1280     auto& bufferBinding = (*bindings)[index];
1281     bufferBinding.buffer = buffer;
1282     bufferBinding.offset = offset;
1283     bufferBinding.size = size;
1284     bufferBinding.stride = stride;
1285     bufferBinding.isBindBase = isBindBase;
1286 }
1287 
bindIndexedBuffer(GLenum target,GLuint index,GLuint buffer)1288 void GLEScontext::bindIndexedBuffer(GLenum target, GLuint index, GLuint buffer) {
1289     GLint sz;
1290     getBufferSizeById(buffer, &sz);
1291     bindIndexedBuffer(target, index, buffer, 0, sz, 0, true);
1292 }
1293 
sClearIndexedBufferBinding(GLuint id,std::vector<BufferBinding> & bindings)1294 static void sClearIndexedBufferBinding(GLuint id, std::vector<BufferBinding>& bindings) {
1295     for (size_t i = 0; i < bindings.size(); i++) {
1296         if (bindings[i].buffer == id) {
1297             bindings[i].offset = 0;
1298             bindings[i].size = 0;
1299             bindings[i].stride = 0;
1300             bindings[i].buffer = 0;
1301             bindings[i].isBindBase = false;
1302         }
1303     }
1304 }
1305 
unbindBuffer(GLuint buffer)1306 void GLEScontext::unbindBuffer(GLuint buffer) {
1307     if (m_arrayBuffer == buffer)
1308         m_arrayBuffer = 0;
1309     if (m_currVaoState.iboId() == buffer)
1310         m_currVaoState.iboId() = 0;
1311     if (m_copyReadBuffer == buffer)
1312         m_copyReadBuffer = 0;
1313     if (m_copyWriteBuffer == buffer)
1314         m_copyWriteBuffer = 0;
1315     if (m_pixelPackBuffer == buffer)
1316         m_pixelPackBuffer = 0;
1317     if (m_pixelUnpackBuffer == buffer)
1318         m_pixelUnpackBuffer = 0;
1319     if (m_transformFeedbackBuffer == buffer)
1320         m_transformFeedbackBuffer = 0;
1321     if (m_uniformBuffer == buffer)
1322         m_uniformBuffer = 0;
1323     if (m_atomicCounterBuffer == buffer)
1324         m_atomicCounterBuffer = 0;
1325     if (m_dispatchIndirectBuffer == buffer)
1326         m_dispatchIndirectBuffer = 0;
1327     if (m_drawIndirectBuffer == buffer)
1328         m_drawIndirectBuffer = 0;
1329     if (m_shaderStorageBuffer == buffer)
1330         m_shaderStorageBuffer = 0;
1331     if (m_textureBuffer == buffer)
1332         m_textureBuffer = 0;
1333 
1334     // One might think that indexed buffer bindings for transform feedbacks
1335     // must be cleared as well, but transform feedbacks are
1336     // considered GL objects with attachments, so even if the buffer is
1337     // deleted (unbindBuffer is called), the state query with
1338     // glGetIntegeri_v must still return the deleted name [1].
1339     // sClearIndexedBufferBinding(buffer, m_indexedTransformFeedbackBuffers);
1340     // [1] OpenGL ES 3.0.5 spec Appendix D.1.3
1341     sClearIndexedBufferBinding(buffer, m_indexedUniformBuffers);
1342     sClearIndexedBufferBinding(buffer, m_indexedAtomicCounterBuffers);
1343     sClearIndexedBufferBinding(buffer, m_indexedShaderStorageBuffers);
1344     sClearIndexedBufferBinding(buffer, m_currVaoState.bufferBindings());
1345 }
1346 
1347 //checks if any buffer is binded to target
isBindedBuffer(GLenum target)1348 bool GLEScontext::isBindedBuffer(GLenum target) {
1349     switch(target) {
1350     case GL_ARRAY_BUFFER:
1351         return m_arrayBuffer != 0;
1352     case GL_ELEMENT_ARRAY_BUFFER:
1353         return m_currVaoState.iboId() != 0;
1354     case GL_COPY_READ_BUFFER:
1355         return m_copyReadBuffer != 0;
1356     case GL_COPY_WRITE_BUFFER:
1357         return m_copyWriteBuffer != 0;
1358     case GL_PIXEL_PACK_BUFFER:
1359         return m_pixelPackBuffer != 0;
1360     case GL_PIXEL_UNPACK_BUFFER:
1361         return m_pixelUnpackBuffer != 0;
1362     case GL_TRANSFORM_FEEDBACK_BUFFER:
1363         return m_transformFeedbackBuffer != 0;
1364     case GL_UNIFORM_BUFFER:
1365         return m_uniformBuffer != 0;
1366     case GL_ATOMIC_COUNTER_BUFFER:
1367         return m_atomicCounterBuffer != 0;
1368     case GL_DISPATCH_INDIRECT_BUFFER:
1369         return m_dispatchIndirectBuffer != 0;
1370     case GL_DRAW_INDIRECT_BUFFER:
1371         return m_drawIndirectBuffer != 0;
1372     case GL_SHADER_STORAGE_BUFFER:
1373         return m_shaderStorageBuffer != 0;
1374     case GL_TEXTURE_BUFFER:
1375         return m_textureBuffer != 0;
1376     default:
1377         return m_arrayBuffer != 0;
1378     }
1379 }
1380 
getBuffer(GLenum target)1381 GLuint GLEScontext::getBuffer(GLenum target) {
1382     switch(target) {
1383     case GL_ARRAY_BUFFER:
1384         return m_arrayBuffer;
1385     case GL_ELEMENT_ARRAY_BUFFER:
1386         return m_currVaoState.iboId();
1387     case GL_COPY_READ_BUFFER:
1388         return m_copyReadBuffer;
1389     case GL_COPY_WRITE_BUFFER:
1390         return m_copyWriteBuffer;
1391     case GL_PIXEL_PACK_BUFFER:
1392         return m_pixelPackBuffer;
1393     case GL_PIXEL_UNPACK_BUFFER:
1394         return m_pixelUnpackBuffer;
1395     case GL_TRANSFORM_FEEDBACK_BUFFER:
1396         return m_transformFeedbackBuffer;
1397     case GL_UNIFORM_BUFFER:
1398         return m_uniformBuffer;
1399     case GL_ATOMIC_COUNTER_BUFFER:
1400         return m_atomicCounterBuffer;
1401     case GL_DISPATCH_INDIRECT_BUFFER:
1402         return m_dispatchIndirectBuffer;
1403     case GL_DRAW_INDIRECT_BUFFER:
1404         return m_drawIndirectBuffer;
1405     case GL_SHADER_STORAGE_BUFFER:
1406         return m_shaderStorageBuffer;
1407     case GL_TEXTURE_BUFFER:
1408         return m_textureBuffer;
1409     default:
1410         return m_arrayBuffer;
1411     }
1412 }
1413 
getIndexedBuffer(GLenum target,GLuint index)1414 GLuint GLEScontext::getIndexedBuffer(GLenum target, GLuint index) {
1415     switch (target) {
1416     case GL_UNIFORM_BUFFER:
1417         return m_indexedUniformBuffers[index].buffer;
1418     case GL_ATOMIC_COUNTER_BUFFER:
1419         return m_indexedAtomicCounterBuffers[index].buffer;
1420     case GL_SHADER_STORAGE_BUFFER:
1421         return m_indexedShaderStorageBuffers[index].buffer;
1422     default:
1423         return m_currVaoState.bufferBindings()[index].buffer;
1424     }
1425 }
1426 
1427 
getBindedBuffer(GLenum target)1428 GLvoid* GLEScontext::getBindedBuffer(GLenum target) {
1429     GLuint bufferName = getBuffer(target);
1430     if(!bufferName) return NULL;
1431 
1432     GLESbuffer* vbo = static_cast<GLESbuffer*>(
1433             m_shareGroup
1434                     ->getObjectData(NamedObjectType::VERTEXBUFFER, bufferName));
1435     return vbo->getData();
1436 }
1437 
getBufferSize(GLenum target,GLint * param)1438 void GLEScontext::getBufferSize(GLenum target,GLint* param) {
1439     GLuint bufferName = getBuffer(target);
1440     getBufferSizeById(bufferName, param);
1441 }
1442 
getBufferSizeById(GLuint bufferName,GLint * param)1443 void GLEScontext::getBufferSizeById(GLuint bufferName, GLint* param) {
1444     if (!bufferName) { *param = 0; return; }
1445     GLESbuffer* vbo = static_cast<GLESbuffer*>(
1446             m_shareGroup
1447                     ->getObjectData(NamedObjectType::VERTEXBUFFER, bufferName));
1448     *param = vbo->getSize();
1449 }
1450 
getBufferUsage(GLenum target,GLint * param)1451 void GLEScontext::getBufferUsage(GLenum target,GLint* param) {
1452     GLuint bufferName = getBuffer(target);
1453     GLESbuffer* vbo = static_cast<GLESbuffer*>(
1454             m_shareGroup
1455                     ->getObjectData(NamedObjectType::VERTEXBUFFER, bufferName));
1456     *param = vbo->getUsage();
1457 }
1458 
setBufferData(GLenum target,GLsizeiptr size,const GLvoid * data,GLenum usage)1459 bool GLEScontext::setBufferData(GLenum target,GLsizeiptr size,const GLvoid* data,GLenum usage) {
1460     GLuint bufferName = getBuffer(target);
1461     if(!bufferName) return false;
1462     GLESbuffer* vbo = static_cast<GLESbuffer*>(
1463             m_shareGroup
1464                     ->getObjectData(NamedObjectType::VERTEXBUFFER, bufferName));
1465     return vbo->setBuffer(size,usage,data);
1466 }
1467 
setBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid * data)1468 bool GLEScontext::setBufferSubData(GLenum target,GLintptr offset,GLsizeiptr size,const GLvoid* data) {
1469 
1470     GLuint bufferName = getBuffer(target);
1471     if(!bufferName) return false;
1472     GLESbuffer* vbo = static_cast<GLESbuffer*>(
1473             m_shareGroup
1474                     ->getObjectData(NamedObjectType::VERTEXBUFFER, bufferName));
1475     return vbo->setSubBuffer(offset,size,data);
1476 }
1477 
setViewport(GLint x,GLint y,GLsizei width,GLsizei height)1478 void GLEScontext::setViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
1479     m_isViewport = true;
1480     m_viewportX = x;
1481     m_viewportY = y;
1482     m_viewportWidth = width;
1483     m_viewportHeight = height;
1484 }
1485 
getViewport(GLint * params)1486 void GLEScontext::getViewport(GLint* params) {
1487     if (!m_isViewport) {
1488         dispatcher().glGetIntegerv(GL_VIEWPORT, params);
1489     } else {
1490         params[0] = m_viewportX;
1491         params[1] = m_viewportY;
1492         params[2] = m_viewportWidth;
1493         params[3] = m_viewportHeight;
1494     }
1495 }
1496 
setScissor(GLint x,GLint y,GLsizei width,GLsizei height)1497 void GLEScontext::setScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
1498     m_isScissor = true;
1499     m_scissorX = x;
1500     m_scissorY = y;
1501     m_scissorWidth = width;
1502     m_scissorHeight = height;
1503 }
1504 
setPolygonOffset(GLfloat factor,GLfloat units)1505 void GLEScontext::setPolygonOffset(GLfloat factor, GLfloat units) {
1506     m_polygonOffsetFactor = factor;
1507     m_polygonOffsetUnits = units;
1508 }
1509 
setEnable(GLenum item,bool isEnable)1510 void GLEScontext::setEnable(GLenum item, bool isEnable) {
1511     switch (item) {
1512         case GL_TEXTURE_2D:
1513         case GL_TEXTURE_CUBE_MAP_OES:
1514         case GL_TEXTURE_3D:
1515         case GL_TEXTURE_2D_ARRAY:
1516         case GL_TEXTURE_2D_MULTISAMPLE:
1517         case GL_TEXTURE_BUFFER:
1518             setTextureEnabled(item,true);
1519             break;
1520         case GL_BLEND:
1521             for (auto& blend : m_blendStates) {
1522                 blend.bEnable = isEnable ? GL_TRUE : GL_FALSE;
1523             }
1524             break;
1525         default:
1526             m_glEnableList[item] = isEnable;
1527             break;
1528     }
1529 }
1530 
1531 
setEnablei(GLenum item,GLuint index,bool isEnable)1532 void GLEScontext::setEnablei(GLenum item, GLuint index, bool isEnable) {
1533     switch (item) {
1534         case GL_BLEND:
1535             if (index < m_blendStates.size()) {
1536                 m_blendStates[index].bEnable = isEnable ? GL_TRUE : GL_FALSE;
1537             }
1538             break;
1539     }
1540 }
1541 
isEnabled(GLenum item) const1542 bool GLEScontext::isEnabled(GLenum item) const {
1543     switch (item) {
1544         case GL_TEXTURE_2D:
1545         case GL_TEXTURE_CUBE_MAP_OES:
1546         case GL_TEXTURE_3D:
1547         case GL_TEXTURE_2D_ARRAY:
1548         case GL_TEXTURE_2D_MULTISAMPLE:
1549         case GL_TEXTURE_BUFFER:
1550             return m_texState[m_activeTexture][GLTextureTargetToLocal(item)].enabled;
1551         case GL_BLEND:
1552             return m_blendStates[0].bEnable!=GL_FALSE;
1553         default:
1554             return android::base::findOrDefault(m_glEnableList, item, false);
1555     }
1556 }
1557 
setBlendEquationSeparate(GLenum modeRGB,GLenum modeAlpha)1558 void GLEScontext::setBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
1559     for (auto & blendState : m_blendStates) {
1560         blendState.blendEquationRgb = modeRGB;
1561         blendState.blendEquationAlpha = modeAlpha;
1562     }
1563 }
1564 
setBlendEquationSeparatei(GLenum buf,GLenum modeRGB,GLenum modeAlpha)1565 void GLEScontext::setBlendEquationSeparatei(GLenum buf, GLenum modeRGB, GLenum modeAlpha) {
1566     if (buf < m_blendStates.size()) {
1567         m_blendStates[buf].blendEquationRgb = modeRGB;
1568         m_blendStates[buf].blendEquationAlpha = modeAlpha;
1569     }
1570 }
1571 
setBlendFuncSeparate(GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)1572 void GLEScontext::setBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB,
1573             GLenum srcAlpha, GLenum dstAlpha) {
1574     for (auto& blendState : m_blendStates) {
1575         blendState.blendSrcRgb = srcRGB;
1576         blendState.blendDstRgb = dstRGB;
1577         blendState.blendSrcAlpha = srcAlpha;
1578         blendState.blendDstAlpha = dstAlpha;
1579     }
1580 }
1581 
setBlendFuncSeparatei(GLenum buf,GLenum srcRGB,GLenum dstRGB,GLenum srcAlpha,GLenum dstAlpha)1582 void GLEScontext::setBlendFuncSeparatei(GLenum buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha,
1583                                        GLenum dstAlpha) {
1584     if (buf < m_blendStates.size()) {
1585         m_blendStates[buf].blendSrcRgb = srcRGB;
1586         m_blendStates[buf].blendDstRgb = dstRGB;
1587         m_blendStates[buf].blendSrcAlpha = srcAlpha;
1588         m_blendStates[buf].blendDstAlpha = dstAlpha;
1589     }
1590 }
1591 
setPixelStorei(GLenum pname,GLint param)1592 void GLEScontext::setPixelStorei(GLenum pname, GLint param) {
1593     m_glPixelStoreiList[pname] = param;
1594 }
1595 
setCullFace(GLenum mode)1596 void GLEScontext::setCullFace(GLenum mode) {
1597     m_cullFace = mode;
1598 }
1599 
setFrontFace(GLenum mode)1600 void GLEScontext::setFrontFace(GLenum mode) {
1601     m_frontFace = mode;
1602 }
1603 
setDepthFunc(GLenum func)1604 void GLEScontext::setDepthFunc(GLenum func) {
1605     m_depthFunc = func;
1606 }
1607 
setDepthMask(GLboolean flag)1608 void GLEScontext::setDepthMask(GLboolean flag) {
1609     m_depthMask = flag;
1610 }
1611 
setDepthRangef(GLclampf zNear,GLclampf zFar)1612 void GLEScontext::setDepthRangef(GLclampf zNear, GLclampf zFar) {
1613     m_zNear = zNear;
1614     m_zFar = zFar;
1615 }
1616 
setLineWidth(GLfloat lineWidth)1617 void GLEScontext::setLineWidth(GLfloat lineWidth) {
1618     m_lineWidth = lineWidth;
1619 }
1620 
setSampleCoverage(GLclampf value,GLboolean invert)1621 void GLEScontext::setSampleCoverage(GLclampf value, GLboolean invert) {
1622     m_sampleCoverageVal = value;
1623     m_sampleCoverageInvert = invert;
1624 }
setStencilFuncSeparate(GLenum face,GLenum func,GLint ref,GLuint mask)1625 void GLEScontext::setStencilFuncSeparate(GLenum face, GLenum func, GLint ref,
1626         GLuint mask) {
1627     if (face == GL_FRONT_AND_BACK) {
1628         setStencilFuncSeparate(GL_FRONT, func, ref, mask);
1629         setStencilFuncSeparate(GL_BACK, func, ref, mask);
1630         return;
1631     }
1632     int idx = 0;
1633     switch (face) {
1634         case GL_FRONT:
1635             idx = StencilFront;
1636             break;
1637         case GL_BACK:
1638             idx = StencilBack;
1639             break;
1640         default:
1641             return;
1642     }
1643     m_stencilStates[idx].m_func = func;
1644     m_stencilStates[idx].m_ref = ref;
1645     m_stencilStates[idx].m_funcMask = mask;
1646 }
1647 
setStencilMaskSeparate(GLenum face,GLuint mask)1648 void GLEScontext::setStencilMaskSeparate(GLenum face, GLuint mask) {
1649     if (face == GL_FRONT_AND_BACK) {
1650         setStencilMaskSeparate(GL_FRONT, mask);
1651         setStencilMaskSeparate(GL_BACK, mask);
1652         return;
1653     }
1654     int idx = 0;
1655     switch (face) {
1656         case GL_FRONT:
1657             idx = StencilFront;
1658             break;
1659         case GL_BACK:
1660             idx = StencilBack;
1661             break;
1662         default:
1663             return;
1664     }
1665     m_stencilStates[idx].m_writeMask = mask;
1666 }
1667 
setStencilOpSeparate(GLenum face,GLenum fail,GLenum zfail,GLenum zpass)1668 void GLEScontext::setStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail,
1669         GLenum zpass) {
1670     if (face == GL_FRONT_AND_BACK) {
1671         setStencilOpSeparate(GL_FRONT, fail, zfail, zpass);
1672         setStencilOpSeparate(GL_BACK, fail, zfail, zpass);
1673         return;
1674     }
1675     int idx = 0;
1676     switch (face) {
1677         case GL_FRONT:
1678             idx = StencilFront;
1679             break;
1680         case GL_BACK:
1681             idx = StencilBack;
1682             break;
1683         default:
1684             return;
1685     }
1686     m_stencilStates[idx].m_sfail = fail;
1687     m_stencilStates[idx].m_dpfail = zfail;
1688     m_stencilStates[idx].m_dppass = zpass;
1689 }
1690 
setColorMask(GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)1691 void GLEScontext::setColorMask(GLboolean red, GLboolean green, GLboolean blue,
1692         GLboolean alpha) {
1693     for (auto& blend : m_blendStates) {
1694         blend.colorMaskR = red;
1695         blend.colorMaskG = green;
1696         blend.colorMaskB = blue;
1697         blend.colorMaskA = alpha;
1698     }
1699 }
1700 
setColorMaski(GLuint buf,GLboolean red,GLboolean green,GLboolean blue,GLboolean alpha)1701 void GLEScontext::setColorMaski(GLuint buf, GLboolean red, GLboolean green, GLboolean blue,
1702     GLboolean alpha) {
1703     if (buf < m_blendStates.size()) {
1704         m_blendStates[buf].colorMaskR = red;
1705         m_blendStates[buf].colorMaskG = green;
1706         m_blendStates[buf].colorMaskB = blue;
1707         m_blendStates[buf].colorMaskA = alpha;
1708     }
1709 }
1710 
setClearColor(GLclampf red,GLclampf green,GLclampf blue,GLclampf alpha)1711 void GLEScontext::setClearColor(GLclampf red, GLclampf green, GLclampf blue,
1712         GLclampf alpha) {
1713     m_clearColorR = red;
1714     m_clearColorG = green;
1715     m_clearColorB = blue;
1716     m_clearColorA = alpha;
1717 }
1718 
setClearDepth(GLclampf depth)1719 void GLEScontext::setClearDepth(GLclampf depth) {
1720     m_clearDepth = depth;
1721 }
1722 
setClearStencil(GLint s)1723 void GLEScontext::setClearStencil(GLint s) {
1724     m_clearStencil = s;
1725 }
1726 
getExtensionString(bool isGles1)1727 const char* GLEScontext::getExtensionString(bool isGles1) {
1728     const char * ret;
1729     s_lock.lock();
1730     if (isGles1) {
1731         if (s_glExtensionsGles1)
1732             ret = s_glExtensionsGles1->c_str();
1733         else
1734             ret="";
1735     } else {
1736         if (m_glesMajorVersion == 3 && m_glesMinorVersion == 1) {
1737             if (s_glExtensionsGles31)
1738                 ret = s_glExtensionsGles31->c_str();
1739             else
1740                 ret = "";
1741         } else {
1742             if (s_glExtensions)
1743                 ret = s_glExtensions->c_str();
1744             else
1745                 ret = "";
1746         }
1747     }
1748     s_lock.unlock();
1749     return ret;
1750 }
1751 
getVendorString(bool isGles1) const1752 const char* GLEScontext::getVendorString(bool isGles1) const {
1753     if (isGles1) {
1754         return s_glVendorGles1.c_str();
1755     } else {
1756         if (m_glesMajorVersion == 3 && m_glesMinorVersion == 1) {
1757             return s_glVendorGles31.c_str();
1758         } else {
1759             return s_glVendor.c_str();
1760         }
1761     }
1762 }
1763 
getRendererString(bool isGles1) const1764 const char* GLEScontext::getRendererString(bool isGles1) const {
1765     if (isGles1) {
1766         return s_glRendererGles1.c_str();
1767     } else {
1768         if (m_glesMajorVersion == 3 && m_glesMinorVersion == 1) {
1769             return s_glRendererGles31.c_str();
1770         } else {
1771             return s_glRenderer.c_str();
1772         }
1773     }
1774 }
1775 
getVersionString(bool isGles1) const1776 const char* GLEScontext::getVersionString(bool isGles1) const {
1777     if (isGles1) {
1778         return s_glVersionGles1.c_str();
1779     } else {
1780         if (m_glesMajorVersion == 3 && m_glesMinorVersion == 1) {
1781             return s_glVersionGles31.c_str();
1782         } else {
1783             return s_glVersion.c_str();
1784         }
1785     }
1786 }
1787 
getGlobalLock()1788 void GLEScontext::getGlobalLock() {
1789     s_lock.lock();
1790 }
1791 
releaseGlobalLock()1792 void GLEScontext::releaseGlobalLock() {
1793     s_lock.unlock();
1794 }
1795 
initCapsLocked(const GLubyte * extensionString,bool nativeTextureDecompressionEnabled,GLSupport & glSupport)1796 void GLEScontext::initCapsLocked(const GLubyte * extensionString, bool nativeTextureDecompressionEnabled, GLSupport& glSupport)
1797 {
1798     const char* cstring = (const char*)extensionString;
1799 
1800     s_glDispatch.glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &glSupport.maxVertexAttribs);
1801 
1802     if (glSupport.maxVertexAttribs > kMaxVertexAttributes) {
1803         glSupport.maxVertexAttribs = kMaxVertexAttributes;
1804     }
1805 
1806     s_glDispatch.glGetIntegerv(GL_MAX_CLIP_PLANES, &glSupport.maxClipPlane);
1807     s_glDispatch.glGetIntegerv(GL_MAX_LIGHTS, &glSupport.maxLights);
1808     s_glDispatch.glGetIntegerv(GL_MAX_TEXTURE_SIZE, &glSupport.maxTexSize);
1809     s_glDispatch.glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glSupport.maxTexUnits);
1810     // Core profile lacks a fixed-function pipeline with texture units,
1811     // but we still want glDrawTexOES to work in core profile.
1812     // So, set it to 8.
1813     if ((::isCoreProfile() || isGles2Gles()) && !glSupport.maxTexUnits) {
1814         glSupport.maxTexUnits = 8;
1815     }
1816     s_glDispatch.glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &glSupport.maxTexImageUnits);
1817     s_glDispatch.glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS,
1818                                &glSupport.maxCombinedTexImageUnits);
1819     s_glDispatch.glGetIntegerv(GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS,
1820                                &glSupport.maxTransformFeedbackSeparateAttribs);
1821     s_glDispatch.glGetIntegerv(GL_MAX_UNIFORM_BUFFER_BINDINGS, &glSupport.maxUniformBufferBindings);
1822     s_glDispatch.glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS,
1823                                &glSupport.maxAtomicCounterBufferBindings);
1824     s_glDispatch.glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS,
1825                                &glSupport.maxShaderStorageBufferBindings);
1826     s_glDispatch.glGetIntegerv(GL_MAX_DRAW_BUFFERS, &glSupport.maxDrawBuffers);
1827     s_glDispatch.glGetIntegerv(GL_MAX_VERTEX_ATTRIB_BINDINGS, &glSupport.maxVertexAttribBindings);
1828 
1829     // Compressed texture format query
1830     if (nativeTextureDecompressionEnabled) {
1831         bool hasEtc2Support = false;
1832         bool hasAstcSupport = false;
1833         int numCompressedFormats = 0;
1834         s_glDispatch.glGetIntegerv(GL_NUM_COMPRESSED_TEXTURE_FORMATS, &numCompressedFormats);
1835         if (numCompressedFormats > 0) {
1836             int numEtc2Formats = 0;
1837             int numAstcFormats = 0;
1838             int numEtc2FormatsSupported = 0;
1839             int numAstcFormatsSupported = 0;
1840 
1841             std::map<GLint, bool> found;
1842             forEachEtc2Format([&numEtc2Formats, &found](GLint format) { ++numEtc2Formats; found[format] = false;});
1843             forEachAstcFormat([&numAstcFormats, &found](GLint format) { ++numAstcFormats; found[format] = false;});
1844 
1845             std::vector<GLint> formats(numCompressedFormats);
1846             s_glDispatch.glGetIntegerv(GL_COMPRESSED_TEXTURE_FORMATS, formats.data());
1847 
1848             for (int i = 0; i < numCompressedFormats; ++i) {
1849                 GLint format = formats[i];
1850                 if (isEtc2Format(format)) {
1851                     ++numEtc2FormatsSupported;
1852                     found[format] = true;
1853                 } else if (isAstcFormat(format)) {
1854                     ++numAstcFormatsSupported;
1855                     found[format] = true;
1856                 }
1857             }
1858 
1859             if (numEtc2Formats == numEtc2FormatsSupported) {
1860                 hasEtc2Support = true; // Supports ETC2 underneath
1861             } else {
1862                 // It is unusual to support only some. Record what happened.
1863                 ERR("Not supporting etc2: %d vs %d",
1864                     numEtc2FormatsSupported, numEtc2Formats);
1865                 for (auto it : found) {
1866                     if (!it.second) {
1867                         ERR("Not found: 0x%x", it.first);
1868                     }
1869                 }
1870             }
1871 
1872             if (numAstcFormats == numAstcFormatsSupported) {
1873                 hasAstcSupport = true; // Supports ASTC underneath
1874             } else {
1875                 // It is unusual to support only some. Record what happened.
1876                 ERR("Not supporting astc: %d vs %d",
1877                     numAstcFormatsSupported, numAstcFormats);
1878                 for (auto it : found) {
1879                     if (!it.second) {
1880                         ERR("Not found: 0x%x", it.first);
1881                     }
1882                 }
1883             }
1884         }
1885         glSupport.hasEtc2Support = hasEtc2Support;
1886         glSupport.hasAstcSupport = hasAstcSupport;
1887     }
1888 
1889     // Clear GL error in case these enums not supported.
1890     s_glDispatch.glGetError();
1891 
1892     const GLubyte* glslVersion = s_glDispatch.glGetString(GL_SHADING_LANGUAGE_VERSION);
1893     glSupport.glslVersion = Version((const char*)(glslVersion));
1894     const GLubyte* glVersion = s_glDispatch.glGetString(GL_VERSION);
1895 
1896     // fprintf(stderr, "%s: vendor renderer version [%s] [%s] [%s]\n", __func__,
1897     //         s_glDispatch.glGetString(GL_VENDOR),
1898     //         s_glDispatch.glGetString(GL_RENDERER),
1899     //         s_glDispatch.glGetString(GL_VERSION));
1900 
1901     if (strstr(cstring,"GL_EXT_bgra ")!=NULL ||
1902         (isGles2Gles() && strstr(cstring, "GL_EXT_texture_format_BGRA8888")) ||
1903         (!isGles2Gles() && !(Version((const char*)glVersion) < Version("1.2"))))
1904         glSupport.GL_EXT_TEXTURE_FORMAT_BGRA8888 = true;
1905 
1906     if (::isCoreProfile() ||
1907         strstr(cstring,"GL_EXT_framebuffer_object ")!=NULL)
1908         glSupport.GL_EXT_FRAMEBUFFER_OBJECT = true;
1909 
1910     if (strstr(cstring,"GL_ARB_vertex_blend ")!=NULL) glSupport.GL_ARB_VERTEX_BLEND = true;
1911 
1912     if (strstr(cstring,"GL_ARB_matrix_palette ")!=NULL) glSupport.GL_ARB_MATRIX_PALETTE = true;
1913 
1914     if (strstr(cstring,"GL_EXT_packed_depth_stencil ")!=NULL ||
1915         strstr(cstring,"GL_OES_packed_depth_stencil ")!=NULL)
1916         glSupport.GL_EXT_PACKED_DEPTH_STENCIL = true;
1917 
1918     if (strstr(cstring,"GL_OES_read_format ")!=NULL) glSupport.GL_OES_READ_FORMAT = true;
1919 
1920     if (strstr(cstring,"GL_ARB_half_float_pixel ")!=NULL ||
1921         strstr(cstring,"GL_OES_texture_half_float ")!=NULL)
1922         glSupport.GL_ARB_HALF_FLOAT_PIXEL = true;
1923 
1924     if (strstr(cstring,"GL_NV_half_float ")!=NULL) glSupport.GL_NV_HALF_FLOAT = true;
1925 
1926     if (strstr(cstring,"GL_ARB_half_float_vertex ")!=NULL ||
1927         strstr(cstring,"GL_OES_vertex_half_float ")!=NULL)
1928         glSupport.GL_ARB_HALF_FLOAT_VERTEX = true;
1929 
1930     if (strstr(cstring,"GL_SGIS_generate_mipmap ")!=NULL)
1931         glSupport.GL_SGIS_GENERATE_MIPMAP = true;
1932 
1933     if (strstr(cstring,"GL_ARB_ES2_compatibility ")!=NULL
1934             || isGles2Gles())
1935         glSupport.GL_ARB_ES2_COMPATIBILITY = true;
1936 
1937     if (strstr(cstring,"GL_OES_standard_derivatives ")!=NULL)
1938         glSupport.GL_OES_STANDARD_DERIVATIVES = true;
1939 
1940     if (::isCoreProfile() ||
1941         strstr(cstring,"GL_ARB_texture_non_power_of_two")!=NULL ||
1942         strstr(cstring,"GL_OES_texture_npot")!=NULL)
1943         glSupport.GL_OES_TEXTURE_NPOT = true;
1944 
1945     if (::isCoreProfile() ||
1946         strstr(cstring,"GL_ARB_color_buffer_float")!=NULL ||
1947         strstr(cstring,"GL_EXT_color_buffer_float")!=NULL)
1948         glSupport.ext_GL_EXT_color_buffer_float = true;
1949 
1950     if (::isCoreProfile() ||
1951         strstr(cstring,"GL_EXT_color_buffer_half_float")!=NULL)
1952         glSupport.ext_GL_EXT_color_buffer_half_float = true;
1953 
1954     if (strstr(cstring,"GL_OVR_multiview2")!=NULL) {
1955         glSupport.ext_GL_OVR_multiview2 = true;
1956     }
1957 
1958     if (strstr(cstring,"GL_EXT_multiview_texture_multisample")!=NULL) {
1959         glSupport.ext_GL_EXT_multiview_texture_multisample = true;
1960     }
1961 
1962     // b/203446380
1963     // Does not really work on hardware GPUs
1964     if (strstr(cstring,"GL_EXT_shader_framebuffer_fetch")!=NULL
1965             && isGles2Gles()) {
1966         glSupport.ext_GL_EXT_shader_framebuffer_fetch = true;
1967     }
1968 
1969     if (!(Version((const char*)glVersion) < Version("3.0")) || strstr(cstring,"GL_OES_rgb8_rgba8")!=NULL)
1970         glSupport.GL_OES_RGB8_RGBA8 = true;
1971 
1972     if (strstr(cstring, "GL_EXT_memory_object") != NULL) {
1973         glSupport.ext_GL_EXT_memory_object = true;
1974     }
1975 
1976     if (strstr(cstring, "GL_EXT_semaphore") != NULL) {
1977         glSupport.ext_GL_EXT_semaphore = true;
1978     }
1979 
1980     if (strstr(cstring, "GL_EXT_texture_buffer") != NULL) {
1981         glSupport.ext_GL_EXT_texture_buffer = true;
1982     }
1983 
1984     if (strstr(cstring, "GL_OES_texture_buffer") != NULL) {
1985         glSupport.ext_GL_OES_texture_buffer = true;
1986     }
1987 
1988     if (strstr(cstring, "GL_EXT_draw_buffers_indexed") != NULL) {
1989         glSupport.ext_GL_EXT_draw_buffers_indexed = true;
1990     }
1991 
1992     if (strstr(cstring, "GL_EXT_clip_cull_distance") != NULL) {
1993         glSupport.ext_GL_EXT_clip_cull_distance = true;
1994     }
1995 
1996     // ASTC
1997     if (strstr(cstring, "GL_KHR_texture_compression_astc_ldr") != NULL) {
1998         glSupport.ext_GL_KHR_texture_compression_astc_ldr = true;
1999     }
2000 
2001     // BPTC extension detection
2002     if (strstr(cstring, "GL_EXT_texture_compression_bptc") != NULL) {
2003         glSupport.hasBptcSupport = true;
2004     }
2005 
2006     // S3TC extension detection
2007     if (strstr(cstring, "GL_EXT_texture_compression_s3tc") != NULL) {
2008         glSupport.hasS3tcSupport = true;
2009     }
2010 
2011     if (strstr(cstring, "GL_EXT_texture_compression_rgtc") != NULL) {
2012         glSupport.hasRgtcSupport = true;
2013     }
2014 }
2015 
buildStrings(int major,int minor,const char * baseVendor,const char * baseRenderer,const char * baseVersion,const char * version)2016 void GLEScontext::buildStrings(int major, int minor, const char* baseVendor,
2017         const char* baseRenderer, const char* baseVersion, const char* version)
2018 {
2019     static const char VENDOR[]   = {"Google ("};
2020     static const char RENDERER[] = {"Android Emulator OpenGL ES Translator ("};
2021     const size_t VENDOR_LEN   = sizeof(VENDOR) - 1;
2022     const size_t RENDERER_LEN = sizeof(RENDERER) - 1;
2023 
2024     // Sanitize the strings as some OpenGL implementations return NULL
2025     // when asked the basic questions (this happened at least once on a client
2026     // machine)
2027     if (!baseVendor) {
2028         baseVendor = "N/A";
2029     }
2030     if (!baseRenderer) {
2031         baseRenderer = "N/A";
2032     }
2033     if (!baseVersion) {
2034         baseVersion = "N/A";
2035     }
2036     if (!version) {
2037         version = "N/A";
2038     }
2039 
2040     bool isES31 = major == 3 && minor == 1;
2041     bool isES11 = major == 1;
2042     std::string& vendorString = isES11 ? s_glVendorGles1 : (isES31? s_glVendorGles31 : s_glVendor);
2043     std::string& rendererString = isES11 ? s_glRendererGles1 : (isES31? s_glRendererGles31 : s_glRenderer);
2044     std::string& versionString =
2045         isES11 ? s_glVersionGles1 : (isES31 ? s_glVersionGles31 : s_glVersion);
2046 
2047     size_t baseVendorLen = strlen(baseVendor);
2048     vendorString.clear();
2049     vendorString.reserve(baseVendorLen + VENDOR_LEN + 1);
2050     vendorString.append(VENDOR, VENDOR_LEN);
2051     vendorString.append(baseVendor, baseVendorLen);
2052     vendorString.append(")", 1);
2053 
2054     size_t baseRendererLen = strlen(baseRenderer);
2055     rendererString.clear();
2056     rendererString.reserve(baseRendererLen + RENDERER_LEN + 1);
2057     rendererString.append(RENDERER, RENDERER_LEN);
2058     rendererString.append(baseRenderer, baseRendererLen);
2059     rendererString.append(")", 1);
2060 
2061     size_t baseVersionLen = strlen(baseVersion);
2062     size_t versionLen = strlen(version);
2063     versionString.clear();
2064     versionString.reserve(baseVersionLen + versionLen + 3);
2065     versionString.append(version, versionLen);
2066     versionString.append(" (", 2);
2067     versionString.append(baseVersion, baseVersionLen);
2068     versionString.append(")", 1);
2069 }
2070 
isTextureUnitEnabled(GLenum unit)2071 bool GLEScontext::isTextureUnitEnabled(GLenum unit) {
2072     for (int i=0;i<NUM_TEXTURE_TARGETS;++i) {
2073         if (m_texState[unit-GL_TEXTURE0][i].enabled)
2074             return true;
2075     }
2076     return false;
2077 }
2078 
glGetBooleanv(GLenum pname,GLboolean * params)2079 bool GLEScontext::glGetBooleanv(GLenum pname, GLboolean *params)
2080 {
2081     GLint iParam;
2082 
2083     if(glGetIntegerv(pname, &iParam))
2084     {
2085         *params = (iParam != 0);
2086         return true;
2087     }
2088 
2089     return false;
2090 }
2091 
glGetFixedv(GLenum pname,GLfixed * params)2092 bool GLEScontext::glGetFixedv(GLenum pname, GLfixed *params)
2093 {
2094     bool result = false;
2095     GLint numParams = 1;
2096 
2097     GLint* iParams = new GLint[numParams];
2098     if (numParams>0 && glGetIntegerv(pname,iParams)) {
2099         while(numParams >= 0)
2100         {
2101             params[numParams] = I2X(iParams[numParams]);
2102             numParams--;
2103         }
2104         result = true;
2105     }
2106     delete [] iParams;
2107 
2108     return result;
2109 }
2110 
glGetFloatv(GLenum pname,GLfloat * params)2111 bool GLEScontext::glGetFloatv(GLenum pname, GLfloat *params)
2112 {
2113     bool result = false;
2114     GLint numParams = 1;
2115 
2116     GLint* iParams = new GLint[numParams];
2117     if (numParams>0 && glGetIntegerv(pname,iParams)) {
2118         while(numParams >= 0)
2119         {
2120             params[numParams] = (GLfloat)iParams[numParams];
2121             numParams--;
2122         }
2123         result = true;
2124     }
2125     delete [] iParams;
2126 
2127     return result;
2128 }
2129 
glGetIntegerv(GLenum pname,GLint * params)2130 bool GLEScontext::glGetIntegerv(GLenum pname, GLint *params)
2131 {
2132     switch(pname)
2133     {
2134         case GL_ARRAY_BUFFER_BINDING:
2135             *params = m_arrayBuffer;
2136             break;
2137 
2138         case GL_ELEMENT_ARRAY_BUFFER_BINDING:
2139             *params = m_currVaoState.iboId();
2140             break;
2141 
2142         case GL_TEXTURE_BINDING_CUBE_MAP:
2143             *params = m_texState[m_activeTexture][TEXTURE_CUBE_MAP].texture;
2144             break;
2145 
2146         case GL_TEXTURE_BINDING_2D:
2147             *params = m_texState[m_activeTexture][TEXTURE_2D].texture;
2148             break;
2149 
2150         case GL_ACTIVE_TEXTURE:
2151             *params = m_activeTexture+GL_TEXTURE0;
2152             break;
2153 
2154         case GL_MAX_TEXTURE_SIZE:
2155             *params = getMaxTexSize();
2156             break;
2157         default:
2158             return false;
2159     }
2160 
2161     return true;
2162 }
2163 
GLTextureTargetToLocal(GLenum target)2164 TextureTarget GLEScontext::GLTextureTargetToLocal(GLenum target) {
2165     TextureTarget value=TEXTURE_2D;
2166     switch (target) {
2167     case GL_TEXTURE_CUBE_MAP:
2168     case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
2169     case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
2170     case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
2171     case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
2172     case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
2173     case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
2174         value = TEXTURE_CUBE_MAP;
2175         break;
2176     case GL_TEXTURE_2D:
2177         value = TEXTURE_2D;
2178         break;
2179     case GL_TEXTURE_2D_ARRAY:
2180         value = TEXTURE_2D_ARRAY;
2181         break;
2182     case GL_TEXTURE_3D:
2183         value = TEXTURE_3D;
2184         break;
2185     case GL_TEXTURE_2D_MULTISAMPLE:
2186         value = TEXTURE_2D_MULTISAMPLE;
2187         break;
2188     case GL_TEXTURE_BUFFER:
2189         value = TEXTURE_BUFFER;
2190         break;
2191     }
2192     return value;
2193 }
2194 
getBindedTexture(GLenum target)2195 unsigned int GLEScontext::getBindedTexture(GLenum target) {
2196     TextureTarget pos = GLTextureTargetToLocal(target);
2197     return m_texState[m_activeTexture][pos].texture;
2198 }
2199 
getBindedTexture(GLenum unit,GLenum target)2200 unsigned int GLEScontext::getBindedTexture(GLenum unit, GLenum target) {
2201     TextureTarget pos = GLTextureTargetToLocal(target);
2202     return m_texState[unit-GL_TEXTURE0][pos].texture;
2203 }
2204 
setBindedTexture(GLenum target,unsigned int tex)2205 void GLEScontext::setBindedTexture(GLenum target, unsigned int tex) {
2206     TextureTarget pos = GLTextureTargetToLocal(target);
2207     m_texState[m_activeTexture][pos].texture = tex;
2208 }
2209 
setTextureEnabled(GLenum target,GLenum enable)2210 void GLEScontext::setTextureEnabled(GLenum target, GLenum enable) {
2211     TextureTarget pos = GLTextureTargetToLocal(target);
2212     m_texState[m_activeTexture][pos].enabled = enable;
2213 }
2214 
2215 #define INTERNAL_NAME(x) (x +0x100000000ll);
2216 
getDefaultTextureName(GLenum target)2217 ObjectLocalName GLEScontext::getDefaultTextureName(GLenum target) {
2218     ObjectLocalName name = 0;
2219     switch (GLTextureTargetToLocal(target)) {
2220     case TEXTURE_2D:
2221         name = INTERNAL_NAME(0);
2222         break;
2223     case TEXTURE_CUBE_MAP:
2224         name = INTERNAL_NAME(1);
2225         break;
2226     case TEXTURE_2D_ARRAY:
2227         name = INTERNAL_NAME(2);
2228         break;
2229     case TEXTURE_3D:
2230         name = INTERNAL_NAME(3);
2231         break;
2232     case TEXTURE_2D_MULTISAMPLE:
2233         name = INTERNAL_NAME(4);
2234         break;
2235     case TEXTURE_BUFFER:
2236         name = INTERNAL_NAME(5);
2237         break;
2238     default:
2239         name = 0;
2240         break;
2241     }
2242     return name;
2243 }
2244 
getTextureLocalName(GLenum target,unsigned int tex)2245 ObjectLocalName GLEScontext::getTextureLocalName(GLenum target,
2246         unsigned int tex) {
2247     return (tex!=0? tex : getDefaultTextureName(target));
2248 }
2249 
drawValidate(void)2250 void GLEScontext::drawValidate(void)
2251 {
2252     if(m_drawFramebuffer == 0)
2253         return;
2254 
2255     auto fbObj = getFBOData(m_drawFramebuffer);
2256     if (!fbObj)
2257         return;
2258 
2259     fbObj->validate(this);
2260 }
2261 
initEmulatedEGLSurface(GLint width,GLint height,GLint colorFormat,GLint depthstencilFormat,GLint multisamples,GLuint rboColor,GLuint rboDepth)2262 void GLEScontext::initEmulatedEGLSurface(GLint width, GLint height,
2263                              GLint colorFormat, GLint depthstencilFormat, GLint multisamples,
2264                              GLuint rboColor, GLuint rboDepth) {
2265     dispatcher().glBindRenderbuffer(GL_RENDERBUFFER, rboColor);
2266     if (multisamples) {
2267         dispatcher().glRenderbufferStorageMultisample(GL_RENDERBUFFER, multisamples, colorFormat, width, height);
2268         GLint err = dispatcher().glGetError();
2269         if (err != GL_NO_ERROR) {
2270             ERR("error setting up multisampled RBO! 0x%x", err);
2271         }
2272     } else {
2273         dispatcher().glRenderbufferStorage(GL_RENDERBUFFER, colorFormat, width, height);
2274     }
2275 
2276     dispatcher().glBindRenderbuffer(GL_RENDERBUFFER, rboDepth);
2277     if (multisamples) {
2278         dispatcher().glRenderbufferStorageMultisample(GL_RENDERBUFFER, multisamples, depthstencilFormat, width, height);
2279         GLint err = dispatcher().glGetError();
2280         if (err != GL_NO_ERROR) {
2281             ERR("error setting up multisampled RBO! 0x%x", err);
2282         }
2283     } else {
2284         dispatcher().glRenderbufferStorage(GL_RENDERBUFFER, depthstencilFormat, width, height);
2285     }
2286 }
2287 
initDefaultFBO(GLint width,GLint height,GLint colorFormat,GLint depthstencilFormat,GLint multisamples,GLuint * eglSurfaceRBColorId,GLuint * eglSurfaceRBDepthId,GLuint readWidth,GLint readHeight,GLint readColorFormat,GLint readDepthStencilFormat,GLint readMultisamples,GLuint * eglReadSurfaceRBColorId,GLuint * eglReadSurfaceRBDepthId)2288 void GLEScontext::initDefaultFBO(
2289         GLint width, GLint height, GLint colorFormat, GLint depthstencilFormat, GLint multisamples,
2290         GLuint* eglSurfaceRBColorId, GLuint* eglSurfaceRBDepthId,
2291         GLuint readWidth, GLint readHeight, GLint readColorFormat, GLint readDepthStencilFormat, GLint readMultisamples,
2292         GLuint* eglReadSurfaceRBColorId, GLuint* eglReadSurfaceRBDepthId) {
2293     bool needUpdateDefaultFbo = false;
2294     if (!m_defaultFBO) {
2295         dispatcher().glGenFramebuffers(1, &m_defaultFBO);
2296         m_defaultReadFBO = m_defaultFBO;
2297         needUpdateDefaultFbo = true;
2298     }
2299 
2300     bool needReallocateRbo = false;
2301     bool separateReadRbo = false;
2302     bool needReallocateReadRbo = false;
2303 
2304     separateReadRbo =
2305         eglReadSurfaceRBColorId !=
2306         eglSurfaceRBColorId;
2307 
2308     if (separateReadRbo && (m_defaultReadFBO == m_defaultFBO)) {
2309         dispatcher().glGenFramebuffers(1, &m_defaultReadFBO);
2310     }
2311 
2312     if (!(*eglSurfaceRBColorId)) {
2313         dispatcher().glGenRenderbuffers(1, eglSurfaceRBColorId);
2314         dispatcher().glGenRenderbuffers(1, eglSurfaceRBDepthId);
2315         needReallocateRbo = true;
2316     }
2317 
2318     if (!(*eglReadSurfaceRBColorId) && separateReadRbo) {
2319         dispatcher().glGenRenderbuffers(1, eglReadSurfaceRBColorId);
2320         dispatcher().glGenRenderbuffers(1, eglReadSurfaceRBDepthId);
2321         needReallocateReadRbo = true;
2322     }
2323 
2324     m_defaultFBOColorFormat = colorFormat;
2325     m_defaultFBOWidth = width;
2326     m_defaultFBOHeight = height;
2327     m_defaultFBOSamples = multisamples;
2328 
2329     GLint prevRbo;
2330     dispatcher().glGetIntegerv(GL_RENDERBUFFER_BINDING, &prevRbo);
2331 
2332     // OS X in legacy opengl mode does not actually support GL_RGB565 as a renderbuffer.
2333     // Just replace it with GL_RGB8 for now.
2334     // TODO: Re-enable GL_RGB565 for OS X when we move to core profile.
2335 #ifdef __APPLE__
2336     if (colorFormat == GL_RGB565)
2337         colorFormat = GL_RGB8;
2338     if (readColorFormat == GL_RGB565)
2339         readColorFormat = GL_RGB8;
2340 #endif
2341 
2342     if (needReallocateRbo) {
2343         initEmulatedEGLSurface(width, height, colorFormat, depthstencilFormat, multisamples,
2344                                 *eglSurfaceRBColorId, *eglSurfaceRBDepthId);
2345         needUpdateDefaultFbo = true;
2346     }
2347 
2348     if (needReallocateReadRbo) {
2349         initEmulatedEGLSurface(readWidth, readHeight, readColorFormat, readDepthStencilFormat, readMultisamples,
2350                                 *eglReadSurfaceRBColorId, *eglReadSurfaceRBDepthId);
2351         needUpdateDefaultFbo = true;
2352     }
2353 
2354     needUpdateDefaultFbo |=
2355         m_defaultFboRBColor != *eglSurfaceRBColorId || m_defaultFboRBDepth != *eglSurfaceRBDepthId;
2356     needUpdateDefaultFbo |=
2357         separateReadRbo && (m_defaultReadFboRBColor != *eglReadSurfaceRBColorId ||
2358                             m_defaultReadFboRBDepth != *eglReadSurfaceRBDepthId);
2359 
2360     if (!needUpdateDefaultFbo) {
2361         return;
2362     }
2363     dispatcher().glBindFramebuffer(GL_FRAMEBUFFER, m_defaultFBO);
2364 
2365     dispatcher().glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, *eglSurfaceRBColorId);
2366     dispatcher().glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *eglSurfaceRBDepthId);
2367     dispatcher().glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *eglSurfaceRBDepthId);
2368 
2369     m_defaultFboRBColor = *eglSurfaceRBColorId;
2370     m_defaultFboRBDepth = *eglSurfaceRBDepthId;
2371 
2372     if (m_defaultFBODrawBuffer != GL_COLOR_ATTACHMENT0) {
2373         dispatcher().glDrawBuffers(1, &m_defaultFBODrawBuffer);
2374     }
2375     if (m_defaultFBOReadBuffer != GL_COLOR_ATTACHMENT0) {
2376         dispatcher().glReadBuffer(m_defaultFBOReadBuffer);
2377     }
2378 
2379     if (separateReadRbo) {
2380         dispatcher().glBindFramebuffer(GL_READ_FRAMEBUFFER, m_defaultReadFBO);
2381         dispatcher().glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, *eglReadSurfaceRBColorId);
2382         dispatcher().glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, *eglReadSurfaceRBDepthId);
2383         dispatcher().glFramebufferRenderbuffer(GL_READ_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, *eglReadSurfaceRBDepthId);
2384         m_defaultReadFboRBColor = *eglReadSurfaceRBColorId;
2385         m_defaultReadFboRBDepth = *eglReadSurfaceRBDepthId;
2386     }
2387 
2388     dispatcher().glBindRenderbuffer(GL_RENDERBUFFER, prevRbo);
2389     GLuint prevDrawFBOBinding = getFramebufferBinding(GL_FRAMEBUFFER);
2390     GLuint prevReadFBOBinding = getFramebufferBinding(GL_READ_FRAMEBUFFER);
2391 
2392     if (prevDrawFBOBinding)
2393         dispatcher().glBindFramebuffer(GL_FRAMEBUFFER, getFBOGlobalName(prevDrawFBOBinding));
2394     if (prevReadFBOBinding)
2395         dispatcher().glBindFramebuffer(GL_READ_FRAMEBUFFER, getFBOGlobalName(prevReadFBOBinding));
2396 
2397     // We might be initializing a surfaceless context underneath
2398     // where the viewport is initialized to 0x0 width and height.
2399     // Set to our wanted pbuffer dimensions if this is the first time
2400     // the viewport has been set.
2401     if (!m_isViewport) {
2402         setViewport(0, 0, width, height);
2403         dispatcher().glViewport(0, 0, width, height);
2404     }
2405     // same for the scissor
2406     if (!m_isScissor) {
2407         setScissor(0, 0, width, height);
2408         dispatcher().glScissor(0, 0, width, height);
2409     }
2410 }
2411 
2412 
prepareCoreProfileEmulatedTexture(TextureData * texData,bool is3d,GLenum target,GLenum format,GLenum type,GLint * internalformat_out,GLenum * format_out)2413 void GLEScontext::prepareCoreProfileEmulatedTexture(TextureData* texData, bool is3d, GLenum target,
2414                                                     GLenum format, GLenum type,
2415                                                     GLint* internalformat_out, GLenum* format_out) {
2416     if (format != GL_ALPHA &&
2417         format != GL_LUMINANCE &&
2418         format != GL_LUMINANCE_ALPHA) {
2419         return;
2420     }
2421 
2422     if (isCubeMapFaceTarget(target)) {
2423         target = is3d ? GL_TEXTURE_CUBE_MAP_ARRAY_EXT : GL_TEXTURE_CUBE_MAP;
2424     }
2425 
2426     // Set up the swizzle from the underlying supported
2427     // host format to the emulated format.
2428     // Make sure to re-apply any user-specified custom swizlz
2429     TextureSwizzle userSwz; // initialized to identity map
2430 
2431     if (texData) {
2432         userSwz.toRed = texData->getSwizzle(GL_TEXTURE_SWIZZLE_R);
2433         userSwz.toGreen = texData->getSwizzle(GL_TEXTURE_SWIZZLE_G);
2434         userSwz.toBlue = texData->getSwizzle(GL_TEXTURE_SWIZZLE_B);
2435         userSwz.toAlpha = texData->getSwizzle(GL_TEXTURE_SWIZZLE_A);
2436     }
2437 
2438     TextureSwizzle swz =
2439         concatSwizzles(getSwizzleForEmulatedFormat(format),
2440                        userSwz);
2441 
2442     dispatcher().glTexParameteri(target, GL_TEXTURE_SWIZZLE_R, swz.toRed);
2443     dispatcher().glTexParameteri(target, GL_TEXTURE_SWIZZLE_G, swz.toGreen);
2444     dispatcher().glTexParameteri(target, GL_TEXTURE_SWIZZLE_B, swz.toBlue);
2445     dispatcher().glTexParameteri(target, GL_TEXTURE_SWIZZLE_A, swz.toAlpha);
2446 
2447     // Change the format/internalformat communicated to GL.
2448     GLenum emulatedFormat =
2449         getCoreProfileEmulatedFormat(format);
2450     GLint emulatedInternalFormat =
2451         getCoreProfileEmulatedInternalFormat(format, type);
2452 
2453     if (format_out) *format_out = emulatedFormat;
2454     if (internalformat_out) *internalformat_out = emulatedInternalFormat;
2455 }
2456 
isFBO(ObjectLocalName p_localName)2457 bool GLEScontext::isFBO(ObjectLocalName p_localName) {
2458     return m_fboNameSpace->isObject(p_localName);
2459 }
2460 
genFBOName(ObjectLocalName p_localName,bool genLocal)2461 ObjectLocalName GLEScontext::genFBOName(ObjectLocalName p_localName,
2462         bool genLocal) {
2463     return m_fboNameSpace->genName(GenNameInfo(NamedObjectType::FRAMEBUFFER),
2464             p_localName, genLocal);
2465 }
2466 
setFBOData(ObjectLocalName p_localName,ObjectDataPtr data)2467 void GLEScontext::setFBOData(ObjectLocalName p_localName, ObjectDataPtr data) {
2468     m_fboNameSpace->setObjectData(p_localName, data);
2469 }
2470 
deleteFBO(ObjectLocalName p_localName)2471 void GLEScontext::deleteFBO(ObjectLocalName p_localName) {
2472     m_fboNameSpace->deleteName(p_localName);
2473 }
2474 
getFBOData(ObjectLocalName p_localName) const2475 FramebufferData* GLEScontext::getFBOData(ObjectLocalName p_localName) const {
2476     return (FramebufferData*)getFBODataPtr(p_localName).get();
2477 }
2478 
getFBODataPtr(ObjectLocalName p_localName) const2479 ObjectDataPtr GLEScontext::getFBODataPtr(ObjectLocalName p_localName) const {
2480     return m_fboNameSpace->getObjectDataPtr(p_localName);
2481 }
2482 
getFBOGlobalName(ObjectLocalName p_localName) const2483 unsigned int GLEScontext::getFBOGlobalName(ObjectLocalName p_localName) const {
2484     return m_fboNameSpace->getGlobalName(p_localName);
2485 }
2486 
getFBOLocalName(unsigned int p_globalName) const2487 ObjectLocalName GLEScontext::getFBOLocalName(unsigned int p_globalName) const {
2488     return m_fboNameSpace->getLocalName(p_globalName);
2489 }
2490 
queryCurrFboBits(ObjectLocalName localFboName,GLenum pname)2491 int GLEScontext::queryCurrFboBits(ObjectLocalName localFboName, GLenum pname) {
2492     GLint colorInternalFormat = 0;
2493     GLint depthInternalFormat = 0;
2494     GLint stencilInternalFormat = 0;
2495     bool combinedDepthStencil = false;
2496 
2497     if (!localFboName) {
2498         colorInternalFormat = m_defaultFBOColorFormat;
2499         // FBO 0 defaulting to d24s8
2500         depthInternalFormat =
2501             m_defaultFBODepthFormat ? m_defaultFBODepthFormat : GL_DEPTH24_STENCIL8;
2502         stencilInternalFormat =
2503             m_defaultFBOStencilFormat ? m_defaultFBOStencilFormat : GL_DEPTH24_STENCIL8;
2504     } else {
2505         FramebufferData* fbData = getFBOData(localFboName);
2506 
2507         std::vector<GLenum> colorAttachments(getCaps()->maxDrawBuffers);
2508         std::iota(colorAttachments.begin(), colorAttachments.end(), GL_COLOR_ATTACHMENT0);
2509 
2510         bool hasColorAttachment = false;
2511         for (auto attachment : colorAttachments) {
2512             GLint internalFormat =
2513                 fbData->getAttachmentInternalFormat(this, attachment);
2514 
2515             // Only defined if all used color attachments are the same
2516             // internal format.
2517             if (internalFormat) {
2518                 if (hasColorAttachment &&
2519                     colorInternalFormat != internalFormat) {
2520                     colorInternalFormat = 0;
2521                     break;
2522                 }
2523                 colorInternalFormat = internalFormat;
2524                 hasColorAttachment = true;
2525             }
2526         }
2527 
2528         GLint depthStencilFormat =
2529             fbData->getAttachmentInternalFormat(this, GL_DEPTH_STENCIL_ATTACHMENT);
2530 
2531         if (depthStencilFormat) {
2532             combinedDepthStencil = true;
2533             depthInternalFormat = depthStencilFormat;
2534             stencilInternalFormat = depthStencilFormat;
2535         }
2536 
2537         if (!combinedDepthStencil) {
2538             depthInternalFormat =
2539                 fbData->getAttachmentInternalFormat(this, GL_DEPTH_ATTACHMENT);
2540             stencilInternalFormat =
2541                 fbData->getAttachmentInternalFormat(this, GL_STENCIL_ATTACHMENT);
2542         }
2543     }
2544 
2545     FramebufferChannelBits res =
2546         glFormatToChannelBits(colorInternalFormat,
2547                               depthInternalFormat,
2548                               stencilInternalFormat);
2549 
2550     switch (pname) {
2551     case GL_RED_BITS:
2552         return res.red;
2553     case GL_GREEN_BITS:
2554         return res.green;
2555     case GL_BLUE_BITS:
2556         return res.blue;
2557     case GL_ALPHA_BITS:
2558         return res.alpha;
2559     case GL_DEPTH_BITS:
2560         return res.depth;
2561     case GL_STENCIL_BITS:
2562         return res.stencil;
2563     }
2564 
2565     return 0;
2566 }
2567 
2568 static const char kTexImageEmulationVShaderSrc[] = R"(
2569 precision highp float;
2570 out vec2 v_texcoord;
2571 void main() {
2572     const vec2 quad_pos[6] = vec2[6](
2573         vec2(0.0, 0.0),
2574         vec2(0.0, 1.0),
2575         vec2(1.0, 0.0),
2576         vec2(0.0, 1.0),
2577         vec2(1.0, 0.0),
2578         vec2(1.0, 1.0));
2579 
2580     gl_Position = vec4((quad_pos[gl_VertexID] * 2.0) - 1.0, 0.0, 1.0);
2581     v_texcoord = quad_pos[gl_VertexID];
2582 })";
2583 
2584 static const char kTexImageEmulationVShaderSrcFlipped[] = R"(
2585 precision highp float;
2586 layout (location = 0) in vec2 a_pos;
2587 out vec2 v_texcoord;
2588 void main() {
2589     gl_Position = vec4((a_pos.xy) * 2.0 - 1.0, 0.0, 1.0);
2590     v_texcoord = a_pos;
2591     v_texcoord.y = 1.0 - v_texcoord.y;
2592 })";
2593 
2594 static const char kTexImageEmulationFShaderSrc[] = R"(
2595 precision highp float;
2596 uniform sampler2D source_tex;
2597 in vec2 v_texcoord;
2598 out vec4 color;
2599 void main() {
2600    color = texture(source_tex, v_texcoord);
2601 })";
2602 
initTexImageEmulation()2603 void GLEScontext::initTexImageEmulation() {
2604     if (m_textureEmulationProg) return;
2605 
2606     auto& gl = dispatcher();
2607 
2608     std::string vshaderSrc = isCoreProfile() ? "#version 330 core\n" : "#version 300 es\n";
2609     vshaderSrc += kTexImageEmulationVShaderSrc;
2610     std::string fshaderSrc = isCoreProfile() ? "#version 330 core\n" : "#version 300 es\n";
2611     fshaderSrc += kTexImageEmulationFShaderSrc;
2612 
2613     GLuint vshader =
2614         compileAndValidateCoreShader(GL_VERTEX_SHADER,
2615                                      vshaderSrc.c_str());
2616     GLuint fshader =
2617         compileAndValidateCoreShader(GL_FRAGMENT_SHADER,
2618                                      fshaderSrc.c_str());
2619     m_textureEmulationProg = linkAndValidateProgram(vshader, fshader);
2620     m_textureEmulationSamplerLoc =
2621         gl.glGetUniformLocation(m_textureEmulationProg, "source_tex");
2622 
2623     gl.glGenFramebuffers(1, &m_textureEmulationFBO);
2624     gl.glGenTextures(2, m_textureEmulationTextures);
2625     gl.glGenVertexArrays(1, &m_textureEmulationVAO);
2626 }
2627 
copyTexImageWithEmulation(TextureData * texData,bool isSubImage,GLenum target,GLint level,GLenum internalformat,GLint xoffset,GLint yoffset,GLint x,GLint y,GLsizei width,GLsizei height,GLint border)2628 void GLEScontext::copyTexImageWithEmulation(
2629         TextureData* texData,
2630         bool isSubImage,
2631         GLenum target,
2632         GLint level,
2633         GLenum internalformat,
2634         GLint xoffset, GLint yoffset,
2635         GLint x, GLint y,
2636         GLsizei width, GLsizei height,
2637         GLint border) {
2638 
2639     // Create objects used for emulation if they don't exist already.
2640     initTexImageEmulation();
2641     auto& gl = dispatcher();
2642 
2643     // Save all affected state.
2644     ScopedGLState state;
2645     state.pushForCoreProfileTextureEmulation();
2646 
2647     // render to an intermediate texture with the same format:
2648     // 1. Get the format
2649     FramebufferData* fbData =
2650         getFBOData(getFramebufferBinding(GL_READ_FRAMEBUFFER));
2651     GLint readFbInternalFormat =
2652         fbData ? fbData->getAttachmentInternalFormat(this, GL_COLOR_ATTACHMENT0) :
2653                  m_defaultFBOColorFormat;
2654 
2655     // 2. Create the texture for textures[0] with this format, and initialize
2656     // it to the current FBO read buffer.
2657     gl.glBindTexture(GL_TEXTURE_2D, m_textureEmulationTextures[0]);
2658     gl.glCopyTexImage2D(GL_TEXTURE_2D, 0, readFbInternalFormat,
2659                         x, y, width, height, 0);
2660 
2661     // 3. Set swizzle of textures[0] so they are read in the right way
2662     // when drawing to textures[1].
2663     TextureSwizzle swz = getInverseSwizzleForEmulatedFormat(texData->format);
2664     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, swz.toRed);
2665     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, swz.toGreen);
2666     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, swz.toBlue);
2667     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, swz.toAlpha);
2668     // Also, nearest filtering
2669     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2670     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2671 
2672     // 4. Initialize textures[1] with same width/height, and use it to back
2673     // the FBO that holds the swizzled results.
2674     gl.glBindTexture(GL_TEXTURE_2D, m_textureEmulationTextures[1]);
2675     gl.glTexImage2D(GL_TEXTURE_2D, 0, readFbInternalFormat, width, height, 0,
2676                     baseFormatOfInternalFormat(readFbInternalFormat),
2677                     accurateTypeOfInternalFormat(readFbInternalFormat),
2678                     nullptr);
2679     // Also, nearest filtering
2680     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2681     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2682 
2683     gl.glBindFramebuffer(GL_FRAMEBUFFER, m_textureEmulationFBO);
2684     gl.glFramebufferTexture2D(
2685         GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
2686         m_textureEmulationTextures[1], 0);
2687 
2688     // 5. Draw textures[0] to our FBO, making sure all state is compatible.
2689     gl.glDisable(GL_BLEND);
2690     gl.glDisable(GL_SCISSOR_TEST);
2691     gl.glDisable(GL_DEPTH_TEST);
2692     gl.glDisable(GL_STENCIL_TEST);
2693     gl.glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
2694     gl.glDisable(GL_SAMPLE_COVERAGE);
2695     gl.glDisable(GL_CULL_FACE);
2696     gl.glDisable(GL_POLYGON_OFFSET_FILL);
2697     gl.glDisable(GL_RASTERIZER_DISCARD);
2698 
2699     gl.glViewport(0, 0, width, height);
2700 
2701     if (isGles2Gles()) {
2702         gl.glDepthRangef(0.0f, 1.0f);
2703     } else {
2704         gl.glDepthRange(0.0f, 1.0f);
2705     }
2706 
2707     gl.glColorMask(1, 1, 1, 1);
2708 
2709     gl.glBindTexture(GL_TEXTURE_2D, m_textureEmulationTextures[0]);
2710     GLint texUnit; gl.glGetIntegerv(GL_ACTIVE_TEXTURE, &texUnit);
2711 
2712     gl.glUseProgram(m_textureEmulationProg);
2713     gl.glUniform1i(m_textureEmulationSamplerLoc, texUnit - GL_TEXTURE0);
2714 
2715     gl.glBindVertexArray(m_textureEmulationVAO);
2716 
2717     gl.glDrawArrays(GL_TRIANGLES, 0, 6);
2718 
2719     // now the emulated version has been rendered and written to the read FBO
2720     // with the correct swizzle.
2721     if (isCubeMapFaceTarget(target)) {
2722         gl.glBindTexture(GL_TEXTURE_CUBE_MAP, texData->getGlobalName());
2723     } else {
2724         gl.glBindTexture(target, texData->getGlobalName());
2725     }
2726 
2727     if (isSubImage) {
2728         gl.glCopyTexSubImage2D(target, level, xoffset, yoffset, 0, 0, width, height);
2729     } else {
2730         gl.glCopyTexImage2D(target, level, internalformat, 0, 0, width, height, border);
2731     }
2732 }
2733 
2734 // static
compileAndValidateCoreShader(GLenum shaderType,const char * src)2735 GLuint GLEScontext::compileAndValidateCoreShader(GLenum shaderType, const char* src) {
2736     GLDispatch& gl = dispatcher();
2737 
2738     GLuint shader = gl.glCreateShader(shaderType);
2739     gl.glShaderSource(shader, 1, (const GLchar* const*)&src, nullptr);
2740     gl.glCompileShader(shader);
2741 
2742     GLint compileStatus;
2743     gl.glGetShaderiv(shader, GL_COMPILE_STATUS, &compileStatus);
2744 
2745     if (compileStatus != GL_TRUE) {
2746         GLsizei infoLogLength = 0;
2747         gl.glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLogLength);
2748         std::vector<char> infoLog(infoLogLength + 1, 0);
2749         gl.glGetShaderInfoLog(shader, infoLogLength, nullptr, &infoLog[0]);
2750         ERR("fail to compile. infolog %s", &infoLog[0]);
2751     }
2752 
2753     return shader;
2754 }
2755 
2756 // static
linkAndValidateProgram(GLuint vshader,GLuint fshader)2757 GLuint GLEScontext::linkAndValidateProgram(GLuint vshader, GLuint fshader) {
2758     GLDispatch& gl = dispatcher();
2759 
2760     GLuint program = gl.glCreateProgram();
2761     gl.glAttachShader(program, vshader);
2762     gl.glAttachShader(program, fshader);
2763     gl.glLinkProgram(program);
2764 
2765     GLint linkStatus;
2766     gl.glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
2767 
2768     if (linkStatus != GL_TRUE) {
2769         GLsizei infoLogLength = 0;
2770         gl.glGetProgramiv(program, GL_INFO_LOG_LENGTH, &infoLogLength);
2771         std::vector<char> infoLog(infoLogLength + 1, 0);
2772         gl.glGetProgramInfoLog(program, infoLogLength, nullptr, &infoLog[0]);
2773         ERR("fail to link program. infolog: %s", &infoLog[0]);
2774     }
2775 
2776     gl.glDeleteShader(vshader);
2777     gl.glDeleteShader(fshader);
2778 
2779     return program;
2780 }
2781 
getReadBufferSamples()2782 int GLEScontext::getReadBufferSamples() {
2783     GLuint readFboBinding = getFramebufferBinding(GL_READ_FRAMEBUFFER);
2784     bool defaultFboReadBufferBound = readFboBinding == 0;
2785     if (defaultFboReadBufferBound) {
2786         return m_defaultFBOSamples;
2787     } else {
2788         FramebufferData* fbData = (FramebufferData*)(getFBODataPtr(readFboBinding).get());
2789         return fbData ? fbData->getAttachmentSamples(this, fbData->getReadBuffer()) : 0;
2790     }
2791 }
2792 
getReadBufferInternalFormat()2793 int GLEScontext::getReadBufferInternalFormat() {
2794     GLuint readFboBinding = getFramebufferBinding(GL_READ_FRAMEBUFFER);
2795     bool defaultFboReadBufferBound = readFboBinding == 0;
2796     if (defaultFboReadBufferBound) {
2797         return m_defaultFBOColorFormat;
2798     } else {
2799         FramebufferData* fbData = (FramebufferData*)(getFBODataPtr(readFboBinding).get());
2800         return fbData ? fbData->getAttachmentInternalFormat(this, fbData->getReadBuffer()) : 0;
2801     }
2802 }
2803 
getReadBufferDimensions(GLint * width,GLint * height)2804 void GLEScontext::getReadBufferDimensions(GLint* width, GLint* height) {
2805     GLuint readFboBinding = getFramebufferBinding(GL_READ_FRAMEBUFFER);
2806     bool defaultFboReadBufferBound = readFboBinding == 0;
2807     if (defaultFboReadBufferBound) {
2808         *width = m_defaultFBOWidth;
2809         *height = m_defaultFBOHeight;
2810     } else {
2811         FramebufferData* fbData = (FramebufferData*)(getFBODataPtr(readFboBinding).get());
2812         if (fbData) {
2813             fbData->getAttachmentDimensions(
2814                 this, fbData->getReadBuffer(), width, height);
2815         }
2816     }
2817 }
2818 
setupImageBlitState()2819 void GLEScontext::setupImageBlitState() {
2820     auto& gl = dispatcher();
2821     m_blitState.prevSamples = m_blitState.samples;
2822     m_blitState.samples = getReadBufferSamples();
2823 
2824     if (m_blitState.program) return;
2825 
2826     std::string vshaderSrc =
2827         isCoreProfile() ? "#version 330 core\n" : "#version 300 es\n";
2828     vshaderSrc += kTexImageEmulationVShaderSrcFlipped;
2829 
2830     std::string fshaderSrc =
2831         isCoreProfile() ? "#version 330 core\n" : "#version 300 es\n";
2832     fshaderSrc += kTexImageEmulationFShaderSrc;
2833 
2834     GLuint vshader =
2835         compileAndValidateCoreShader(GL_VERTEX_SHADER, vshaderSrc.c_str());
2836     GLuint fshader =
2837         compileAndValidateCoreShader(GL_FRAGMENT_SHADER, fshaderSrc.c_str());
2838 
2839     m_blitState.program = linkAndValidateProgram(vshader, fshader);
2840     m_blitState.samplerLoc =
2841         gl.glGetUniformLocation(m_blitState.program, "source_tex");
2842 
2843     gl.glGenFramebuffers(1, &m_blitState.fbo);
2844     gl.glGenFramebuffers(1, &m_blitState.resolveFbo);
2845     gl.glGenTextures(1, &m_blitState.tex);
2846     gl.glGenVertexArrays(1, &m_blitState.vao);
2847 
2848     gl.glGenBuffers(1, &m_blitState.vbo);
2849     float blitVbo[] = {
2850         0.0f, 0.0f,
2851         1.0f, 0.0f,
2852         0.0f, 1.0f,
2853         1.0f, 0.0f,
2854         1.0f, 1.0f,
2855         0.0f, 1.0f,
2856     };
2857 
2858     GLint buf;
2859     gl.glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &buf);
2860 
2861     gl.glBindBuffer(GL_ARRAY_BUFFER, m_blitState.vbo);
2862     gl.glBufferData(GL_ARRAY_BUFFER, 12 * sizeof(float), blitVbo, GL_STATIC_DRAW);
2863 
2864     gl.glBindVertexArray(m_blitState.vao);
2865     gl.glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(float), 0);
2866     gl.glEnableVertexAttribArray(0);
2867 
2868     gl.glBindBuffer(GL_ARRAY_BUFFER, buf);
2869 }
2870 
setupImageBlitForTexture(uint32_t width,uint32_t height,GLint internalFormat)2871 bool GLEScontext::setupImageBlitForTexture(uint32_t width,
2872                                            uint32_t height,
2873                                            GLint internalFormat) {
2874     GLint sizedInternalFormat = GL_RGBA8;
2875     if (internalFormat != GL_RGBA8 &&
2876         internalFormat != GL_RGB8 &&
2877         internalFormat != GL_RGB565) {
2878         switch (internalFormat) {
2879         case GL_RGB:
2880             sizedInternalFormat = GL_RGB8;
2881             break;
2882         case GL_RGBA:
2883             sizedInternalFormat = GL_RGBA8;
2884             break;
2885         default:
2886             break;
2887         }
2888     }
2889 
2890     auto& gl = dispatcher();
2891     // In eglSwapBuffers, the surface must be bound as the draw surface of
2892     // the current context, which corresponds to m_defaultFBO here.
2893     //
2894     // EGL 1.4 spec:
2895     //
2896     // 3.9.3 Posting Semantics surface must be bound to the draw surface of the
2897     // calling thread’s current context, for the current rendering API. This
2898     // restriction may be lifted in future EGL revisions.
2899     // copy the draw buffer to a texture.
2900 
2901     GLint read_iformat = m_defaultFBOColorFormat;
2902     GLint read_format = baseFormatOfInternalFormat(read_iformat);
2903 
2904     if (isIntegerInternalFormat(read_iformat) ||
2905         read_iformat == GL_RGB10_A2) {
2906         // Is not a blittable format. Just create the texture for now to
2907         // make image blit state consistent.
2908         gl.glTexImage2D(GL_TEXTURE_2D, 0, sizedInternalFormat, width, height, 0,
2909                 baseFormatOfInternalFormat(internalFormat), GL_UNSIGNED_BYTE, 0);
2910         return false;
2911     }
2912 
2913     if (width != m_blitState.width || height != m_blitState.height ||
2914         internalFormat != m_blitState.internalFormat ||
2915         m_blitState.samples != m_blitState.prevSamples) {
2916 
2917         m_blitState.width = width;
2918         m_blitState.height = height;
2919         m_blitState.internalFormat = internalFormat;
2920 
2921         gl.glTexImage2D(GL_TEXTURE_2D, 0,
2922                         read_iformat, width, height, 0, read_format, GL_UNSIGNED_BYTE, 0);
2923         if (m_blitState.samples > 0) {
2924             gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_blitState.resolveFbo);
2925             gl.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2926                     GL_TEXTURE_2D, m_blitState.tex, 0);
2927         }
2928 
2929         gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2930         gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2931         gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2932         gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2933     }
2934 
2935     if (m_blitState.samples > 0) {
2936         // Resolve MSAA
2937         GLint rWidth = m_defaultFBOWidth;
2938         GLint rHeight = m_defaultFBOHeight;
2939         gl.glBindFramebuffer(GL_READ_FRAMEBUFFER, m_defaultFBO);
2940         gl.glBindTexture(GL_TEXTURE_2D, 0);
2941         gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_blitState.resolveFbo);
2942         gl.glBlitFramebuffer(0, 0, rWidth, rHeight, 0, 0, rWidth, rHeight,
2943                 GL_COLOR_BUFFER_BIT, GL_NEAREST);
2944         gl.glBindTexture(GL_TEXTURE_2D, m_blitState.tex);
2945     } else {
2946         gl.glBindFramebuffer(GL_READ_FRAMEBUFFER, m_defaultFBO);
2947         gl.glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, width, height);
2948     }
2949     return true;
2950 }
2951 
blitFromReadBufferToTextureFlipped(GLuint globalTexObj,GLuint width,GLuint height,GLint internalFormat,GLenum format,GLenum type)2952 void GLEScontext::blitFromReadBufferToTextureFlipped(GLuint globalTexObj,
2953                                                      GLuint width,
2954                                                      GLuint height,
2955                                                      GLint internalFormat,
2956                                                      GLenum format,
2957                                                      GLenum type) {
2958     // TODO: these might also matter
2959     (void)format;
2960     (void)type;
2961 
2962     auto& gl = dispatcher();
2963     GLint prevViewport[4];
2964     getViewport(prevViewport);
2965 
2966     setupImageBlitState();
2967 
2968     GLint prevTex2D = 0;
2969     gl.glGetIntegerv(GL_TEXTURE_BINDING_2D, &prevTex2D);
2970 
2971     gl.glBindTexture(GL_TEXTURE_2D, m_blitState.tex);
2972 
2973     bool shouldBlit = setupImageBlitForTexture(width, height, internalFormat);
2974 
2975     if (!shouldBlit) {
2976         gl.glBindTexture(GL_TEXTURE_2D, prevTex2D);
2977         return;
2978     }
2979 
2980 
2981 
2982     // b/159670873: The texture to blit doesn't necessarily match the display
2983     // size. If it doesn't match, then we might not be using the right mipmap
2984     // level, which can result in a black screen. Set to always use level 0.
2985     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
2986     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
2987 
2988     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
2989     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
2990     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2991     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2992 
2993     gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_blitState.fbo);
2994     gl.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
2995                               GL_TEXTURE_2D, globalTexObj, 0);
2996 
2997     gl.glDisable(GL_SCISSOR_TEST);
2998     gl.glDisable(GL_DEPTH_TEST);
2999     gl.glDisable(GL_STENCIL_TEST);
3000     gl.glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
3001     gl.glDisable(GL_SAMPLE_COVERAGE);
3002     gl.glDisable(GL_CULL_FACE);
3003     gl.glDisable(GL_POLYGON_OFFSET_FILL);
3004     gl.glDisable(GL_RASTERIZER_DISCARD);
3005 
3006     gl.glViewport(0, 0, width, height);
3007     if (isGles2Gles()) {
3008         gl.glDepthRangef(0.0f, 1.0f);
3009     } else {
3010         gl.glDepthRange(0.0f, 1.0f);
3011     }
3012 
3013     if (getCaps()->ext_GL_EXT_draw_buffers_indexed) {
3014         gl.glDisableiEXT(GL_BLEND, 0);
3015         gl.glColorMaskiEXT(0, 1, 1, 1, 1);
3016     } else {
3017         gl.glDisable(GL_BLEND);
3018         gl.glColorMask(1, 1, 1, 1);
3019     }
3020 
3021     gl.glUseProgram(m_blitState.program);
3022     gl.glUniform1i(m_blitState.samplerLoc, m_activeTexture);
3023 
3024     gl.glBindVertexArray(m_blitState.vao);
3025     gl.glDrawArrays(GL_TRIANGLES, 0, 6);
3026 
3027     // state restore
3028     const GLuint globalProgramName = shareGroup()->getGlobalName(
3029         NamedObjectType::SHADER_OR_PROGRAM, m_useProgram);
3030     gl.glUseProgram(globalProgramName);
3031 
3032     gl.glBindVertexArray(getVAOGlobalName(m_currVaoState.vaoId()));
3033 
3034     gl.glBindTexture(
3035         GL_TEXTURE_2D,
3036         shareGroup()->getGlobalName(
3037             NamedObjectType::TEXTURE,
3038             getTextureLocalName(GL_TEXTURE_2D,
3039                                 getBindedTexture(GL_TEXTURE_2D))));
3040 
3041     GLuint drawFboBinding = getFramebufferBinding(GL_DRAW_FRAMEBUFFER);
3042     GLuint readFboBinding = getFramebufferBinding(GL_READ_FRAMEBUFFER);
3043 
3044     gl.glBindFramebuffer(
3045         GL_DRAW_FRAMEBUFFER,
3046         drawFboBinding ? getFBOGlobalName(drawFboBinding) : m_defaultFBO);
3047     gl.glBindFramebuffer(
3048         GL_READ_FRAMEBUFFER,
3049         readFboBinding ? getFBOGlobalName(readFboBinding) : m_defaultReadFBO);
3050 
3051     if (isEnabled(GL_SCISSOR_TEST)) gl.glEnable(GL_SCISSOR_TEST);
3052     if (isEnabled(GL_DEPTH_TEST)) gl.glEnable(GL_DEPTH_TEST);
3053     if (isEnabled(GL_STENCIL_TEST)) gl.glEnable(GL_STENCIL_TEST);
3054     if (isEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE)) gl.glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
3055     if (isEnabled(GL_SAMPLE_COVERAGE)) gl.glEnable(GL_SAMPLE_COVERAGE);
3056     if (isEnabled(GL_CULL_FACE)) gl.glEnable(GL_CULL_FACE);
3057     if (isEnabled(GL_POLYGON_OFFSET_FILL)) gl.glEnable(GL_POLYGON_OFFSET_FILL);
3058     if (isEnabled(GL_RASTERIZER_DISCARD)) gl.glEnable(GL_RASTERIZER_DISCARD);
3059 
3060     gl.glViewport(prevViewport[0], prevViewport[1],
3061                   prevViewport[2], prevViewport[3]);
3062 
3063     if (isGles2Gles()) {
3064         gl.glDepthRangef(m_zNear, m_zFar);
3065     } else {
3066         gl.glDepthRange(m_zNear, m_zFar);
3067     }
3068 
3069     if (getCaps()->ext_GL_EXT_draw_buffers_indexed) {
3070         if (isEnabled(GL_BLEND)) gl.glEnableiEXT(GL_BLEND, 0);
3071         gl.glColorMaskiEXT(0, m_blendStates[0].colorMaskR, m_blendStates[0].colorMaskG,
3072                        m_blendStates[0].colorMaskB, m_blendStates[0].colorMaskA);
3073     } else {
3074         if (isEnabled(GL_BLEND)) gl.glEnable(GL_BLEND);
3075         gl.glColorMask(m_blendStates[0].colorMaskR, m_blendStates[0].colorMaskG,
3076                        m_blendStates[0].colorMaskB, m_blendStates[0].colorMaskA);
3077     }
3078 
3079     gl.glFlush();
3080 }
3081 
blitFromReadBufferToEGLImage(EGLImage image,GLint internalFormat,int width,int height)3082 void GLEScontext::blitFromReadBufferToEGLImage(EGLImage image, GLint internalFormat, int width, int height) {
3083 
3084     auto& gl = dispatcher();
3085     GLint prevViewport[4];
3086     getViewport(prevViewport);
3087 
3088     setupImageBlitState();
3089 
3090     GLint prevTex2D = 0;
3091     gl.glGetIntegerv(GL_TEXTURE_BINDING_2D, &prevTex2D);
3092 
3093     gl.glBindTexture(GL_TEXTURE_2D, m_blitState.tex);
3094 
3095     bool shouldBlit = setupImageBlitForTexture(width, height, internalFormat);
3096 
3097     if (!shouldBlit) {
3098         gl.glBindTexture(GL_TEXTURE_2D, prevTex2D);
3099         return;
3100     }
3101 
3102     // b/159670873: The texture to blit doesn't necessarily match the display
3103     // size. If it doesn't match, then we might not be using the right mipmap
3104     // level, which can result in a black screen. Set to always use level 0.
3105     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
3106     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
3107 
3108     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
3109     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
3110     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
3111     gl.glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
3112 
3113     if (!m_blitState.eglImageTex) {
3114         gl.glGenTextures(1, &m_blitState.eglImageTex);
3115     }
3116 
3117     gl.glBindTexture(GL_TEXTURE_2D, m_blitState.eglImageTex);
3118     gl.glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, image);
3119     gl.glBindTexture(GL_TEXTURE_2D, m_blitState.tex);
3120     gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_blitState.fbo);
3121     gl.glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
3122                               GL_TEXTURE_2D, m_blitState.eglImageTex, 0);
3123 
3124     gl.glDisable(GL_SCISSOR_TEST);
3125     gl.glDisable(GL_DEPTH_TEST);
3126     gl.glDisable(GL_STENCIL_TEST);
3127     gl.glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
3128     gl.glDisable(GL_SAMPLE_COVERAGE);
3129     gl.glDisable(GL_CULL_FACE);
3130     gl.glDisable(GL_POLYGON_OFFSET_FILL);
3131     gl.glDisable(GL_RASTERIZER_DISCARD);
3132 
3133     gl.glViewport(0, 0, width, height);
3134     if (isGles2Gles()) {
3135         gl.glDepthRangef(0.0f, 1.0f);
3136     } else {
3137         gl.glDepthRange(0.0f, 1.0f);
3138     }
3139     if (getCaps()->ext_GL_EXT_draw_buffers_indexed) {
3140         gl.glDisableiEXT(GL_BLEND, 0);
3141         gl.glColorMaskiEXT(0, 1, 1, 1, 1);
3142     } else {
3143         gl.glDisable(GL_BLEND);
3144         gl.glColorMask(1, 1, 1, 1);
3145     }
3146 
3147     gl.glUseProgram(m_blitState.program);
3148     gl.glUniform1i(m_blitState.samplerLoc, m_activeTexture);
3149 
3150     gl.glBindVertexArray(m_blitState.vao);
3151     gl.glDrawArrays(GL_TRIANGLES, 0, 6);
3152 
3153     // state restore
3154     const GLuint globalProgramName = shareGroup()->getGlobalName(
3155         NamedObjectType::SHADER_OR_PROGRAM, m_useProgram);
3156     gl.glUseProgram(globalProgramName);
3157 
3158     gl.glBindVertexArray(getVAOGlobalName(m_currVaoState.vaoId()));
3159 
3160     gl.glBindTexture(
3161         GL_TEXTURE_2D,
3162         shareGroup()->getGlobalName(
3163             NamedObjectType::TEXTURE,
3164             getTextureLocalName(GL_TEXTURE_2D,
3165                                 getBindedTexture(GL_TEXTURE_2D))));
3166 
3167     GLuint drawFboBinding = getFramebufferBinding(GL_DRAW_FRAMEBUFFER);
3168     GLuint readFboBinding = getFramebufferBinding(GL_READ_FRAMEBUFFER);
3169 
3170     gl.glBindFramebuffer(
3171         GL_DRAW_FRAMEBUFFER,
3172         drawFboBinding ? getFBOGlobalName(drawFboBinding) : m_defaultFBO);
3173     gl.glBindFramebuffer(
3174         GL_READ_FRAMEBUFFER,
3175         readFboBinding ? getFBOGlobalName(readFboBinding) : m_defaultReadFBO);
3176 
3177     if (isEnabled(GL_SCISSOR_TEST)) gl.glEnable(GL_SCISSOR_TEST);
3178     if (isEnabled(GL_DEPTH_TEST)) gl.glEnable(GL_DEPTH_TEST);
3179     if (isEnabled(GL_STENCIL_TEST)) gl.glEnable(GL_STENCIL_TEST);
3180     if (isEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE)) gl.glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
3181     if (isEnabled(GL_SAMPLE_COVERAGE)) gl.glEnable(GL_SAMPLE_COVERAGE);
3182     if (isEnabled(GL_CULL_FACE)) gl.glEnable(GL_CULL_FACE);
3183     if (isEnabled(GL_POLYGON_OFFSET_FILL)) gl.glEnable(GL_POLYGON_OFFSET_FILL);
3184     if (isEnabled(GL_RASTERIZER_DISCARD)) gl.glEnable(GL_RASTERIZER_DISCARD);
3185 
3186     gl.glViewport(prevViewport[0], prevViewport[1],
3187                   prevViewport[2], prevViewport[3]);
3188 
3189     if (isGles2Gles()) {
3190         gl.glDepthRangef(m_zNear, m_zFar);
3191     } else {
3192         gl.glDepthRange(m_zNear, m_zFar);
3193     }
3194 
3195     if (getCaps()->ext_GL_EXT_draw_buffers_indexed) {
3196         if (isEnabled(GL_BLEND)) gl.glEnableiEXT(GL_BLEND, 0);
3197         gl.glColorMaskiEXT(0, m_blendStates[0].colorMaskR, m_blendStates[0].colorMaskG,
3198                            m_blendStates[0].colorMaskB, m_blendStates[0].colorMaskA);
3199     } else {
3200         if (isEnabled(GL_BLEND)) gl.glEnable(GL_BLEND);
3201         gl.glColorMask(m_blendStates[0].colorMaskR, m_blendStates[0].colorMaskG,
3202                        m_blendStates[0].colorMaskB, m_blendStates[0].colorMaskA);
3203     }
3204 
3205     gl.glFlush();
3206 }
3207 
3208 // Primitive restart emulation
3209 #define GL_PRIMITIVE_RESTART              0x8F9D
3210 #define GL_PRIMITIVE_RESTART_INDEX        0x8F9E
3211 
setPrimitiveRestartEnabled(bool enabled)3212 void GLEScontext::setPrimitiveRestartEnabled(bool enabled) {
3213     auto& gl = dispatcher();
3214 
3215     if (enabled) {
3216         gl.glEnable(GL_PRIMITIVE_RESTART);
3217     } else {
3218         gl.glDisable(GL_PRIMITIVE_RESTART);
3219     }
3220 
3221     m_primitiveRestartEnabled = enabled;
3222 }
3223 
updatePrimitiveRestartIndex(GLenum type)3224 void GLEScontext::updatePrimitiveRestartIndex(GLenum type) {
3225     auto& gl = dispatcher();
3226     switch (type) {
3227     case GL_UNSIGNED_BYTE:
3228         gl.glPrimitiveRestartIndex(0xff);
3229         break;
3230     case GL_UNSIGNED_SHORT:
3231         gl.glPrimitiveRestartIndex(0xffff);
3232         break;
3233     case GL_UNSIGNED_INT:
3234         gl.glPrimitiveRestartIndex(0xffffffff);
3235         break;
3236     }
3237 }
3238 
isVAO(ObjectLocalName p_localName)3239 bool GLEScontext::isVAO(ObjectLocalName p_localName) {
3240     VAOStateMap::iterator it = m_vaoStateMap.find(p_localName);
3241     if (it == m_vaoStateMap.end()) return false;
3242     VAOStateRef vao(it);
3243     return vao.isEverBound();
3244 }
3245 
genVAOName(ObjectLocalName p_localName,bool genLocal)3246 ObjectLocalName GLEScontext::genVAOName(ObjectLocalName p_localName,
3247         bool genLocal) {
3248     return m_vaoNameSpace->genName(GenNameInfo(NamedObjectType::VERTEX_ARRAY_OBJECT),
3249             p_localName, genLocal);
3250 }
3251 
deleteVAO(ObjectLocalName p_localName)3252 void GLEScontext::deleteVAO(ObjectLocalName p_localName) {
3253     m_vaoNameSpace->deleteName(p_localName);
3254 }
3255 
getVAOGlobalName(ObjectLocalName p_localName)3256 unsigned int GLEScontext::getVAOGlobalName(ObjectLocalName p_localName) {
3257     return m_vaoNameSpace->getGlobalName(p_localName);
3258 }
3259 
getVAOLocalName(unsigned int p_globalName)3260 ObjectLocalName GLEScontext::getVAOLocalName(unsigned int p_globalName) {
3261     return m_vaoNameSpace->getLocalName(p_globalName);
3262 }
3263 
setDefaultFBODrawBuffer(GLenum buffer)3264 void GLEScontext::setDefaultFBODrawBuffer(GLenum buffer) {
3265     m_defaultFBODrawBuffer = buffer;
3266 }
3267 
setDefaultFBOReadBuffer(GLenum buffer)3268 void GLEScontext::setDefaultFBOReadBuffer(GLenum buffer) {
3269     m_defaultFBOReadBuffer = buffer;
3270 }
3271