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// Copyright (c) 2009 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
// This file is here so other GLES2 related files can have a common set of
// includes where appropriate.
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <GLES2/gles2_command_buffer.h>
#include "../common/gles2_cmd_utils.h"
#include "../common/gles2_cmd_format.h"
namespace gpu {
namespace gles2 {
namespace gl_error_bit {
enum GLErrorBit {
kNoError = 0,
kInvalidEnum = (1 << 0),
kInvalidValue = (1 << 1),
kInvalidOperation = (1 << 2),
kOutOfMemory = (1 << 3),
kInvalidFrameBufferOperation = (1 << 4),
};
}
int GLES2Util::GLGetNumValuesReturned(int id) const {
switch (id) {
// -- glGetBooleanv, glGetFloatv, glGetIntergerv
case GL_ACTIVE_TEXTURE:
return 1;
case GL_ALIASED_LINE_WIDTH_RANGE:
return 2;
case GL_ALIASED_POINT_SIZE_RANGE:
return 2;
case GL_ALPHA_BITS:
return 1;
case GL_ARRAY_BUFFER_BINDING:
return 1;
case GL_BLEND:
return 1;
case GL_BLEND_COLOR:
return 4;
case GL_BLEND_DST_ALPHA:
return 1;
case GL_BLEND_DST_RGB:
return 1;
case GL_BLEND_EQUATION_ALPHA:
return 1;
case GL_BLEND_EQUATION_RGB:
return 1;
case GL_BLEND_SRC_ALPHA:
return 1;
case GL_BLEND_SRC_RGB:
return 1;
case GL_BLUE_BITS:
return 1;
case GL_COLOR_CLEAR_VALUE:
return 4;
case GL_COLOR_WRITEMASK:
return 4;
case GL_COMPRESSED_TEXTURE_FORMATS:
return num_compressed_texture_formats_;
case GL_CULL_FACE:
return 1;
case GL_CULL_FACE_MODE:
return 1;
case GL_CURRENT_PROGRAM:
return 1;
case GL_DEPTH_BITS:
return 1;
case GL_DEPTH_CLEAR_VALUE:
return 1;
case GL_DEPTH_FUNC:
return 1;
case GL_DEPTH_RANGE:
return 2;
case GL_DEPTH_TEST:
return 1;
case GL_DEPTH_WRITEMASK:
return 1;
case GL_DITHER:
return 1;
case GL_ELEMENT_ARRAY_BUFFER_BINDING:
return 1;
case GL_FRAMEBUFFER_BINDING:
return 1;
case GL_FRONT_FACE:
return 1;
case GL_GENERATE_MIPMAP_HINT:
return 1;
case GL_GREEN_BITS:
return 1;
case GL_IMPLEMENTATION_COLOR_READ_FORMAT:
return 1;
case GL_IMPLEMENTATION_COLOR_READ_TYPE:
return 1;
case GL_LINE_WIDTH:
return 1;
case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS:
return 1;
case GL_MAX_CUBE_MAP_TEXTURE_SIZE:
return 1;
case GL_MAX_FRAGMENT_UNIFORM_VECTORS:
return 1;
case GL_MAX_RENDERBUFFER_SIZE:
return 1;
case GL_MAX_TEXTURE_IMAGE_UNITS:
return 1;
case GL_MAX_TEXTURE_SIZE:
return 1;
case GL_MAX_VARYING_VECTORS:
return 1;
case GL_MAX_VERTEX_ATTRIBS:
return 1;
case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS:
return 1;
case GL_MAX_VERTEX_UNIFORM_VECTORS:
return 1;
case GL_MAX_VIEWPORT_DIMS:
return 2;
case GL_NUM_COMPRESSED_TEXTURE_FORMATS:
return 1;
case GL_PACK_ALIGNMENT:
return 1;
case GL_POLYGON_OFFSET_FACTOR:
return 1;
case GL_POLYGON_OFFSET_FILL:
return 1;
case GL_POLYGON_OFFSET_UNITS:
return 1;
case GL_RED_BITS:
return 1;
case GL_RENDERBUFFER_BINDING:
return 1;
case GL_SAMPLE_BUFFERS:
return 1;
case GL_SAMPLE_COVERAGE_INVERT:
return 1;
case GL_SAMPLE_COVERAGE_VALUE:
return 1;
case GL_SAMPLES:
return 1;
case GL_SCISSOR_BOX:
return 4;
case GL_SCISSOR_TEST:
return 1;
case GL_SHADER_COMPILER:
return 1;
case GL_STENCIL_BACK_FAIL:
return 1;
case GL_STENCIL_BACK_FUNC:
return 1;
case GL_STENCIL_BACK_PASS_DEPTH_FAIL:
return 1;
case GL_STENCIL_BACK_PASS_DEPTH_PASS:
return 1;
case GL_STENCIL_BACK_REF:
return 1;
case GL_STENCIL_BACK_VALUE_MASK:
return 1;
case GL_STENCIL_BACK_WRITEMASK:
return 1;
case GL_STENCIL_BITS:
return 1;
case GL_STENCIL_CLEAR_VALUE:
return 1;
case GL_STENCIL_FAIL:
return 1;
case GL_STENCIL_FUNC:
return 1;
case GL_STENCIL_PASS_DEPTH_FAIL:
return 1;
case GL_STENCIL_PASS_DEPTH_PASS:
return 1;
case GL_STENCIL_REF:
return 1;
case GL_STENCIL_TEST:
return 1;
case GL_STENCIL_VALUE_MASK:
return 1;
case GL_STENCIL_WRITEMASK:
return 1;
case GL_SUBPIXEL_BITS:
return 1;
case GL_TEXTURE_BINDING_2D:
return 1;
case GL_TEXTURE_BINDING_CUBE_MAP:
return 1;
case GL_UNPACK_ALIGNMENT:
return 1;
case GL_VIEWPORT:
return 4;
// -- glGetBufferParameteriv
case GL_BUFFER_SIZE:
return 1;
case GL_BUFFER_USAGE:
return 1;
// -- glGetFramebufferAttachmentParameteriv
case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
return 1;
case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
return 1;
case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
return 1;
case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
return 1;
// -- glGetFramebufferAttachmentParameteriv
case GL_DELETE_STATUS:
return 1;
case GL_LINK_STATUS:
return 1;
case GL_VALIDATE_STATUS:
return 1;
case GL_INFO_LOG_LENGTH:
return 1;
case GL_ATTACHED_SHADERS:
return 1;
case GL_ACTIVE_ATTRIBUTES:
return 1;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
return 1;
case GL_ACTIVE_UNIFORMS:
return 1;
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
return 1;
// -- glGetRenderbufferAttachmentParameteriv
case GL_RENDERBUFFER_WIDTH:
return 1;
case GL_RENDERBUFFER_HEIGHT:
return 1;
case GL_RENDERBUFFER_INTERNAL_FORMAT:
return 1;
case GL_RENDERBUFFER_RED_SIZE:
return 1;
case GL_RENDERBUFFER_GREEN_SIZE:
return 1;
case GL_RENDERBUFFER_BLUE_SIZE:
return 1;
case GL_RENDERBUFFER_ALPHA_SIZE:
return 1;
case GL_RENDERBUFFER_DEPTH_SIZE:
return 1;
case GL_RENDERBUFFER_STENCIL_SIZE:
return 1;
// -- glGetShaderiv
case GL_SHADER_TYPE:
return 1;
// Already defined under glGetFramebufferAttachemntParameteriv.
// case GL_DELETE_STATUS:
// return 1;
case GL_COMPILE_STATUS:
return 1;
// Already defined under glGetFramebufferAttachemntParameteriv.
// case GL_INFO_LOG_LENGTH:
// return 1;
case GL_SHADER_SOURCE_LENGTH:
return 1;
// -- glGetTexParameterfv, glGetTexParameteriv
case GL_TEXTURE_MAG_FILTER:
return 1;
case GL_TEXTURE_MIN_FILTER:
return 1;
case GL_TEXTURE_WRAP_S:
return 1;
case GL_TEXTURE_WRAP_T:
return 1;
// -- glGetVertexAttribfv, glGetVertexAttribiv
case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
return 1;
case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
return 1;
case GL_VERTEX_ATTRIB_ARRAY_SIZE:
return 1;
case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
return 1;
case GL_VERTEX_ATTRIB_ARRAY_TYPE:
return 1;
case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
return 1;
case GL_CURRENT_VERTEX_ATTRIB:
return 4;
// bad enum
default:
return 0;
}
}
namespace {
// Return the number of elements per group of a specified format.
int ElementsPerGroup(int format, int type) {
switch (type) {
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_INT_24_8_OES:
return 1;
default:
break;
}
switch (format) {
case GL_RGB:
return 3;
case GL_LUMINANCE_ALPHA:
case GL_RGBA:
case GL_BGRA_EXT:
return 4;
case GL_ALPHA:
case GL_LUMINANCE:
case GL_DEPTH_COMPONENT:
case GL_DEPTH_STENCIL_OES:
return 1;
default:
return 0;
}
}
// Return the number of bytes per element, based on the element type.
int BytesPerElement(int type) {
switch (type) {
case GL_FLOAT:
case GL_UNSIGNED_INT_24_8_OES:
return 4;
case GL_HALF_FLOAT_OES:
case GL_UNSIGNED_SHORT:
case GL_SHORT:
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_5_5_5_1:
return 2;
case GL_UNSIGNED_BYTE:
case GL_BYTE:
return 1;
default:
return 0;
}
}
} // anonymous namespace
// Returns the amount of data glTexImage2D or glTexSubImage2D will access.
bool GLES2Util::ComputeImageDataSize(
int width, int height, int format, int type, int unpack_alignment,
uint32* size) {
uint32 bytes_per_group =
BytesPerElement(type) * ElementsPerGroup(format, type);
uint32 row_size;
if (!SafeMultiplyUint32(width, bytes_per_group, &row_size)) {
return false;
}
if (height > 1) {
uint32 temp;
if (!SafeAddUint32(row_size, unpack_alignment - 1, &temp)) {
return false;
}
uint32 padded_row_size = (temp / unpack_alignment) * unpack_alignment;
uint32 size_of_all_but_last_row;
if (!SafeMultiplyUint32((height - 1), padded_row_size,
&size_of_all_but_last_row)) {
return false;
}
if (!SafeAddUint32(size_of_all_but_last_row, row_size, size)) {
return false;
}
} else {
if (!SafeMultiplyUint32(height, row_size, size)) {
return false;
}
}
return true;
}
uint32 GLES2Util::GetGLDataTypeSizeForUniforms(int type) {
switch (type) {
case GL_FLOAT:
return sizeof(GLfloat); // NOLINT
case GL_FLOAT_VEC2:
return sizeof(GLfloat) * 2; // NOLINT
case GL_FLOAT_VEC3:
return sizeof(GLfloat) * 3; // NOLINT
case GL_FLOAT_VEC4:
return sizeof(GLfloat) * 4; // NOLINT
case GL_INT:
return sizeof(GLint); // NOLINT
case GL_INT_VEC2:
return sizeof(GLint) * 2; // NOLINT
case GL_INT_VEC3:
return sizeof(GLint) * 3; // NOLINT
case GL_INT_VEC4:
return sizeof(GLint) * 4; // NOLINT
case GL_BOOL:
return sizeof(GLint); // NOLINT
case GL_BOOL_VEC2:
return sizeof(GLint) * 2; // NOLINT
case GL_BOOL_VEC3:
return sizeof(GLint) * 3; // NOLINT
case GL_BOOL_VEC4:
return sizeof(GLint) * 4; // NOLINT
case GL_FLOAT_MAT2:
return sizeof(GLfloat) * 2 * 2; // NOLINT
case GL_FLOAT_MAT3:
return sizeof(GLfloat) * 3 * 3; // NOLINT
case GL_FLOAT_MAT4:
return sizeof(GLfloat) * 4 * 4; // NOLINT
case GL_SAMPLER_2D:
return sizeof(GLint); // NOLINT
case GL_SAMPLER_CUBE:
return sizeof(GLint); // NOLINT
default:
return 0;
}
}
size_t GLES2Util::GetGLTypeSizeForTexturesAndBuffers(uint32 type) {
switch (type) {
case GL_BYTE:
return sizeof(GLbyte); // NOLINT
case GL_UNSIGNED_BYTE:
return sizeof(GLubyte); // NOLINT
case GL_SHORT:
return sizeof(GLshort); // NOLINT
case GL_UNSIGNED_SHORT:
return sizeof(GLushort); // NOLINT
case GL_INT:
return sizeof(GLint); // NOLINT
case GL_UNSIGNED_INT:
return sizeof(GLuint); // NOLINT
case GL_FLOAT:
return sizeof(GLfloat); // NOLINT
default:
return 0;
}
}
uint32 GLES2Util::GLErrorToErrorBit(uint32 error) {
switch (error) {
case GL_INVALID_ENUM:
return gl_error_bit::kInvalidEnum;
case GL_INVALID_VALUE:
return gl_error_bit::kInvalidValue;
case GL_INVALID_OPERATION:
return gl_error_bit::kInvalidOperation;
case GL_OUT_OF_MEMORY:
return gl_error_bit::kOutOfMemory;
case GL_INVALID_FRAMEBUFFER_OPERATION:
return gl_error_bit::kInvalidFrameBufferOperation;
default:
GPU_NOTREACHED();
return gl_error_bit::kNoError;
}
}
uint32 GLES2Util::GLErrorBitToGLError(uint32 error_bit) {
switch (error_bit) {
case gl_error_bit::kInvalidEnum:
return GL_INVALID_ENUM;
case gl_error_bit::kInvalidValue:
return GL_INVALID_VALUE;
case gl_error_bit::kInvalidOperation:
return GL_INVALID_OPERATION;
case gl_error_bit::kOutOfMemory:
return GL_OUT_OF_MEMORY;
case gl_error_bit::kInvalidFrameBufferOperation:
return GL_INVALID_FRAMEBUFFER_OPERATION;
default:
GPU_NOTREACHED();
return GL_NO_ERROR;
}
}
uint32 GLES2Util::IndexToGLFaceTarget(int index) {
static uint32 faces[] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
};
return faces[index];
}
} // namespace gles2
} // namespace gpu
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