Hash :
bdff6ade
Author :
Date :
2025-03-10T17:49:35
Correct glGet* values for stencil masks Using CastMaskValue for GL_STENCIL_VALUE_MASK, GL_STENCIL_BACK_VALUE_MASK, GL_STENCIL_WRITEMASK and GL_STENCIL_BACK_WRITEMASK would cast them from 0xFFFFFFFF to 0x7FFFFFFF, which makes glGetInteger* and glGetFloat* return wrong value for them. CastMaskValue is not needed now, so we should delete it. Also, glGetFloat* return value should be positive, so additional cast is added for those masks. Bug: angleproject:399774386 Change-Id: Ibc2a5fd232be25c854b33df513e3cc0c74cfe8a4 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/6342590 Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org> Reviewed-by: Amirali Abdolrashidi <abdolrashidi@google.com> Commit-Queue: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2014 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// queryconversions.cpp: Implementation of state query cast conversions
#include "libANGLE/queryconversions.h"
#include <vector>
#include "common/utilities.h"
#include "libANGLE/Context.h"
namespace gl
{
namespace
{
GLint64 ExpandFloatToInteger(GLfloat value)
{
return static_cast<GLint64>((static_cast<double>(0xFFFFFFFFULL) * value - 1.0) / 2.0);
}
template <typename QueryT, typename NativeT>
QueryT CastFromStateValueToInt(GLenum pname, NativeT value)
{
GLenum nativeType = GLTypeToGLenum<NativeT>::value;
if (nativeType == GL_FLOAT)
{
// RGBA color values and DepthRangeF values are converted to integer using Equation 2.4 from
// Table 4.5
switch (pname)
{
case GL_DEPTH_RANGE:
case GL_COLOR_CLEAR_VALUE:
case GL_DEPTH_CLEAR_VALUE:
case GL_BLEND_COLOR:
// GLES1 emulation:
// Also, several GLES1.x values need to be converted to integer with
// ExpandFloatToInteger rather than rounding. See GLES 1.1 spec 6.1.2 "Data
// Conversions".
case GL_ALPHA_TEST_REF:
case GL_CURRENT_COLOR:
return clampCast<QueryT>(ExpandFloatToInteger(static_cast<GLfloat>(value)));
default:
return clampCast<QueryT>(std::round(value));
}
}
return clampCast<QueryT>(value);
}
template <typename QueryT, typename NativeT>
QueryT CastFromStateValueToFloat(GLenum pname, NativeT value)
{
switch (pname)
{
// For mask values, their floating-point values should be positive, not -1.
case GL_STENCIL_VALUE_MASK:
case GL_STENCIL_BACK_VALUE_MASK:
case GL_STENCIL_WRITEMASK:
case GL_STENCIL_BACK_WRITEMASK:
return static_cast<QueryT>(static_cast<GLuint>(value));
default:
return static_cast<QueryT>(value);
}
}
template <typename NativeT, typename QueryT>
NativeT CastQueryValueToInt(GLenum pname, QueryT value)
{
GLenum queryType = GLTypeToGLenum<QueryT>::value;
if (queryType == GL_FLOAT)
{
// ARM devices cast float to uint differently than Intel.
// Basically, any negative floating point number becomes 0
// when converted to unsigned int. Instead, convert to a signed
// int and then convert to unsigned int to "preserve the value"
// E.g. common case for tests is to pass in -1 as an invalid query
// value. If cast to a unsigned int it becomes 0 (GL_NONE) and is now
// a valid enum and negative tests fail. But converting to int
// and then to final unsigned int gives us 4294967295 (0xffffffff)
// which is what we want.
return static_cast<NativeT>(static_cast<GLint64>(std::round(value)));
}
return static_cast<NativeT>(value);
}
} // anonymous namespace
template <typename QueryT, typename InternalT>
QueryT CastFromGLintStateValue(GLenum pname, InternalT value)
{
return CastFromStateValue<QueryT, GLint>(pname, clampCast<GLint, InternalT>(value));
}
template GLfloat CastFromGLintStateValue<GLfloat, GLenum>(GLenum pname, GLenum value);
template GLint CastFromGLintStateValue<GLint, GLenum>(GLenum pname, GLenum value);
template GLint64 CastFromGLintStateValue<GLint64, GLenum>(GLenum pname, GLenum value);
template GLuint CastFromGLintStateValue<GLuint, GLenum>(GLenum pname, GLenum value);
template GLuint CastFromGLintStateValue<GLuint, GLint>(GLenum pname, GLint value);
template GLfloat CastFromGLintStateValue<GLfloat, GLint>(GLenum pname, GLint value);
template GLint CastFromGLintStateValue<GLint, GLint>(GLenum pname, GLint value);
template GLfloat CastFromGLintStateValue<GLfloat, bool>(GLenum pname, bool value);
template GLuint CastFromGLintStateValue<GLuint, bool>(GLenum pname, bool value);
template GLint CastFromGLintStateValue<GLint, bool>(GLenum pname, bool value);
template GLfloat CastFromGLintStateValue<GLfloat, GLfloat>(GLenum pname, GLfloat value);
template GLint CastFromGLintStateValue<GLint, GLfloat>(GLenum pname, GLfloat value);
template GLuint CastFromGLintStateValue<GLuint, GLfloat>(GLenum pname, GLfloat value);
template <typename QueryT, typename NativeT>
QueryT CastFromStateValue(GLenum pname, NativeT value)
{
GLenum queryType = GLTypeToGLenum<QueryT>::value;
switch (queryType)
{
case GL_INT:
case GL_INT_64_ANGLEX:
case GL_UNSIGNED_INT:
case GL_UINT_64_ANGLEX:
return CastFromStateValueToInt<QueryT, NativeT>(pname, value);
case GL_FLOAT:
return CastFromStateValueToFloat<QueryT, NativeT>(pname, value);
case GL_BOOL:
return static_cast<QueryT>(value == static_cast<NativeT>(0) ? GL_FALSE : GL_TRUE);
default:
UNREACHABLE();
return 0;
}
}
template GLint CastFromStateValue<GLint, GLint>(GLenum pname, GLint value);
template GLint CastFromStateValue<GLint, GLint64>(GLenum pname, GLint64 value);
template GLint64 CastFromStateValue<GLint64, GLint>(GLenum pname, GLint value);
template GLint64 CastFromStateValue<GLint64, GLint64>(GLenum pname, GLint64 value);
template GLfloat CastFromStateValue<GLfloat, GLint>(GLenum pname, GLint value);
template GLfloat CastFromStateValue<GLfloat, GLuint>(GLenum pname, GLuint value);
template GLfloat CastFromStateValue<GLfloat, GLfloat>(GLenum pname, GLfloat value);
template GLint CastFromStateValue<GLint, GLfloat>(GLenum pname, GLfloat value);
template GLuint CastFromStateValue<GLuint, GLfloat>(GLenum pname, GLfloat value);
template GLuint CastFromStateValue<GLuint, GLint>(GLenum pname, GLint value);
template GLuint CastFromStateValue<GLuint, GLuint>(GLenum pname, GLuint value);
template GLint CastFromStateValue<GLint, GLboolean>(GLenum pname, GLboolean value);
template GLint64 CastFromStateValue<GLint64, GLboolean>(GLenum pname, GLboolean value);
template GLint CastFromStateValue<GLint, GLuint>(GLenum pname, GLuint value);
template GLint64 CastFromStateValue<GLint64, GLuint>(GLenum pname, GLuint value);
template GLuint64 CastFromStateValue<GLuint64, GLuint>(GLenum pname, GLuint value);
template <typename NativeT, typename QueryT>
NativeT CastQueryValueTo(GLenum pname, QueryT value)
{
GLenum nativeType = GLTypeToGLenum<NativeT>::value;
switch (nativeType)
{
case GL_INT:
case GL_INT_64_ANGLEX:
case GL_UNSIGNED_INT:
case GL_UINT_64_ANGLEX:
return CastQueryValueToInt<NativeT, QueryT>(pname, value);
case GL_FLOAT:
return static_cast<NativeT>(value);
case GL_BOOL:
return static_cast<NativeT>(value == static_cast<QueryT>(0) ? GL_FALSE : GL_TRUE);
default:
UNREACHABLE();
return 0;
}
}
template GLint CastQueryValueTo<GLint, GLfloat>(GLenum pname, GLfloat value);
template GLboolean CastQueryValueTo<GLboolean, GLint>(GLenum pname, GLint value);
template GLint CastQueryValueTo<GLint, GLint>(GLenum pname, GLint value);
template GLint CastQueryValueTo<GLint, GLuint>(GLenum pname, GLuint value);
template GLfloat CastQueryValueTo<GLfloat, GLint>(GLenum pname, GLint value);
template GLfloat CastQueryValueTo<GLfloat, GLuint>(GLenum pname, GLuint value);
template GLfloat CastQueryValueTo<GLfloat, GLfloat>(GLenum pname, GLfloat value);
template GLuint CastQueryValueTo<GLuint, GLint>(GLenum pname, GLint value);
template GLuint CastQueryValueTo<GLuint, GLuint>(GLenum pname, GLuint value);
template GLuint CastQueryValueTo<GLuint, GLfloat>(GLenum pname, GLfloat value);
template <typename QueryT>
void CastStateValues(const Context *context,
GLenum nativeType,
GLenum pname,
unsigned int numParams,
QueryT *outParams)
{
if (nativeType == GL_INT)
{
std::vector<GLint> intParams(numParams, 0);
context->getIntegervImpl(pname, intParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastFromStateValue<QueryT>(pname, intParams[i]);
}
}
else if (nativeType == GL_BOOL)
{
std::vector<GLboolean> boolParams(numParams, GL_FALSE);
context->getBooleanvImpl(pname, boolParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] =
(boolParams[i] == GL_FALSE ? static_cast<QueryT>(0) : static_cast<QueryT>(1));
}
}
else if (nativeType == GL_FLOAT)
{
std::vector<GLfloat> floatParams(numParams, 0.0f);
context->getFloatvImpl(pname, floatParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastFromStateValue<QueryT>(pname, floatParams[i]);
}
}
else if (nativeType == GL_INT_64_ANGLEX)
{
std::vector<GLint64> int64Params(numParams, 0);
context->getInteger64vImpl(pname, int64Params.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastFromStateValue<QueryT>(pname, int64Params[i]);
}
}
else
{
WARN() << "Application querying parameter that does not exist.";
}
}
// Explicit template instantiation (how we export template functions in different files)
// The calls below will make CastStateValues successfully link with the GL state query types
// The GL state query API types are: bool, int, uint, float, int64, uint64
template void CastStateValues<GLboolean>(const Context *,
GLenum,
GLenum,
unsigned int,
GLboolean *);
template void CastStateValues<GLint>(const Context *, GLenum, GLenum, unsigned int, GLint *);
template void CastStateValues<GLuint>(const Context *, GLenum, GLenum, unsigned int, GLuint *);
template void CastStateValues<GLfloat>(const Context *, GLenum, GLenum, unsigned int, GLfloat *);
template void CastStateValues<GLint64>(const Context *, GLenum, GLenum, unsigned int, GLint64 *);
template <typename QueryT>
void CastIndexedStateValues(Context *context,
GLenum nativeType,
GLenum pname,
GLuint index,
unsigned int numParams,
QueryT *outParams)
{
if (nativeType == GL_INT)
{
std::vector<GLint> intParams(numParams, 0);
context->getIntegeri_v(pname, index, intParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastFromStateValue<QueryT>(pname, intParams[i]);
}
}
else if (nativeType == GL_BOOL)
{
std::vector<GLboolean> boolParams(numParams, GL_FALSE);
context->getBooleani_v(pname, index, boolParams.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] =
(boolParams[i] == GL_FALSE ? static_cast<QueryT>(0) : static_cast<QueryT>(1));
}
}
else if (nativeType == GL_INT_64_ANGLEX)
{
std::vector<GLint64> int64Params(numParams, 0);
context->getInteger64i_v(pname, index, int64Params.data());
for (unsigned int i = 0; i < numParams; ++i)
{
outParams[i] = CastFromStateValue<QueryT>(pname, int64Params[i]);
}
}
else
UNREACHABLE();
}
template void CastIndexedStateValues<GLboolean>(Context *,
GLenum,
GLenum,
GLuint index,
unsigned int,
GLboolean *);
template void CastIndexedStateValues<GLint>(Context *,
GLenum,
GLenum,
GLuint index,
unsigned int,
GLint *);
template void CastIndexedStateValues<GLuint>(Context *,
GLenum,
GLenum,
GLuint index,
unsigned int,
GLuint *);
template void CastIndexedStateValues<GLfloat>(Context *,
GLenum,
GLenum,
GLuint index,
unsigned int,
GLfloat *);
template void CastIndexedStateValues<GLint64>(Context *,
GLenum,
GLenum,
GLuint index,
unsigned int,
GLint64 *);
} // namespace gl