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utilities.cpp
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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// utilities.cpp: Conversion functions and other utility routines.
#include "utilities.h"
#include "Framebuffer.h"
#include "main.h"
#include "mathutil.h"
#include "Context.h"
#include "Shader.h"
#include "common/debug.h"
#include <limits>
#include <stdio.h>
#include <stdlib.h>
namespace es2
{
unsigned int UniformComponentCount(GLenum type)
{
switch(type)
{
case GL_BOOL:
case GL_FLOAT:
case GL_INT:
case GL_UNSIGNED_INT:
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_RECT_ARB:
case GL_SAMPLER_EXTERNAL_OES:
case GL_SAMPLER_3D_OES:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
return 1;
case GL_BOOL_VEC2:
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
return 2;
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
case GL_FLOAT_VEC3:
case GL_BOOL_VEC3:
return 3;
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
case GL_FLOAT_MAT2:
return 4;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT3x2:
return 6;
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT4x2:
return 8;
case GL_FLOAT_MAT3:
return 9;
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x3:
return 12;
case GL_FLOAT_MAT4:
return 16;
default:
UNREACHABLE(type);
}
return 0;
}
GLenum UniformComponentType(GLenum type)
{
switch(type)
{
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
return GL_BOOL;
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
return GL_FLOAT;
case GL_INT:
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_RECT_ARB:
case GL_SAMPLER_EXTERNAL_OES:
case GL_SAMPLER_3D_OES:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
return GL_INT;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
return GL_UNSIGNED_INT;
default:
UNREACHABLE(type);
}
return GL_NONE;
}
size_t UniformTypeSize(GLenum type)
{
switch(type)
{
case GL_BOOL: return sizeof(GLboolean);
case GL_FLOAT: return sizeof(GLfloat);
case GL_INT: return sizeof(GLint);
case GL_UNSIGNED_INT: return sizeof(GLuint);
}
return UniformTypeSize(UniformComponentType(type)) * UniformComponentCount(type);
}
bool IsSamplerUniform(GLenum type)
{
switch(type)
{
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_RECT_ARB:
case GL_SAMPLER_EXTERNAL_OES:
case GL_SAMPLER_3D_OES:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
return true;
default:
return false;
}
}
int VariableRowCount(GLenum type)
{
switch(type)
{
case GL_NONE:
return 0;
case GL_BOOL:
case GL_FLOAT:
case GL_INT:
case GL_UNSIGNED_INT:
case GL_BOOL_VEC2:
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
case GL_FLOAT_VEC3:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_RECT_ARB:
case GL_SAMPLER_EXTERNAL_OES:
case GL_SAMPLER_3D_OES:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
return 1;
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT4x2:
return 2;
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT4x3:
return 3;
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x4:
return 4;
default:
UNREACHABLE(type);
}
return 0;
}
int VariableColumnCount(GLenum type)
{
switch(type)
{
case GL_NONE:
return 0;
case GL_BOOL:
case GL_FLOAT:
case GL_INT:
case GL_UNSIGNED_INT:
return 1;
case GL_BOOL_VEC2:
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
return 2;
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
case GL_FLOAT_VEC3:
case GL_BOOL_VEC3:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
return 3;
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
return 4;
default:
UNREACHABLE(type);
}
return 0;
}
int VariableRegisterCount(GLenum type)
{
// Number of registers used is the number of columns for matrices or 1 for scalars and vectors
return (VariableRowCount(type) > 1) ? VariableColumnCount(type) : 1;
}
int VariableRegisterSize(GLenum type)
{
// Number of components per register is the number of rows for matrices or columns for scalars and vectors
int nbRows = VariableRowCount(type);
return (nbRows > 1) ? nbRows : VariableColumnCount(type);
}
int AllocateFirstFreeBits(unsigned int *bits, unsigned int allocationSize, unsigned int bitsSize)
{
ASSERT(allocationSize <= bitsSize);
unsigned int mask = std::numeric_limits<unsigned int>::max() >> (std::numeric_limits<unsigned int>::digits - allocationSize);
for(unsigned int i = 0; i < bitsSize - allocationSize + 1; i++)
{
if((*bits & mask) == 0)
{
*bits |= mask;
return i;
}
mask <<= 1;
}
return -1;
}
bool IsCompressed(GLint internalformat)
{
switch(internalformat)
{
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE:
case GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE:
case GL_ETC1_RGB8_OES:
case GL_COMPRESSED_R11_EAC:
case GL_COMPRESSED_SIGNED_R11_EAC:
case GL_COMPRESSED_RG11_EAC:
case GL_COMPRESSED_SIGNED_RG11_EAC:
case GL_COMPRESSED_RGB8_ETC2:
case GL_COMPRESSED_SRGB8_ETC2:
case GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2:
case GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2:
case GL_COMPRESSED_RGBA8_ETC2_EAC:
case GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC:
return true;
case GL_COMPRESSED_RGBA_ASTC_4x4_KHR:
case GL_COMPRESSED_RGBA_ASTC_5x4_KHR:
case GL_COMPRESSED_RGBA_ASTC_5x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_6x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_6x6_KHR:
case GL_COMPRESSED_RGBA_ASTC_8x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_8x6_KHR:
case GL_COMPRESSED_RGBA_ASTC_8x8_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x5_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x6_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x8_KHR:
case GL_COMPRESSED_RGBA_ASTC_10x10_KHR:
case GL_COMPRESSED_RGBA_ASTC_12x10_KHR:
case GL_COMPRESSED_RGBA_ASTC_12x12_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR:
case GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR:
return ASTC_SUPPORT;
default:
return false;
}
}
bool IsSizedInternalFormat(GLint internalformat)
{
switch(internalformat)
{
case GL_ALPHA8_EXT:
case GL_LUMINANCE8_EXT:
case GL_LUMINANCE8_ALPHA8_EXT:
case GL_ALPHA32F_EXT:
case GL_LUMINANCE32F_EXT:
case GL_LUMINANCE_ALPHA32F_EXT:
case GL_ALPHA16F_EXT:
case GL_LUMINANCE16F_EXT:
case GL_LUMINANCE_ALPHA16F_EXT:
case GL_R8:
case GL_R8UI:
case GL_R8I:
case GL_R16UI:
case GL_R16I:
case GL_R32UI:
case GL_R32I:
case GL_RG8:
case GL_RG8UI:
case GL_RG8I:
case GL_RG16UI:
case GL_RG16I:
case GL_RG32UI:
case GL_RG32I:
case GL_SRGB8_ALPHA8:
case GL_RGB8UI:
case GL_RGB8I:
case GL_RGB16UI:
case GL_RGB16I:
case GL_RGB32UI:
case GL_RGB32I:
case GL_RG8_SNORM:
case GL_R8_SNORM:
case GL_RGB10_A2:
case GL_RGBA8UI:
case GL_RGBA8I:
case GL_RGB10_A2UI:
case GL_RGBA16UI:
case GL_RGBA16I:
case GL_RGBA32I:
case GL_RGBA32UI:
case GL_RGBA4:
case GL_RGB5_A1:
case GL_RGB565:
case GL_RGB8:
case GL_RGBA8:
case GL_BGRA8_EXT: // GL_APPLE_texture_format_BGRA8888
case GL_R16F:
case GL_RG16F:
case GL_R11F_G11F_B10F:
case GL_RGB16F:
case GL_RGBA16F:
case GL_R32F:
case GL_RG32F:
case GL_RGB32F:
case GL_RGBA32F:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32_OES:
case GL_DEPTH_COMPONENT32F:
case GL_DEPTH32F_STENCIL8:
case GL_DEPTH_COMPONENT16:
case GL_STENCIL_INDEX8:
case GL_DEPTH24_STENCIL8_OES:
case GL_RGBA8_SNORM:
case GL_SRGB8:
case GL_RGB8_SNORM:
case GL_RGB9_E5:
return true;
default:
return false;
}
}
GLenum ValidateSubImageParams(bool compressed, bool copy, GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type, Texture *texture)
{
if(!texture)
{
return GL_INVALID_OPERATION;
}
GLenum sizedInternalFormat = texture->getFormat(target, level);
if(compressed)
{
if(format != sizedInternalFormat)
{
return GL_INVALID_OPERATION;
}
}
else if(!copy) // CopyTexSubImage doesn't have format/type parameters.
{
GLenum validationError = ValidateTextureFormatType(format, type, sizedInternalFormat, target);
if(validationError != GL_NO_ERROR)
{
return validationError;
}
}
if(compressed)
{
if((width % 4 != 0 && width != texture->getWidth(target, 0)) ||
(height % 4 != 0 && height != texture->getHeight(target, 0)))
{
return GL_INVALID_OPERATION;
}
}
if(xoffset + width > texture->getWidth(target, level) ||
yoffset + height > texture->getHeight(target, level))
{
return GL_INVALID_VALUE;
}
return GL_NO_ERROR;
}
GLenum ValidateSubImageParams(bool compressed, bool copy, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, Texture *texture)
{
if(!texture)
{
return GL_INVALID_OPERATION;
}
if(compressed != texture->isCompressed(target, level))
{
return GL_INVALID_OPERATION;
}
if(!copy)
{
GLenum sizedInternalFormat = texture->getFormat(target, level);
GLenum validationError = ValidateTextureFormatType(format, type, sizedInternalFormat, target);
if(validationError != GL_NO_ERROR)
{
return validationError;
}
}
if(compressed)
{
if((width % 4 != 0 && width != texture->getWidth(target, 0)) ||
(height % 4 != 0 && height != texture->getHeight(target, 0)) ||
(depth % 4 != 0 && depth != texture->getDepth(target, 0)))
{
return GL_INVALID_OPERATION;
}
}
if(xoffset + width > texture->getWidth(target, level) ||
yoffset + height > texture->getHeight(target, level) ||
zoffset + depth > texture->getDepth(target, level))
{
return GL_INVALID_VALUE;
}
return GL_NO_ERROR;
}
bool ValidateCopyFormats(GLenum textureFormat, GLenum colorbufferFormat)
{
ASSERT(!gl::IsUnsizedInternalFormat(textureFormat));
ASSERT(!gl::IsUnsizedInternalFormat(colorbufferFormat));
if(GetColorComponentType(textureFormat) == GL_NONE)
{
return error(GL_INVALID_ENUM, false);
}
if(GetColorComponentType(colorbufferFormat) != GetColorComponentType(textureFormat))
{
return error(GL_INVALID_OPERATION, false);
}
if(GetColorEncoding(colorbufferFormat) != GetColorEncoding(textureFormat))
{
return error(GL_INVALID_OPERATION, false);
}
GLenum baseTexureFormat = gl::GetBaseInternalFormat(textureFormat);
GLenum baseColorbufferFormat = gl::GetBaseInternalFormat(colorbufferFormat);
// [OpenGL ES 2.0.24] table 3.9
// [OpenGL ES 3.0.5] table 3.16
switch(baseTexureFormat)
{
case GL_ALPHA:
if(baseColorbufferFormat != GL_ALPHA &&
baseColorbufferFormat != GL_RGBA &&
baseColorbufferFormat != GL_BGRA_EXT) // GL_EXT_texture_format_BGRA8888 / GL_APPLE_texture_format_BGRA8888
{
return error(GL_INVALID_OPERATION, false);
}
break;
case GL_LUMINANCE_ALPHA:
case GL_RGBA:
if(baseColorbufferFormat != GL_RGBA &&
baseColorbufferFormat != GL_BGRA_EXT) // GL_EXT_texture_format_BGRA8888 / GL_APPLE_texture_format_BGRA8888
{
return error(GL_INVALID_OPERATION, false);
}
break;
case GL_LUMINANCE:
case GL_RED:
if(baseColorbufferFormat != GL_RED &&
baseColorbufferFormat != GL_RG &&
baseColorbufferFormat != GL_RGB &&
baseColorbufferFormat != GL_RGBA &&
baseColorbufferFormat != GL_BGRA_EXT) // GL_EXT_texture_format_BGRA8888 / GL_APPLE_texture_format_BGRA8888
{
return error(GL_INVALID_OPERATION, false);
}
break;
case GL_RG:
if(baseColorbufferFormat != GL_RG &&
baseColorbufferFormat != GL_RGB &&
baseColorbufferFormat != GL_RGBA &&
baseColorbufferFormat != GL_BGRA_EXT) // GL_EXT_texture_format_BGRA8888 / GL_APPLE_texture_format_BGRA8888
{
return error(GL_INVALID_OPERATION, false);
}
break;
case GL_RGB:
if(baseColorbufferFormat != GL_RGB &&
baseColorbufferFormat != GL_RGBA &&
baseColorbufferFormat != GL_BGRA_EXT) // GL_EXT_texture_format_BGRA8888 / GL_APPLE_texture_format_BGRA8888
{
return error(GL_INVALID_OPERATION, false);
}
break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_STENCIL_OES:
return error(GL_INVALID_OPERATION, false);
case GL_BGRA_EXT: // GL_EXT_texture_format_BGRA8888 nor GL_APPLE_texture_format_BGRA8888 mention the format to be accepted by glCopyTexImage2D.
default:
return error(GL_INVALID_ENUM, false);
}
return true;
}
bool ValidateReadPixelsFormatType(const Framebuffer *framebuffer, GLenum format, GLenum type)
{
// GL_NV_read_depth
if(format == GL_DEPTH_COMPONENT)
{
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
if(!depthbuffer)
{
return error(GL_INVALID_OPERATION, false);
}
GLint internalformat = depthbuffer->getFormat();
switch(type)
{
case GL_UNSIGNED_SHORT:
case GL_UNSIGNED_INT_24_8_OES:
switch(internalformat)
{
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32_OES:
case GL_DEPTH24_STENCIL8:
break;
case GL_DEPTH_COMPONENT32F:
case GL_DEPTH32F_STENCIL8:
return error(GL_INVALID_OPERATION, false);
default:
UNREACHABLE(internalformat);
return error(GL_INVALID_OPERATION, false);
}
break;
case GL_FLOAT:
switch(internalformat)
{
case GL_DEPTH_COMPONENT32F:
case GL_DEPTH32F_STENCIL8:
break;
case GL_DEPTH_COMPONENT16:
case GL_DEPTH_COMPONENT24:
case GL_DEPTH_COMPONENT32_OES:
case GL_DEPTH24_STENCIL8:
return error(GL_INVALID_OPERATION, false);
default:
UNREACHABLE(internalformat);
return error(GL_INVALID_OPERATION, false);
}
break;
default:
return error(GL_INVALID_ENUM, false);
}
return true;
}
// GL_NV_read_depth_stencil
if(format == GL_DEPTH_STENCIL_OES)
{
Renderbuffer *depthbuffer = framebuffer->getDepthbuffer();
if(!depthbuffer)
{
return error(GL_INVALID_OPERATION, false);
}
GLint internalformat = depthbuffer->getFormat();
switch(type)
{
case GL_UNSIGNED_INT_24_8_OES:
switch(internalformat)
{
case GL_DEPTH24_STENCIL8:
break;
case GL_DEPTH32F_STENCIL8:
return error(GL_INVALID_OPERATION, false);
default:
UNREACHABLE(internalformat);
return error(GL_INVALID_OPERATION, false);
}
break;
case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
switch(internalformat)
{
case GL_DEPTH32F_STENCIL8:
break;
case GL_DEPTH24_STENCIL8:
return error(GL_INVALID_OPERATION, false);
default:
UNREACHABLE(internalformat);
return error(GL_INVALID_OPERATION, false);
}
break;
default:
return error(GL_INVALID_ENUM, false);
}
return true;
}
// GL_NV_read_stencil
if(format == GL_STENCIL_INDEX_OES)
{
Renderbuffer *stencilbuffer = framebuffer->getStencilbuffer();
if(!stencilbuffer)
{
return error(GL_INVALID_OPERATION, false);
}
switch(type)
{
case GL_UNSIGNED_BYTE:
break;
default:
return error(GL_INVALID_ENUM, false);
}
return true;
}
Renderbuffer *colorbuffer = framebuffer->getReadColorbuffer();
if(!colorbuffer)
{
return error(GL_INVALID_OPERATION, false);
}
GLint internalformat = colorbuffer->getFormat();
if(IsNormalizedInteger(internalformat))
{
// Combination always supported by normalized fixed-point rendering surfaces.
if(format == GL_RGBA && type == GL_UNSIGNED_BYTE)
{
return true;
}
// GL_EXT_read_format_bgra combinations.
if(format == GL_BGRA_EXT)
{
if(type == GL_UNSIGNED_BYTE ||
type == GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT ||
type == GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT)
{
return true;
}
}
}
else if(IsFloatFormat(internalformat))
{
// Combination always supported by floating-point rendering surfaces.
// Supported in OpenGL ES 2.0 due to GL_EXT_color_buffer_half_float.
if(format == GL_RGBA && type == GL_FLOAT)
{
return true;
}
}
else if(IsSignedNonNormalizedInteger(internalformat))
{
if(format == GL_RGBA_INTEGER && type == GL_INT)
{
return true;
}
}
else if(IsUnsignedNonNormalizedInteger(internalformat))
{
if(format == GL_RGBA_INTEGER && type == GL_UNSIGNED_INT)
{
return true;
}
}
else UNREACHABLE(internalformat);
// GL_IMPLEMENTATION_COLOR_READ_FORMAT / GL_IMPLEMENTATION_COLOR_READ_TYPE
GLenum implementationReadFormat = GL_NONE;
GLenum implementationReadType = GL_NONE;
switch(format)
{
default:
implementationReadFormat = framebuffer->getImplementationColorReadFormat();
implementationReadType = framebuffer->getImplementationColorReadType();
break;
case GL_DEPTH_COMPONENT:
implementationReadFormat = framebuffer->getDepthReadFormat();
implementationReadType = framebuffer->getDepthReadType();
break;
}
GLenum coreType = (type == GL_HALF_FLOAT_OES) ? GL_HALF_FLOAT : type;
if(format == implementationReadFormat && coreType == implementationReadType)
{
return true;
}
// Additional third combination accepted by OpenGL ES 3.0.
if(internalformat == GL_RGB10_A2)
{
if(format == GL_RGBA && type == GL_UNSIGNED_INT_2_10_10_10_REV)
{
return true;
}
}
return error(GL_INVALID_OPERATION, false);
}
bool IsDepthTexture(GLint format)
{
return format == GL_DEPTH_COMPONENT16 ||
format == GL_DEPTH_COMPONENT24 ||
format == GL_DEPTH_COMPONENT32_OES ||
format == GL_DEPTH_COMPONENT32F ||
format == GL_DEPTH24_STENCIL8 ||
format == GL_DEPTH32F_STENCIL8;
}
bool IsStencilTexture(GLint format)
{
return format == GL_DEPTH24_STENCIL8 ||
format == GL_DEPTH32F_STENCIL8 ||
format == GL_STENCIL_INDEX8;
}
bool IsCubemapTextureTarget(GLenum target)
{
return (target >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && target <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z);
}
int CubeFaceIndex(GLenum cubeFace)
{
switch(cubeFace)
{
case GL_TEXTURE_CUBE_MAP:
case GL_TEXTURE_CUBE_MAP_POSITIVE_X: return 0;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X: return 1;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y: return 2;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y: return 3;
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z: return 4;
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z: return 5;
default: UNREACHABLE(cubeFace); return 0;
}
}
bool IsTextureTarget(GLenum target)
{
return target == GL_TEXTURE_2D || IsCubemapTextureTarget(target) || target == GL_TEXTURE_3D || target == GL_TEXTURE_2D_ARRAY || target == GL_TEXTURE_RECTANGLE_ARB;
}
GLenum ValidateTextureFormatType(GLenum format, GLenum type, GLint internalformat, GLenum target)
{
switch(type)
{
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_SHORT_5_6_5:
case GL_FLOAT: // GL_OES_texture_float
case GL_HALF_FLOAT_OES: // GL_OES_texture_half_float
case GL_HALF_FLOAT:
case GL_UNSIGNED_INT_24_8: // GL_OES_packed_depth_stencil (GL_UNSIGNED_INT_24_8_EXT)
case GL_UNSIGNED_SHORT: // GL_OES_depth_texture
case GL_UNSIGNED_INT: // GL_OES_depth_texture
break;
case GL_BYTE:
case GL_SHORT:
case GL_INT:
case GL_UNSIGNED_INT_2_10_10_10_REV:
case GL_UNSIGNED_INT_10F_11F_11F_REV:
case GL_UNSIGNED_INT_5_9_9_9_REV:
case GL_FLOAT_32_UNSIGNED_INT_24_8_REV:
break;
default:
return GL_INVALID_ENUM;
}
switch(format)
{
case GL_ALPHA:
case GL_RGB:
case GL_RGBA:
case GL_LUMINANCE:
case GL_LUMINANCE_ALPHA:
case GL_BGRA_EXT: // GL_EXT_texture_format_BGRA8888
case GL_RED_EXT: // GL_EXT_texture_rg
case GL_RG_EXT: // GL_EXT_texture_rg
break;
case GL_DEPTH_STENCIL: // GL_OES_packed_depth_stencil (GL_DEPTH_STENCIL_OES)
case GL_DEPTH_COMPONENT: // GL_OES_depth_texture
switch(target)
{
case GL_TEXTURE_2D:
case GL_TEXTURE_2D_ARRAY:
case GL_TEXTURE_CUBE_MAP_POSITIVE_X: // GL_OES_depth_texture_cube_map
case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
break;
default:
return GL_INVALID_OPERATION;
}
break;
case GL_RED_INTEGER:
case GL_RG_INTEGER:
case GL_RGB_INTEGER:
case GL_RGBA_INTEGER:
break;
default:
return GL_INVALID_ENUM;
}
if((GLenum)internalformat != format)
{
if(gl::IsUnsizedInternalFormat(internalformat))
{
return GL_INVALID_OPERATION;
}
if(!IsSizedInternalFormat(internalformat))
{
return GL_INVALID_VALUE;
}
}
if((GLenum)internalformat == format)
{
// Validate format, type, and unsized internalformat combinations [OpenGL ES 3.0 Table 3.3]
switch(format)
{
case GL_RGBA:
switch(type)
{
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_FLOAT: // GL_OES_texture_float
case GL_HALF_FLOAT_OES: // GL_OES_texture_half_float
break;
default:
return GL_INVALID_OPERATION;
}
break;
case GL_RGB:
switch(type)
{
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_SHORT_5_6_5:
case GL_FLOAT: // GL_OES_texture_float
case GL_HALF_FLOAT_OES: // GL_OES_texture_half_float
break;
default:
return GL_INVALID_OPERATION;
}
break;
case GL_LUMINANCE_ALPHA:
case GL_LUMINANCE:
case GL_ALPHA:
switch(type)
{
case GL_UNSIGNED_BYTE:
case GL_FLOAT: // GL_OES_texture_float
case GL_HALF_FLOAT_OES: // GL_OES_texture_half_float
break;
default:
return GL_INVALID_OPERATION;
}
break;
case GL_DEPTH_COMPONENT:
switch(type)
{
case GL_UNSIGNED_SHORT: // GL_OES_depth_texture