SoftwareGLContext.cpp 64 KB

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  1. /*
  2. * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
  3. * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
  4. *
  5. * SPDX-License-Identifier: BSD-2-Clause
  6. */
  7. #include "SoftwareGLContext.h"
  8. #include "GLStruct.h"
  9. #include "SoftwareRasterizer.h"
  10. #include <AK/Assertions.h>
  11. #include <AK/Debug.h>
  12. #include <AK/Format.h>
  13. #include <AK/QuickSort.h>
  14. #include <AK/TemporaryChange.h>
  15. #include <AK/Variant.h>
  16. #include <AK/Vector.h>
  17. #include <LibGfx/Bitmap.h>
  18. #include <LibGfx/Painter.h>
  19. #include <LibGfx/Vector4.h>
  20. using AK::dbgln;
  21. namespace GL {
  22. // FIXME: We should set this up when we create the context!
  23. static constexpr size_t MATRIX_STACK_LIMIT = 1024;
  24. #define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
  25. if (should_append_to_listing()) { \
  26. append_to_listing<&SoftwareGLContext::name>(__VA_ARGS__); \
  27. if (!should_execute_after_appending_to_listing()) \
  28. return; \
  29. }
  30. #define RETURN_WITH_ERROR_IF(condition, error) \
  31. if (condition) { \
  32. if (m_error == GL_NO_ERROR) \
  33. m_error = error; \
  34. return; \
  35. }
  36. #define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
  37. if (condition) { \
  38. if (m_error == GL_NO_ERROR) \
  39. m_error = error; \
  40. return return_value; \
  41. }
  42. SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
  43. : m_frontbuffer(frontbuffer)
  44. , m_rasterizer(frontbuffer.size())
  45. {
  46. }
  47. void SoftwareGLContext::gl_begin(GLenum mode)
  48. {
  49. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_begin, mode);
  50. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  51. RETURN_WITH_ERROR_IF(mode < GL_TRIANGLES || mode > GL_POLYGON, GL_INVALID_ENUM);
  52. m_current_draw_mode = mode;
  53. m_in_draw_state = true; // Certain commands will now generate an error
  54. }
  55. void SoftwareGLContext::gl_clear(GLbitfield mask)
  56. {
  57. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear, mask);
  58. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  59. RETURN_WITH_ERROR_IF(mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT), GL_INVALID_ENUM);
  60. if (mask & GL_COLOR_BUFFER_BIT)
  61. m_rasterizer.clear_color(m_clear_color);
  62. if (mask & GL_DEPTH_BUFFER_BIT)
  63. m_rasterizer.clear_depth(static_cast<float>(m_clear_depth));
  64. }
  65. void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
  66. {
  67. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_color, red, green, blue, alpha);
  68. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  69. m_clear_color = { red, green, blue, alpha };
  70. }
  71. void SoftwareGLContext::gl_clear_depth(GLdouble depth)
  72. {
  73. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_depth, depth);
  74. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  75. m_clear_depth = depth;
  76. }
  77. void SoftwareGLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
  78. {
  79. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a);
  80. m_current_vertex_color = { (float)r, (float)g, (float)b, (float)a };
  81. }
  82. void SoftwareGLContext::gl_end()
  83. {
  84. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_end);
  85. // At this point, the user has effectively specified that they are done with defining the geometry
  86. // of what they want to draw. We now need to do a few things (https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview):
  87. //
  88. // 1. Transform all of the vertices in the current vertex list into eye space by mulitplying the model-view matrix
  89. // 2. Transform all of the vertices from eye space into clip space by multiplying by the projection matrix
  90. // 3. If culling is enabled, we cull the desired faces (https://learnopengl.com/Advanced-OpenGL/Face-culling)
  91. // 4. Each element of the vertex is then divided by w to bring the positions into NDC (Normalized Device Coordinates)
  92. // 5. The vertices are sorted (for the rasteriser, how are we doing this? 3Dfx did this top to bottom in terms of vertex y coordinates)
  93. // 6. The vertices are then sent off to the rasteriser and drawn to the screen
  94. float scr_width = m_frontbuffer->width();
  95. float scr_height = m_frontbuffer->height();
  96. // Make sure we had a `glBegin` before this call...
  97. RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION);
  98. triangle_list.clear_with_capacity();
  99. processed_triangles.clear_with_capacity();
  100. // Let's construct some triangles
  101. if (m_current_draw_mode == GL_TRIANGLES) {
  102. GLTriangle triangle;
  103. for (size_t i = 0; i < vertex_list.size(); i += 3) {
  104. triangle.vertices[0] = vertex_list.at(i);
  105. triangle.vertices[1] = vertex_list.at(i + 1);
  106. triangle.vertices[2] = vertex_list.at(i + 2);
  107. triangle_list.append(triangle);
  108. }
  109. } else if (m_current_draw_mode == GL_QUADS) {
  110. // We need to construct two triangles to form the quad
  111. GLTriangle triangle;
  112. VERIFY(vertex_list.size() % 4 == 0);
  113. for (size_t i = 0; i < vertex_list.size(); i += 4) {
  114. // Triangle 1
  115. triangle.vertices[0] = vertex_list.at(i);
  116. triangle.vertices[1] = vertex_list.at(i + 1);
  117. triangle.vertices[2] = vertex_list.at(i + 2);
  118. triangle_list.append(triangle);
  119. // Triangle 2
  120. triangle.vertices[0] = vertex_list.at(i + 2);
  121. triangle.vertices[1] = vertex_list.at(i + 3);
  122. triangle.vertices[2] = vertex_list.at(i);
  123. triangle_list.append(triangle);
  124. }
  125. } else if (m_current_draw_mode == GL_TRIANGLE_FAN) {
  126. GLTriangle triangle;
  127. triangle.vertices[0] = vertex_list.at(0); // Root vertex is always the vertex defined first
  128. for (size_t i = 1; i < vertex_list.size() - 1; i++) // This is technically `n-2` triangles. We start at index 1
  129. {
  130. triangle.vertices[1] = vertex_list.at(i);
  131. triangle.vertices[2] = vertex_list.at(i + 1);
  132. triangle_list.append(triangle);
  133. }
  134. } else if (m_current_draw_mode == GL_TRIANGLE_STRIP) {
  135. GLTriangle triangle;
  136. for (size_t i = 0; i < vertex_list.size() - 2; i++) {
  137. triangle.vertices[0] = vertex_list.at(i);
  138. triangle.vertices[1] = vertex_list.at(i + 1);
  139. triangle.vertices[2] = vertex_list.at(i + 2);
  140. triangle_list.append(triangle);
  141. }
  142. } else {
  143. vertex_list.clear_with_capacity();
  144. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  145. }
  146. vertex_list.clear_with_capacity();
  147. auto mvp = m_projection_matrix * m_model_view_matrix;
  148. // Now let's transform each triangle and send that to the GPU
  149. for (size_t i = 0; i < triangle_list.size(); i++) {
  150. GLTriangle& triangle = triangle_list.at(i);
  151. // First multiply the vertex by the MODELVIEW matrix and then the PROJECTION matrix
  152. triangle.vertices[0].position = mvp * triangle.vertices[0].position;
  153. triangle.vertices[1].position = mvp * triangle.vertices[1].position;
  154. triangle.vertices[2].position = mvp * triangle.vertices[2].position;
  155. // At this point, we're in clip space
  156. // Here's where we do the clipping. This is a really crude implementation of the
  157. // https://learnopengl.com/Getting-started/Coordinate-Systems
  158. // "Note that if only a part of a primitive e.g. a triangle is outside the clipping volume OpenGL
  159. // will reconstruct the triangle as one or more triangles to fit inside the clipping range. "
  160. //
  161. // ALL VERTICES ARE DEFINED IN A CLOCKWISE ORDER
  162. // Okay, let's do some face culling first
  163. m_clipped_vertices.clear_with_capacity();
  164. m_clipped_vertices.append(triangle.vertices[0]);
  165. m_clipped_vertices.append(triangle.vertices[1]);
  166. m_clipped_vertices.append(triangle.vertices[2]);
  167. m_clipper.clip_triangle_against_frustum(m_clipped_vertices);
  168. if (m_clipped_vertices.size() < 3)
  169. continue;
  170. for (auto& vec : m_clipped_vertices) {
  171. // perspective divide
  172. float w = vec.position.w();
  173. vec.position.set_x(vec.position.x() / w);
  174. vec.position.set_y(vec.position.y() / w);
  175. vec.position.set_z(vec.position.z() / w);
  176. vec.position.set_w(1 / w);
  177. // to screen space
  178. vec.position.set_x(scr_width / 2 + vec.position.x() * scr_width / 2);
  179. vec.position.set_y(scr_height / 2 - vec.position.y() * scr_height / 2);
  180. }
  181. GLTriangle tri;
  182. tri.vertices[0] = m_clipped_vertices[0];
  183. for (size_t i = 1; i < m_clipped_vertices.size() - 1; i++) {
  184. tri.vertices[1] = m_clipped_vertices[i];
  185. tri.vertices[2] = m_clipped_vertices[i + 1];
  186. processed_triangles.append(tri);
  187. }
  188. }
  189. for (size_t i = 0; i < processed_triangles.size(); i++) {
  190. GLTriangle& triangle = processed_triangles.at(i);
  191. // Let's calculate the (signed) area of the triangle
  192. // https://cp-algorithms.com/geometry/oriented-triangle-area.html
  193. float dxAB = triangle.vertices[0].position.x() - triangle.vertices[1].position.x(); // A.x - B.x
  194. float dxBC = triangle.vertices[1].position.x() - triangle.vertices[2].position.x(); // B.X - C.x
  195. float dyAB = triangle.vertices[0].position.y() - triangle.vertices[1].position.y();
  196. float dyBC = triangle.vertices[1].position.y() - triangle.vertices[2].position.y();
  197. float area = (dxAB * dyBC) - (dxBC * dyAB);
  198. if (area == 0.0f)
  199. continue;
  200. if (m_cull_faces) {
  201. bool is_front = (m_front_face == GL_CCW ? area < 0 : area > 0);
  202. if (is_front && (m_culled_sides == GL_FRONT || m_culled_sides == GL_FRONT_AND_BACK))
  203. continue;
  204. if (!is_front && (m_culled_sides == GL_BACK || m_culled_sides == GL_FRONT_AND_BACK))
  205. continue;
  206. }
  207. if (area > 0) {
  208. swap(triangle.vertices[0], triangle.vertices[1]);
  209. }
  210. m_rasterizer.submit_triangle(triangle, m_texture_units);
  211. }
  212. m_in_draw_state = false;
  213. }
  214. void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
  215. {
  216. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
  217. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  218. // Let's do some math!
  219. // FIXME: Are we losing too much precision by doing this?
  220. float a = static_cast<float>((right + left) / (right - left));
  221. float b = static_cast<float>((top + bottom) / (top - bottom));
  222. float c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
  223. float d = static_cast<float>(-((2 * (far_val * near_val)) / (far_val - near_val)));
  224. FloatMatrix4x4 frustum {
  225. ((2 * (float)near_val) / ((float)right - (float)left)), 0, a, 0,
  226. 0, ((2 * (float)near_val) / ((float)top - (float)bottom)), b, 0,
  227. 0, 0, c, d,
  228. 0, 0, -1, 0
  229. };
  230. if (m_current_matrix_mode == GL_PROJECTION) {
  231. m_projection_matrix = m_projection_matrix * frustum;
  232. } else if (m_current_matrix_mode == GL_MODELVIEW) {
  233. dbgln_if(GL_DEBUG, "glFrustum(): frustum created with curr_matrix_mode == GL_MODELVIEW!!!");
  234. m_projection_matrix = m_model_view_matrix * frustum;
  235. }
  236. }
  237. void SoftwareGLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
  238. {
  239. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val);
  240. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  241. RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
  242. auto rl = right - left;
  243. auto tb = top - bottom;
  244. auto fn = far_val - near_val;
  245. auto tx = -(right + left) / rl;
  246. auto ty = -(top + bottom) / tb;
  247. auto tz = -(far_val + near_val) / fn;
  248. FloatMatrix4x4 projection {
  249. static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
  250. 0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
  251. 0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
  252. 0, 0, 0, 1
  253. };
  254. if (m_current_matrix_mode == GL_PROJECTION) {
  255. m_projection_matrix = m_projection_matrix * projection;
  256. } else if (m_current_matrix_mode == GL_MODELVIEW) {
  257. m_projection_matrix = m_model_view_matrix * projection;
  258. }
  259. }
  260. GLenum SoftwareGLContext::gl_get_error()
  261. {
  262. if (m_in_draw_state)
  263. return GL_INVALID_OPERATION;
  264. auto last_error = m_error;
  265. m_error = GL_NO_ERROR;
  266. return last_error;
  267. }
  268. GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
  269. {
  270. RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, nullptr);
  271. switch (name) {
  272. case GL_VENDOR:
  273. return reinterpret_cast<GLubyte*>(const_cast<char*>("The SerenityOS Developers"));
  274. case GL_RENDERER:
  275. return reinterpret_cast<GLubyte*>(const_cast<char*>("SerenityOS OpenGL"));
  276. case GL_VERSION:
  277. return reinterpret_cast<GLubyte*>(const_cast<char*>("1.5"));
  278. case GL_EXTENSIONS:
  279. return reinterpret_cast<GLubyte*>(const_cast<char*>(""));
  280. default:
  281. dbgln_if(GL_DEBUG, "glGetString(): Unknown enum name!");
  282. break;
  283. }
  284. RETURN_VALUE_WITH_ERROR_IF(true, GL_INVALID_ENUM, nullptr);
  285. }
  286. void SoftwareGLContext::gl_load_identity()
  287. {
  288. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
  289. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  290. if (m_current_matrix_mode == GL_PROJECTION)
  291. m_projection_matrix = FloatMatrix4x4::identity();
  292. else if (m_current_matrix_mode == GL_MODELVIEW)
  293. m_model_view_matrix = FloatMatrix4x4::identity();
  294. else
  295. VERIFY_NOT_REACHED();
  296. }
  297. void SoftwareGLContext::gl_load_matrix(const FloatMatrix4x4& matrix)
  298. {
  299. if (should_append_to_listing()) {
  300. auto ptr = store_in_listing(matrix);
  301. append_to_listing<&SoftwareGLContext::gl_load_matrix>(*ptr);
  302. if (!should_execute_after_appending_to_listing())
  303. return;
  304. }
  305. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  306. if (m_current_matrix_mode == GL_PROJECTION)
  307. m_projection_matrix = matrix;
  308. else if (m_current_matrix_mode == GL_MODELVIEW)
  309. m_model_view_matrix = matrix;
  310. else
  311. VERIFY_NOT_REACHED();
  312. }
  313. void SoftwareGLContext::gl_matrix_mode(GLenum mode)
  314. {
  315. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
  316. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  317. RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_PROJECTION, GL_INVALID_ENUM);
  318. m_current_matrix_mode = mode;
  319. }
  320. void SoftwareGLContext::gl_push_matrix()
  321. {
  322. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
  323. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  324. dbgln_if(GL_DEBUG, "glPushMatrix(): Pushing matrix to the matrix stack (matrix_mode {})", m_current_matrix_mode);
  325. switch (m_current_matrix_mode) {
  326. case GL_PROJECTION:
  327. RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() >= MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
  328. m_projection_matrix_stack.append(m_projection_matrix);
  329. break;
  330. case GL_MODELVIEW:
  331. RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() >= MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
  332. m_model_view_matrix_stack.append(m_model_view_matrix);
  333. break;
  334. default:
  335. dbgln_if(GL_DEBUG, "glPushMatrix(): Attempt to push matrix with invalid matrix mode {})", m_current_matrix_mode);
  336. return;
  337. }
  338. }
  339. void SoftwareGLContext::gl_pop_matrix()
  340. {
  341. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
  342. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  343. dbgln_if(GL_DEBUG, "glPopMatrix(): Popping matrix from matrix stack (matrix_mode = {})", m_current_matrix_mode);
  344. // FIXME: Make sure stack::top() doesn't cause any nasty issues if it's empty (that could result in a lockup/hang)
  345. switch (m_current_matrix_mode) {
  346. case GL_PROJECTION:
  347. RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
  348. m_projection_matrix = m_projection_matrix_stack.take_last();
  349. break;
  350. case GL_MODELVIEW:
  351. RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
  352. m_model_view_matrix = m_model_view_matrix_stack.take_last();
  353. break;
  354. default:
  355. dbgln_if(GL_DEBUG, "glPopMatrix(): Attempt to pop matrix with invalid matrix mode, {}", m_current_matrix_mode);
  356. return;
  357. }
  358. }
  359. void SoftwareGLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
  360. {
  361. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z);
  362. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  363. FloatVector3 axis = { (float)x, (float)y, (float)z };
  364. axis.normalize();
  365. auto rotation_mat = Gfx::rotation_matrix(axis, static_cast<float>(angle * M_PI * 2 / 360));
  366. if (m_current_matrix_mode == GL_MODELVIEW)
  367. m_model_view_matrix = m_model_view_matrix * rotation_mat;
  368. else if (m_current_matrix_mode == GL_PROJECTION)
  369. m_projection_matrix = m_projection_matrix * rotation_mat;
  370. }
  371. void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
  372. {
  373. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
  374. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  375. if (m_current_matrix_mode == GL_MODELVIEW) {
  376. m_model_view_matrix = m_model_view_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
  377. } else if (m_current_matrix_mode == GL_PROJECTION) {
  378. m_projection_matrix = m_projection_matrix * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
  379. }
  380. }
  381. void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
  382. {
  383. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
  384. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  385. if (m_current_matrix_mode == GL_MODELVIEW) {
  386. m_model_view_matrix = m_model_view_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
  387. } else if (m_current_matrix_mode == GL_PROJECTION) {
  388. m_projection_matrix = m_projection_matrix * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
  389. }
  390. }
  391. void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
  392. {
  393. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w);
  394. GLVertex vertex;
  395. vertex.position = { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(w) };
  396. vertex.color = m_current_vertex_color;
  397. vertex.tex_coord = { m_current_vertex_tex_coord.x(), m_current_vertex_tex_coord.y() };
  398. vertex_list.append(vertex);
  399. }
  400. // FIXME: We need to add `r` and `q` to our GLVertex?!
  401. void SoftwareGLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
  402. {
  403. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_coord, s, t, r, q);
  404. m_current_vertex_tex_coord = { s, t, r, q };
  405. }
  406. void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)
  407. {
  408. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height);
  409. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  410. (void)(x);
  411. (void)(y);
  412. (void)(width);
  413. (void)(height);
  414. }
  415. void SoftwareGLContext::gl_enable(GLenum capability)
  416. {
  417. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_enable, capability);
  418. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  419. auto rasterizer_options = m_rasterizer.options();
  420. bool update_rasterizer_options = false;
  421. switch (capability) {
  422. case GL_CULL_FACE:
  423. m_cull_faces = true;
  424. break;
  425. case GL_DEPTH_TEST:
  426. m_depth_test_enabled = true;
  427. rasterizer_options.enable_depth_test = true;
  428. update_rasterizer_options = true;
  429. break;
  430. case GL_BLEND:
  431. m_blend_enabled = true;
  432. rasterizer_options.enable_blending = true;
  433. update_rasterizer_options = true;
  434. break;
  435. case GL_ALPHA_TEST:
  436. m_alpha_test_enabled = true;
  437. rasterizer_options.enable_alpha_test = true;
  438. update_rasterizer_options = true;
  439. break;
  440. case GL_FOG:
  441. rasterizer_options.fog_enabled = true;
  442. update_rasterizer_options = true;
  443. break;
  444. default:
  445. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  446. }
  447. if (update_rasterizer_options)
  448. m_rasterizer.set_options(rasterizer_options);
  449. }
  450. void SoftwareGLContext::gl_disable(GLenum capability)
  451. {
  452. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_disable, capability);
  453. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  454. auto rasterizer_options = m_rasterizer.options();
  455. bool update_rasterizer_options = false;
  456. switch (capability) {
  457. case GL_CULL_FACE:
  458. m_cull_faces = false;
  459. break;
  460. case GL_DEPTH_TEST:
  461. m_depth_test_enabled = false;
  462. rasterizer_options.enable_depth_test = false;
  463. update_rasterizer_options = true;
  464. break;
  465. case GL_BLEND:
  466. m_blend_enabled = false;
  467. rasterizer_options.enable_blending = false;
  468. update_rasterizer_options = true;
  469. break;
  470. case GL_ALPHA_TEST:
  471. m_alpha_test_enabled = false;
  472. rasterizer_options.enable_alpha_test = false;
  473. update_rasterizer_options = true;
  474. break;
  475. default:
  476. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  477. }
  478. if (update_rasterizer_options)
  479. m_rasterizer.set_options(rasterizer_options);
  480. }
  481. void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
  482. {
  483. RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
  484. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  485. m_name_allocator.allocate(n, textures);
  486. // Initialize all texture names with a nullptr
  487. for (auto i = 0; i < n; i++) {
  488. GLuint name = textures[i];
  489. m_allocated_textures.set(name, nullptr);
  490. }
  491. }
  492. void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
  493. {
  494. RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
  495. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  496. m_name_allocator.free(n, textures);
  497. for (auto i = 0; i < n; i++) {
  498. GLuint name = textures[i];
  499. auto texture_object = m_allocated_textures.find(name);
  500. if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
  501. continue;
  502. // Check all texture units
  503. for (auto& texture_unit : m_texture_units) {
  504. if (texture_object->value == texture_unit.bound_texture())
  505. texture_unit.unbind_texture(GL_TEXTURE_2D);
  506. }
  507. m_allocated_textures.remove(name);
  508. }
  509. }
  510. void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data)
  511. {
  512. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  513. // We only support GL_TEXTURE_2D for now
  514. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  515. // Check if there is actually a texture bound
  516. RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, GL_INVALID_OPERATION);
  517. // We only support symbolic constants for now
  518. RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
  519. RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE, GL_INVALID_VALUE);
  520. RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
  521. RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
  522. RETURN_WITH_ERROR_IF((width & 2) != 0 || (height & 2) != 0, GL_INVALID_VALUE);
  523. RETURN_WITH_ERROR_IF(border < 0 || border > 1, GL_INVALID_VALUE);
  524. m_active_texture_unit->bound_texture_2d()->upload_texture_data(target, level, internal_format, width, height, border, format, type, data, m_unpack_row_length);
  525. }
  526. void SoftwareGLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param)
  527. {
  528. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameter, target, pname, param);
  529. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  530. // FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
  531. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  532. // FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
  533. RETURN_WITH_ERROR_IF(!(pname == GL_TEXTURE_MIN_FILTER
  534. || pname == GL_TEXTURE_MAG_FILTER
  535. || pname == GL_TEXTURE_WRAP_S
  536. || pname == GL_TEXTURE_WRAP_T),
  537. GL_INVALID_ENUM);
  538. if (target == GL_TEXTURE_2D) {
  539. auto texture2d = m_active_texture_unit->bound_texture_2d();
  540. if (texture2d.is_null())
  541. return;
  542. switch (pname) {
  543. case GL_TEXTURE_MIN_FILTER:
  544. RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
  545. || param == GL_LINEAR
  546. || param == GL_NEAREST_MIPMAP_NEAREST
  547. || param == GL_LINEAR_MIPMAP_NEAREST
  548. || param == GL_NEAREST_MIPMAP_LINEAR
  549. || param == GL_LINEAR_MIPMAP_LINEAR),
  550. GL_INVALID_ENUM);
  551. texture2d->sampler().set_min_filter(param);
  552. break;
  553. case GL_TEXTURE_MAG_FILTER:
  554. RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
  555. || param == GL_LINEAR),
  556. GL_INVALID_ENUM);
  557. texture2d->sampler().set_mag_filter(param);
  558. break;
  559. case GL_TEXTURE_WRAP_S:
  560. RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
  561. || param == GL_CLAMP_TO_BORDER
  562. || param == GL_CLAMP_TO_EDGE
  563. || param == GL_MIRRORED_REPEAT
  564. || param == GL_REPEAT),
  565. GL_INVALID_ENUM);
  566. texture2d->sampler().set_wrap_s_mode(param);
  567. break;
  568. case GL_TEXTURE_WRAP_T:
  569. RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
  570. || param == GL_CLAMP_TO_BORDER
  571. || param == GL_CLAMP_TO_EDGE
  572. || param == GL_MIRRORED_REPEAT
  573. || param == GL_REPEAT),
  574. GL_INVALID_ENUM);
  575. texture2d->sampler().set_wrap_t_mode(param);
  576. break;
  577. default:
  578. VERIFY_NOT_REACHED();
  579. }
  580. }
  581. }
  582. void SoftwareGLContext::gl_front_face(GLenum face)
  583. {
  584. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face);
  585. RETURN_WITH_ERROR_IF(face < GL_CW || face > GL_CCW, GL_INVALID_ENUM);
  586. m_front_face = face;
  587. }
  588. void SoftwareGLContext::gl_cull_face(GLenum cull_mode)
  589. {
  590. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_cull_face, cull_mode);
  591. RETURN_WITH_ERROR_IF(cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK, GL_INVALID_ENUM);
  592. m_culled_sides = cull_mode;
  593. }
  594. GLuint SoftwareGLContext::gl_gen_lists(GLsizei range)
  595. {
  596. RETURN_VALUE_WITH_ERROR_IF(range <= 0, GL_INVALID_VALUE, 0);
  597. RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 0);
  598. auto initial_entry = m_listings.size();
  599. m_listings.resize(range + initial_entry);
  600. return initial_entry + 1;
  601. }
  602. void SoftwareGLContext::gl_call_list(GLuint list)
  603. {
  604. if (m_gl_call_depth > max_allowed_gl_call_depth)
  605. return;
  606. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_list, list);
  607. if (m_listings.size() < list)
  608. return;
  609. TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 };
  610. auto& listing = m_listings[list - 1];
  611. for (auto& entry : listing.entries) {
  612. entry.function.visit([&](auto& function) {
  613. entry.arguments.visit([&](auto& arguments) {
  614. auto apply = [&]<typename... Args>(Args && ... args)
  615. {
  616. if constexpr (requires { (this->*function)(forward<Args>(args)...); })
  617. (this->*function)(forward<Args>(args)...);
  618. };
  619. arguments.apply_as_args(apply);
  620. });
  621. });
  622. }
  623. }
  624. void SoftwareGLContext::gl_delete_lists(GLuint list, GLsizei range)
  625. {
  626. if (m_listings.size() < list || m_listings.size() <= list + range)
  627. return;
  628. for (auto& entry : m_listings.span().slice(list - 1, range))
  629. entry.entries.clear_with_capacity();
  630. }
  631. void SoftwareGLContext::gl_end_list()
  632. {
  633. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  634. RETURN_WITH_ERROR_IF(!m_current_listing_index.has_value(), GL_INVALID_OPERATION);
  635. m_listings[m_current_listing_index->index] = move(m_current_listing_index->listing);
  636. m_current_listing_index.clear();
  637. }
  638. void SoftwareGLContext::gl_new_list(GLuint list, GLenum mode)
  639. {
  640. RETURN_WITH_ERROR_IF(list == 0, GL_INVALID_VALUE);
  641. RETURN_WITH_ERROR_IF(mode != GL_COMPILE && mode != GL_COMPILE_AND_EXECUTE, GL_INVALID_ENUM);
  642. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  643. RETURN_WITH_ERROR_IF(m_current_listing_index.has_value(), GL_INVALID_OPERATION);
  644. if (m_listings.size() < list)
  645. return;
  646. m_current_listing_index = CurrentListing { {}, static_cast<size_t>(list - 1), mode };
  647. }
  648. void SoftwareGLContext::gl_flush()
  649. {
  650. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  651. // No-op since SoftwareGLContext is completely synchronous at the moment
  652. }
  653. void SoftwareGLContext::gl_finish()
  654. {
  655. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  656. // No-op since SoftwareGLContext is completely synchronous at the moment
  657. }
  658. void SoftwareGLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
  659. {
  660. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_blend_func, src_factor, dst_factor);
  661. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  662. // FIXME: The list of allowed enums differs between API versions
  663. // This was taken from the 2.0 spec on https://docs.gl/gl2/glBlendFunc
  664. RETURN_WITH_ERROR_IF(!(src_factor == GL_ZERO
  665. || src_factor == GL_ONE
  666. || src_factor == GL_SRC_COLOR
  667. || src_factor == GL_ONE_MINUS_SRC_COLOR
  668. || src_factor == GL_DST_COLOR
  669. || src_factor == GL_ONE_MINUS_DST_COLOR
  670. || src_factor == GL_SRC_ALPHA
  671. || src_factor == GL_ONE_MINUS_SRC_ALPHA
  672. || src_factor == GL_DST_ALPHA
  673. || src_factor == GL_ONE_MINUS_DST_ALPHA
  674. || src_factor == GL_CONSTANT_COLOR
  675. || src_factor == GL_ONE_MINUS_CONSTANT_COLOR
  676. || src_factor == GL_CONSTANT_ALPHA
  677. || src_factor == GL_ONE_MINUS_CONSTANT_ALPHA
  678. || src_factor == GL_SRC_ALPHA_SATURATE),
  679. GL_INVALID_ENUM);
  680. RETURN_WITH_ERROR_IF(!(dst_factor == GL_ZERO
  681. || dst_factor == GL_ONE
  682. || dst_factor == GL_SRC_COLOR
  683. || dst_factor == GL_ONE_MINUS_SRC_COLOR
  684. || dst_factor == GL_DST_COLOR
  685. || dst_factor == GL_ONE_MINUS_DST_COLOR
  686. || dst_factor == GL_SRC_ALPHA
  687. || dst_factor == GL_ONE_MINUS_SRC_ALPHA
  688. || dst_factor == GL_DST_ALPHA
  689. || dst_factor == GL_ONE_MINUS_DST_ALPHA
  690. || dst_factor == GL_CONSTANT_COLOR
  691. || dst_factor == GL_ONE_MINUS_CONSTANT_COLOR
  692. || dst_factor == GL_CONSTANT_ALPHA
  693. || dst_factor == GL_ONE_MINUS_CONSTANT_ALPHA),
  694. GL_INVALID_ENUM);
  695. m_blend_source_factor = src_factor;
  696. m_blend_destination_factor = dst_factor;
  697. auto options = m_rasterizer.options();
  698. options.blend_source_factor = m_blend_source_factor;
  699. options.blend_destination_factor = m_blend_destination_factor;
  700. m_rasterizer.set_options(options);
  701. }
  702. void SoftwareGLContext::gl_shade_model(GLenum mode)
  703. {
  704. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode);
  705. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  706. RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM);
  707. auto options = m_rasterizer.options();
  708. options.shade_smooth = (mode == GL_SMOOTH);
  709. m_rasterizer.set_options(options);
  710. }
  711. void SoftwareGLContext::gl_alpha_func(GLenum func, GLclampf ref)
  712. {
  713. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_alpha_func, func, ref);
  714. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  715. RETURN_WITH_ERROR_IF(func < GL_NEVER || func > GL_ALWAYS, GL_INVALID_ENUM);
  716. m_alpha_test_func = func;
  717. m_alpha_test_ref_value = ref;
  718. auto options = m_rasterizer.options();
  719. options.alpha_test_func = m_alpha_test_func;
  720. options.alpha_test_ref_value = m_alpha_test_ref_value;
  721. m_rasterizer.set_options(options);
  722. }
  723. void SoftwareGLContext::gl_hint(GLenum target, GLenum mode)
  724. {
  725. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_hint, target, mode);
  726. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  727. RETURN_WITH_ERROR_IF(target != GL_PERSPECTIVE_CORRECTION_HINT
  728. && target != GL_POINT_SMOOTH_HINT
  729. && target != GL_LINE_SMOOTH_HINT
  730. && target != GL_POLYGON_SMOOTH_HINT
  731. && target != GL_FOG_HINT
  732. && target != GL_GENERATE_MIPMAP_HINT
  733. && target != GL_TEXTURE_COMPRESSION_HINT,
  734. GL_INVALID_ENUM);
  735. RETURN_WITH_ERROR_IF(mode != GL_DONT_CARE
  736. && mode != GL_FASTEST
  737. && mode != GL_NICEST,
  738. GL_INVALID_ENUM);
  739. // According to the spec implementors are free to ignore glHint. So we do.
  740. }
  741. void SoftwareGLContext::gl_read_buffer(GLenum mode)
  742. {
  743. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_read_buffer, mode);
  744. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  745. // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
  746. // plus any aux buffer between 0 and GL_AUX_BUFFERS
  747. RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
  748. && mode != GL_FRONT_RIGHT
  749. && mode != GL_BACK_LEFT
  750. && mode != GL_BACK_RIGHT
  751. && mode != GL_FRONT
  752. && mode != GL_BACK
  753. && mode != GL_LEFT
  754. && mode != GL_RIGHT,
  755. GL_INVALID_ENUM);
  756. // FIXME: We do not currently have aux buffers, so make it an invalid
  757. // operation to select anything but front or back buffers. Also we do
  758. // not allow selecting the stereoscopic RIGHT buffers since we do not
  759. // have them configured.
  760. RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
  761. && mode != GL_FRONT
  762. && mode != GL_BACK_LEFT
  763. && mode != GL_BACK
  764. && mode != GL_FRONT
  765. && mode != GL_BACK
  766. && mode != GL_LEFT,
  767. GL_INVALID_OPERATION);
  768. m_current_read_buffer = mode;
  769. }
  770. void SoftwareGLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
  771. {
  772. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  773. RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
  774. RETURN_WITH_ERROR_IF(format != GL_COLOR_INDEX
  775. && format != GL_STENCIL_INDEX
  776. && format != GL_DEPTH_COMPONENT
  777. && format != GL_RED
  778. && format != GL_GREEN
  779. && format != GL_BLUE
  780. && format != GL_ALPHA
  781. && format != GL_RGB
  782. && format != GL_RGBA
  783. && format != GL_LUMINANCE
  784. && format != GL_LUMINANCE_ALPHA,
  785. GL_INVALID_ENUM);
  786. RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE
  787. && type != GL_BYTE
  788. && type != GL_BITMAP
  789. && type != GL_UNSIGNED_SHORT
  790. && type != GL_SHORT
  791. && type != GL_BLUE
  792. && type != GL_UNSIGNED_INT
  793. && type != GL_INT
  794. && type != GL_FLOAT,
  795. GL_INVALID_ENUM);
  796. // FIXME: We only support RGBA buffers for now.
  797. // Once we add support for indexed color modes do the correct check here
  798. RETURN_WITH_ERROR_IF(format == GL_COLOR_INDEX, GL_INVALID_OPERATION);
  799. // FIXME: We do not have stencil buffers yet
  800. // Once we add support for stencil buffers do the correct check here
  801. RETURN_WITH_ERROR_IF(format == GL_STENCIL_INDEX, GL_INVALID_OPERATION);
  802. if (format == GL_DEPTH_COMPONENT) {
  803. // FIXME: This check needs to be a bit more sophisticated. Currently the buffers
  804. // are hardcoded. Once we add proper structures for them we need to correct this check
  805. // Error because only back buffer has a depth buffer
  806. RETURN_WITH_ERROR_IF(m_current_read_buffer == GL_FRONT
  807. || m_current_read_buffer == GL_FRONT_LEFT
  808. || m_current_read_buffer == GL_FRONT_RIGHT,
  809. GL_INVALID_OPERATION);
  810. }
  811. // Some helper functions for converting float values to integer types
  812. auto float_to_i8 = [](float f) -> GLchar {
  813. return static_cast<GLchar>((0x7f * min(max(f, 0.0f), 1.0f) - 1) / 2);
  814. };
  815. auto float_to_i16 = [](float f) -> GLshort {
  816. return static_cast<GLshort>((0x7fff * min(max(f, 0.0f), 1.0f) - 1) / 2);
  817. };
  818. auto float_to_i32 = [](float f) -> GLint {
  819. return static_cast<GLint>((0x7fffffff * min(max(f, 0.0f), 1.0f) - 1) / 2);
  820. };
  821. auto float_to_u8 = [](float f) -> GLubyte {
  822. return static_cast<GLubyte>(0xff * min(max(f, 0.0f), 1.0f));
  823. };
  824. auto float_to_u16 = [](float f) -> GLushort {
  825. return static_cast<GLushort>(0xffff * min(max(f, 0.0f), 1.0f));
  826. };
  827. auto float_to_u32 = [](float f) -> GLuint {
  828. return static_cast<GLuint>(0xffffffff * min(max(f, 0.0f), 1.0f));
  829. };
  830. if (format == GL_DEPTH_COMPONENT) {
  831. // Read from depth buffer
  832. for (GLsizei i = 0; i < height; ++i) {
  833. for (GLsizei j = 0; j < width; ++j) {
  834. float depth = m_rasterizer.get_depthbuffer_value(x + j, y + i);
  835. switch (type) {
  836. case GL_BYTE:
  837. reinterpret_cast<GLchar*>(pixels)[i * width + j] = float_to_i8(depth);
  838. break;
  839. case GL_SHORT:
  840. reinterpret_cast<GLshort*>(pixels)[i * width + j] = float_to_i16(depth);
  841. break;
  842. case GL_INT:
  843. reinterpret_cast<GLint*>(pixels)[i * width + j] = float_to_i32(depth);
  844. break;
  845. case GL_UNSIGNED_BYTE:
  846. reinterpret_cast<GLubyte*>(pixels)[i * width + j] = float_to_u8(depth);
  847. break;
  848. case GL_UNSIGNED_SHORT:
  849. reinterpret_cast<GLushort*>(pixels)[i * width + j] = float_to_u16(depth);
  850. break;
  851. case GL_UNSIGNED_INT:
  852. reinterpret_cast<GLuint*>(pixels)[i * width + j] = float_to_u32(depth);
  853. break;
  854. case GL_FLOAT:
  855. reinterpret_cast<GLfloat*>(pixels)[i * width + j] = min(max(depth, 0.0f), 1.0f);
  856. break;
  857. }
  858. }
  859. }
  860. return;
  861. }
  862. bool write_red = false;
  863. bool write_green = false;
  864. bool write_blue = false;
  865. bool write_alpha = false;
  866. size_t component_count = 0;
  867. size_t component_size = 0;
  868. size_t red_offset = 0;
  869. size_t green_offset = 0;
  870. size_t blue_offset = 0;
  871. size_t alpha_offset = 0;
  872. char* red_ptr = nullptr;
  873. char* green_ptr = nullptr;
  874. char* blue_ptr = nullptr;
  875. char* alpha_ptr = nullptr;
  876. switch (format) {
  877. case GL_RGB:
  878. write_red = true;
  879. write_green = true;
  880. write_blue = true;
  881. component_count = 3;
  882. red_offset = 2;
  883. green_offset = 1;
  884. blue_offset = 0;
  885. break;
  886. case GL_RGBA:
  887. write_red = true;
  888. write_green = true;
  889. write_blue = true;
  890. write_alpha = true;
  891. component_count = 4;
  892. red_offset = 3;
  893. green_offset = 2;
  894. blue_offset = 1;
  895. alpha_offset = 0;
  896. break;
  897. case GL_RED:
  898. write_red = true;
  899. component_count = 1;
  900. red_offset = 0;
  901. break;
  902. case GL_GREEN:
  903. write_green = true;
  904. component_count = 1;
  905. green_offset = 0;
  906. break;
  907. case GL_BLUE:
  908. write_blue = true;
  909. component_count = 1;
  910. blue_offset = 0;
  911. break;
  912. case GL_ALPHA:
  913. write_alpha = true;
  914. component_count = 1;
  915. alpha_offset = 0;
  916. break;
  917. }
  918. switch (type) {
  919. case GL_BYTE:
  920. case GL_UNSIGNED_BYTE:
  921. component_size = 1;
  922. break;
  923. case GL_SHORT:
  924. case GL_UNSIGNED_SHORT:
  925. component_size = 2;
  926. break;
  927. case GL_INT:
  928. case GL_UNSIGNED_INT:
  929. case GL_FLOAT:
  930. component_size = 4;
  931. break;
  932. }
  933. char* out_ptr = reinterpret_cast<char*>(pixels);
  934. for (int i = 0; i < (int)height; ++i) {
  935. for (int j = 0; j < (int)width; ++j) {
  936. Gfx::RGBA32 color {};
  937. if (m_current_read_buffer == GL_FRONT || m_current_read_buffer == GL_LEFT || m_current_read_buffer == GL_FRONT_LEFT) {
  938. if (y + i >= m_frontbuffer->width() || x + j >= m_frontbuffer->height())
  939. color = 0;
  940. else
  941. color = m_frontbuffer->scanline(y + i)[x + j];
  942. } else {
  943. color = m_rasterizer.get_backbuffer_pixel(x + j, y + i);
  944. }
  945. float red = ((color >> 24) & 0xff) / 255.0f;
  946. float green = ((color >> 16) & 0xff) / 255.0f;
  947. float blue = ((color >> 8) & 0xff) / 255.0f;
  948. float alpha = (color & 0xff) / 255.0f;
  949. // FIXME: Set up write pointers based on selected endianness (glPixelStore)
  950. red_ptr = out_ptr + (component_size * red_offset);
  951. green_ptr = out_ptr + (component_size * green_offset);
  952. blue_ptr = out_ptr + (component_size * blue_offset);
  953. alpha_ptr = out_ptr + (component_size * alpha_offset);
  954. switch (type) {
  955. case GL_BYTE:
  956. if (write_red)
  957. *reinterpret_cast<GLchar*>(red_ptr) = float_to_i8(red);
  958. if (write_green)
  959. *reinterpret_cast<GLchar*>(green_ptr) = float_to_i8(green);
  960. if (write_blue)
  961. *reinterpret_cast<GLchar*>(blue_ptr) = float_to_i8(blue);
  962. if (write_alpha)
  963. *reinterpret_cast<GLchar*>(alpha_ptr) = float_to_i8(alpha);
  964. break;
  965. case GL_UNSIGNED_BYTE:
  966. if (write_red)
  967. *reinterpret_cast<GLubyte*>(red_ptr) = float_to_u8(red);
  968. if (write_green)
  969. *reinterpret_cast<GLubyte*>(green_ptr) = float_to_u8(green);
  970. if (write_blue)
  971. *reinterpret_cast<GLubyte*>(blue_ptr) = float_to_u8(blue);
  972. if (write_alpha)
  973. *reinterpret_cast<GLubyte*>(alpha_ptr) = float_to_u8(alpha);
  974. break;
  975. case GL_SHORT:
  976. if (write_red)
  977. *reinterpret_cast<GLshort*>(red_ptr) = float_to_i16(red);
  978. if (write_green)
  979. *reinterpret_cast<GLshort*>(green_ptr) = float_to_i16(green);
  980. if (write_blue)
  981. *reinterpret_cast<GLshort*>(blue_ptr) = float_to_i16(blue);
  982. if (write_alpha)
  983. *reinterpret_cast<GLshort*>(alpha_ptr) = float_to_i16(alpha);
  984. break;
  985. case GL_UNSIGNED_SHORT:
  986. if (write_red)
  987. *reinterpret_cast<GLushort*>(red_ptr) = float_to_u16(red);
  988. if (write_green)
  989. *reinterpret_cast<GLushort*>(green_ptr) = float_to_u16(green);
  990. if (write_blue)
  991. *reinterpret_cast<GLushort*>(blue_ptr) = float_to_u16(blue);
  992. if (write_alpha)
  993. *reinterpret_cast<GLushort*>(alpha_ptr) = float_to_u16(alpha);
  994. break;
  995. case GL_INT:
  996. if (write_red)
  997. *reinterpret_cast<GLint*>(red_ptr) = float_to_i32(red);
  998. if (write_green)
  999. *reinterpret_cast<GLint*>(green_ptr) = float_to_i32(green);
  1000. if (write_blue)
  1001. *reinterpret_cast<GLint*>(blue_ptr) = float_to_i32(blue);
  1002. if (write_alpha)
  1003. *reinterpret_cast<GLint*>(alpha_ptr) = float_to_i32(alpha);
  1004. break;
  1005. case GL_UNSIGNED_INT:
  1006. if (write_red)
  1007. *reinterpret_cast<GLuint*>(red_ptr) = float_to_u32(red);
  1008. if (write_green)
  1009. *reinterpret_cast<GLuint*>(green_ptr) = float_to_u32(green);
  1010. if (write_blue)
  1011. *reinterpret_cast<GLuint*>(blue_ptr) = float_to_u32(blue);
  1012. if (write_alpha)
  1013. *reinterpret_cast<GLuint*>(alpha_ptr) = float_to_u32(alpha);
  1014. break;
  1015. case GL_FLOAT:
  1016. if (write_red)
  1017. *reinterpret_cast<GLfloat*>(red_ptr) = min(max(red, 0.0f), 1.0f);
  1018. if (write_green)
  1019. *reinterpret_cast<GLfloat*>(green_ptr) = min(max(green, 0.0f), 1.0f);
  1020. if (write_blue)
  1021. *reinterpret_cast<GLfloat*>(blue_ptr) = min(max(blue, 0.0f), 1.0f);
  1022. if (write_alpha)
  1023. *reinterpret_cast<GLfloat*>(alpha_ptr) = min(max(alpha, 0.0f), 1.0f);
  1024. break;
  1025. }
  1026. out_ptr += component_size * component_count;
  1027. }
  1028. }
  1029. }
  1030. void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
  1031. {
  1032. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1033. // FIXME: We only support GL_TEXTURE_2D for now
  1034. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  1035. if (texture == 0) {
  1036. switch (target) {
  1037. case GL_TEXTURE_2D:
  1038. m_active_texture_unit->unbind_texture(target);
  1039. return;
  1040. default:
  1041. VERIFY_NOT_REACHED();
  1042. return;
  1043. }
  1044. }
  1045. auto it = m_allocated_textures.find(texture);
  1046. // The texture name does not exist
  1047. RETURN_WITH_ERROR_IF(it == m_allocated_textures.end(), GL_INVALID_VALUE);
  1048. auto texture_object = it->value;
  1049. // Binding a texture to a different target than it was first bound is an invalid operation
  1050. // FIXME: We only support GL_TEXTURE_2D for now
  1051. RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && !texture_object.is_null() && !texture_object->is_texture_2d(), GL_INVALID_OPERATION);
  1052. if (!texture_object) {
  1053. // This is the first time the texture is bound. Allocate an actual texture object
  1054. switch (target) {
  1055. case GL_TEXTURE_2D:
  1056. texture_object = adopt_ref(*new Texture2D());
  1057. break;
  1058. default:
  1059. VERIFY_NOT_REACHED();
  1060. break;
  1061. }
  1062. m_allocated_textures.set(texture, texture_object);
  1063. }
  1064. switch (target) {
  1065. case GL_TEXTURE_2D:
  1066. m_active_texture_unit->bind_texture_to_target(target, texture_object);
  1067. break;
  1068. }
  1069. }
  1070. void SoftwareGLContext::gl_active_texture(GLenum texture)
  1071. {
  1072. RETURN_WITH_ERROR_IF(texture < GL_TEXTURE0 || texture > GL_TEXTURE31, GL_INVALID_ENUM);
  1073. m_active_texture_unit = &m_texture_units.at(texture - GL_TEXTURE0);
  1074. }
  1075. void SoftwareGLContext::gl_get_floatv(GLenum pname, GLfloat* params)
  1076. {
  1077. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1078. auto flatten_and_assign_matrix = [&params](const FloatMatrix4x4& matrix) {
  1079. auto elements = matrix.elements();
  1080. for (size_t i = 0; i < 4; ++i) {
  1081. for (size_t j = 0; j < 4; ++j) {
  1082. params[i * 4 + j] = elements[i][j];
  1083. }
  1084. }
  1085. };
  1086. switch (pname) {
  1087. case GL_MODELVIEW_MATRIX:
  1088. if (m_current_matrix_mode == GL_MODELVIEW)
  1089. flatten_and_assign_matrix(m_model_view_matrix);
  1090. else {
  1091. if (m_model_view_matrix_stack.is_empty())
  1092. flatten_and_assign_matrix(FloatMatrix4x4::identity());
  1093. else
  1094. flatten_and_assign_matrix(m_model_view_matrix_stack.last());
  1095. }
  1096. break;
  1097. default:
  1098. // FIXME: Because glQuake only requires GL_MODELVIEW_MATRIX, that is the only parameter
  1099. // that we currently support. More parameters should be supported.
  1100. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1101. }
  1102. }
  1103. void SoftwareGLContext::gl_get_booleanv(GLenum pname, GLboolean* data)
  1104. {
  1105. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1106. switch (pname) {
  1107. case GL_BLEND:
  1108. *data = m_blend_enabled ? GL_TRUE : GL_FALSE;
  1109. break;
  1110. case GL_ALPHA_TEST:
  1111. *data = m_alpha_test_func ? GL_TRUE : GL_FALSE;
  1112. break;
  1113. case GL_DEPTH_TEST:
  1114. *data = m_depth_test_enabled ? GL_TRUE : GL_FALSE;
  1115. break;
  1116. case GL_CULL_FACE:
  1117. *data = m_cull_faces ? GL_TRUE : GL_FALSE;
  1118. break;
  1119. default:
  1120. // According to the Khronos docs, we always return GL_INVALID_ENUM if we encounter a non-accepted value
  1121. // for `pname`
  1122. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1123. }
  1124. }
  1125. void SoftwareGLContext::gl_get_integerv(GLenum pname, GLint* data)
  1126. {
  1127. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1128. switch (pname) {
  1129. case GL_BLEND_SRC_ALPHA:
  1130. *data = m_blend_source_factor;
  1131. break;
  1132. case GL_BLEND_DST_ALPHA:
  1133. *data = m_blend_destination_factor;
  1134. break;
  1135. default:
  1136. // According to the Khronos docs, we always return GL_INVALID_ENUM if we encounter a non-accepted value
  1137. // for `pname`
  1138. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1139. }
  1140. }
  1141. void SoftwareGLContext::gl_depth_mask(GLboolean flag)
  1142. {
  1143. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_mask, flag);
  1144. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1145. auto options = m_rasterizer.options();
  1146. options.enable_depth_write = (flag != GL_FALSE);
  1147. m_rasterizer.set_options(options);
  1148. }
  1149. void SoftwareGLContext::gl_enable_client_state(GLenum cap)
  1150. {
  1151. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1152. switch (cap) {
  1153. case GL_VERTEX_ARRAY:
  1154. m_client_side_vertex_array_enabled = true;
  1155. break;
  1156. case GL_COLOR_ARRAY:
  1157. m_client_side_color_array_enabled = true;
  1158. break;
  1159. case GL_TEXTURE_COORD_ARRAY:
  1160. m_client_side_texture_coord_array_enabled = true;
  1161. break;
  1162. default:
  1163. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1164. }
  1165. }
  1166. void SoftwareGLContext::gl_disable_client_state(GLenum cap)
  1167. {
  1168. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1169. switch (cap) {
  1170. case GL_VERTEX_ARRAY:
  1171. m_client_side_vertex_array_enabled = false;
  1172. break;
  1173. case GL_COLOR_ARRAY:
  1174. m_client_side_color_array_enabled = false;
  1175. break;
  1176. case GL_TEXTURE_COORD_ARRAY:
  1177. m_client_side_texture_coord_array_enabled = false;
  1178. break;
  1179. default:
  1180. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1181. }
  1182. }
  1183. void SoftwareGLContext::gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
  1184. {
  1185. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1186. RETURN_WITH_ERROR_IF(!(size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
  1187. RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
  1188. RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
  1189. m_client_vertex_pointer.size = size;
  1190. m_client_vertex_pointer.type = type;
  1191. m_client_vertex_pointer.stride = stride;
  1192. m_client_vertex_pointer.pointer = pointer;
  1193. }
  1194. void SoftwareGLContext::gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
  1195. {
  1196. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1197. RETURN_WITH_ERROR_IF(!(size == 3 || size == 4), GL_INVALID_VALUE);
  1198. RETURN_WITH_ERROR_IF(!(type == GL_BYTE
  1199. || type == GL_UNSIGNED_BYTE
  1200. || type == GL_SHORT
  1201. || type == GL_UNSIGNED_SHORT
  1202. || type == GL_INT
  1203. || type == GL_UNSIGNED_INT
  1204. || type == GL_FLOAT
  1205. || type == GL_DOUBLE),
  1206. GL_INVALID_ENUM);
  1207. RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
  1208. m_client_color_pointer.size = size;
  1209. m_client_color_pointer.type = type;
  1210. m_client_color_pointer.stride = stride;
  1211. m_client_color_pointer.pointer = pointer;
  1212. }
  1213. void SoftwareGLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
  1214. {
  1215. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1216. RETURN_WITH_ERROR_IF(!(size == 1 || size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
  1217. RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
  1218. RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
  1219. m_client_tex_coord_pointer.size = size;
  1220. m_client_tex_coord_pointer.type = type;
  1221. m_client_tex_coord_pointer.stride = stride;
  1222. m_client_tex_coord_pointer.pointer = pointer;
  1223. }
  1224. void SoftwareGLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
  1225. {
  1226. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_arrays, mode, first, count);
  1227. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1228. // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES,GL_QUAD_STRIP)
  1229. RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
  1230. || mode == GL_TRIANGLE_FAN
  1231. || mode == GL_TRIANGLES
  1232. || mode == GL_QUADS
  1233. || mode == GL_POLYGON),
  1234. GL_INVALID_ENUM);
  1235. RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
  1236. // At least the vertex array needs to be enabled
  1237. if (!m_client_side_vertex_array_enabled)
  1238. return;
  1239. auto last = first + count;
  1240. glBegin(mode);
  1241. for (int i = first; i < last; i++) {
  1242. if (m_client_side_texture_coord_array_enabled) {
  1243. float tex_coords[4] { 0, 0, 0, 0 };
  1244. read_from_vertex_attribute_pointer(m_client_tex_coord_pointer, i, tex_coords, false);
  1245. glTexCoord4fv(tex_coords);
  1246. }
  1247. if (m_client_side_color_array_enabled) {
  1248. float color[4] { 0, 0, 0, 1 };
  1249. read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
  1250. glColor4fv(color);
  1251. }
  1252. float vertex[4] { 0, 0, 0, 1 };
  1253. read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
  1254. glVertex4fv(vertex);
  1255. }
  1256. glEnd();
  1257. }
  1258. void SoftwareGLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices)
  1259. {
  1260. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_elements, mode, count, type, indices);
  1261. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1262. // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES,GL_QUAD_STRIP)
  1263. RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
  1264. || mode == GL_TRIANGLE_FAN
  1265. || mode == GL_TRIANGLES
  1266. || mode == GL_QUADS
  1267. || mode == GL_POLYGON),
  1268. GL_INVALID_ENUM);
  1269. RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE
  1270. || type == GL_UNSIGNED_SHORT
  1271. || type == GL_UNSIGNED_INT),
  1272. GL_INVALID_ENUM);
  1273. RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
  1274. // At least the vertex array needs to be enabled
  1275. if (!m_client_side_vertex_array_enabled)
  1276. return;
  1277. glBegin(mode);
  1278. for (int index = 0; index < count; index++) {
  1279. int i = 0;
  1280. switch (type) {
  1281. case GL_UNSIGNED_BYTE:
  1282. i = reinterpret_cast<const GLubyte*>(indices)[index];
  1283. break;
  1284. case GL_UNSIGNED_SHORT:
  1285. i = reinterpret_cast<const GLushort*>(indices)[index];
  1286. break;
  1287. case GL_UNSIGNED_INT:
  1288. i = reinterpret_cast<const GLuint*>(indices)[index];
  1289. break;
  1290. }
  1291. if (m_client_side_texture_coord_array_enabled) {
  1292. float tex_coords[4] { 0, 0, 0, 0 };
  1293. read_from_vertex_attribute_pointer(m_client_tex_coord_pointer, i, tex_coords, false);
  1294. glTexCoord4fv(tex_coords);
  1295. }
  1296. if (m_client_side_color_array_enabled) {
  1297. float color[4] { 0, 0, 0, 1 };
  1298. read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
  1299. glColor4fv(color);
  1300. }
  1301. float vertex[4] { 0, 0, 0, 1 };
  1302. read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
  1303. glVertex4fv(vertex);
  1304. }
  1305. glEnd();
  1306. }
  1307. void SoftwareGLContext::gl_depth_range(GLdouble min, GLdouble max)
  1308. {
  1309. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_range, min, max);
  1310. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1311. auto options = m_rasterizer.options();
  1312. options.depth_min = clamp(min, 0.f, 1.f);
  1313. options.depth_max = clamp(max, 0.f, 1.f);
  1314. m_rasterizer.set_options(options);
  1315. }
  1316. void SoftwareGLContext::gl_depth_func(GLenum func)
  1317. {
  1318. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_func, func);
  1319. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1320. RETURN_WITH_ERROR_IF(!(func == GL_NEVER
  1321. || func == GL_LESS
  1322. || func == GL_EQUAL
  1323. || func == GL_LEQUAL
  1324. || func == GL_GREATER
  1325. || func == GL_NOTEQUAL
  1326. || func == GL_GEQUAL
  1327. || func == GL_ALWAYS),
  1328. GL_INVALID_ENUM);
  1329. auto options = m_rasterizer.options();
  1330. options.depth_func = func;
  1331. m_rasterizer.set_options(options);
  1332. }
  1333. // General helper function to read arbitrary vertex attribute data into a float array
  1334. void SoftwareGLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements, bool normalize)
  1335. {
  1336. auto byte_ptr = reinterpret_cast<const char*>(attrib.pointer);
  1337. size_t stride = attrib.stride;
  1338. switch (attrib.type) {
  1339. case GL_BYTE: {
  1340. if (stride == 0)
  1341. stride = sizeof(GLbyte) * attrib.size;
  1342. for (int i = 0; i < attrib.size; i++) {
  1343. elements[i] = *(reinterpret_cast<const GLbyte*>(byte_ptr + stride * index) + i);
  1344. if (normalize)
  1345. elements[i] /= 0x80;
  1346. }
  1347. break;
  1348. }
  1349. case GL_UNSIGNED_BYTE: {
  1350. if (stride == 0)
  1351. stride = sizeof(GLubyte) * attrib.size;
  1352. for (int i = 0; i < attrib.size; i++) {
  1353. elements[i] = *(reinterpret_cast<const GLubyte*>(byte_ptr + stride * index) + i);
  1354. if (normalize)
  1355. elements[i] /= 0xff;
  1356. }
  1357. break;
  1358. }
  1359. case GL_SHORT: {
  1360. if (stride == 0)
  1361. stride = sizeof(GLshort) * attrib.size;
  1362. for (int i = 0; i < attrib.size; i++) {
  1363. elements[i] = *(reinterpret_cast<const GLshort*>(byte_ptr + stride * index) + i);
  1364. if (normalize)
  1365. elements[i] /= 0x8000;
  1366. }
  1367. break;
  1368. }
  1369. case GL_UNSIGNED_SHORT: {
  1370. if (stride == 0)
  1371. stride = sizeof(GLushort) * attrib.size;
  1372. for (int i = 0; i < attrib.size; i++) {
  1373. elements[i] = *(reinterpret_cast<const GLushort*>(byte_ptr + stride * index) + i);
  1374. if (normalize)
  1375. elements[i] /= 0xffff;
  1376. }
  1377. break;
  1378. }
  1379. case GL_INT: {
  1380. if (stride == 0)
  1381. stride = sizeof(GLint) * attrib.size;
  1382. for (int i = 0; i < attrib.size; i++) {
  1383. elements[i] = *(reinterpret_cast<const GLint*>(byte_ptr + stride * index) + i);
  1384. if (normalize)
  1385. elements[i] /= 0x80000000;
  1386. }
  1387. break;
  1388. }
  1389. case GL_UNSIGNED_INT: {
  1390. if (stride == 0)
  1391. stride = sizeof(GLuint) * attrib.size;
  1392. for (int i = 0; i < attrib.size; i++) {
  1393. elements[i] = *(reinterpret_cast<const GLuint*>(byte_ptr + stride * index) + i);
  1394. if (normalize)
  1395. elements[i] /= 0xffffffff;
  1396. }
  1397. break;
  1398. }
  1399. case GL_FLOAT: {
  1400. if (stride == 0)
  1401. stride = sizeof(GLfloat) * attrib.size;
  1402. for (int i = 0; i < attrib.size; i++) {
  1403. elements[i] = *(reinterpret_cast<const GLfloat*>(byte_ptr + stride * index) + i);
  1404. }
  1405. break;
  1406. }
  1407. case GL_DOUBLE: {
  1408. if (stride == 0)
  1409. stride = sizeof(GLdouble) * attrib.size;
  1410. for (int i = 0; i < attrib.size; i++) {
  1411. elements[i] = static_cast<float>(*(reinterpret_cast<const GLdouble*>(byte_ptr + stride * index) + i));
  1412. }
  1413. break;
  1414. }
  1415. }
  1416. }
  1417. void SoftwareGLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
  1418. {
  1419. auto options = m_rasterizer.options();
  1420. auto mask = options.color_mask;
  1421. if (!red)
  1422. mask &= ~0x000000ff;
  1423. else
  1424. mask |= 0x000000ff;
  1425. if (!green)
  1426. mask &= ~0x0000ff00;
  1427. else
  1428. mask |= 0x0000ff00;
  1429. if (!blue)
  1430. mask &= ~0x00ff0000;
  1431. else
  1432. mask |= 0x00ff0000;
  1433. if (!alpha)
  1434. mask &= ~0xff000000;
  1435. else
  1436. mask |= 0xff000000;
  1437. options.color_mask = mask;
  1438. m_rasterizer.set_options(options);
  1439. }
  1440. void SoftwareGLContext::gl_polygon_mode(GLenum face, GLenum mode)
  1441. {
  1442. RETURN_WITH_ERROR_IF(!(face == GL_BACK || face == GL_FRONT || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  1443. RETURN_WITH_ERROR_IF(!(mode == GL_POINT || mode == GL_LINE || mode == GL_FILL), GL_INVALID_ENUM);
  1444. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1445. auto options = m_rasterizer.options();
  1446. options.polygon_mode = mode;
  1447. m_rasterizer.set_options(options);
  1448. }
  1449. void SoftwareGLContext::gl_fogfv(GLenum pname, GLfloat* params)
  1450. {
  1451. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1452. auto options = m_rasterizer.options();
  1453. switch (pname) {
  1454. case GL_FOG_COLOR:
  1455. // Set rasterizer options fog color
  1456. // NOTE: We purposefully don't check for `nullptr` here (as with other calls). The spec states nothing
  1457. // about us checking for such things. If the programmer does so and hits SIGSEGV, that's on them.
  1458. options.fog_color = FloatVector4 { params[0], params[1], params[2], params[3] };
  1459. break;
  1460. default:
  1461. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1462. }
  1463. m_rasterizer.set_options(options);
  1464. }
  1465. void SoftwareGLContext::gl_fogf(GLenum pname, GLfloat param)
  1466. {
  1467. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1468. RETURN_WITH_ERROR_IF(param < 0.0f, GL_INVALID_VALUE);
  1469. auto options = m_rasterizer.options();
  1470. switch (pname) {
  1471. case GL_FOG_DENSITY:
  1472. options.fog_density = param;
  1473. break;
  1474. default:
  1475. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1476. }
  1477. m_rasterizer.set_options(options);
  1478. }
  1479. void SoftwareGLContext::gl_fogi(GLenum pname, GLint param)
  1480. {
  1481. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1482. RETURN_WITH_ERROR_IF(!(param == GL_EXP || param == GL_EXP2 || param != GL_LINEAR), GL_INVALID_ENUM);
  1483. auto options = m_rasterizer.options();
  1484. switch (pname) {
  1485. case GL_FOG_MODE:
  1486. options.fog_mode = param;
  1487. break;
  1488. default:
  1489. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1490. }
  1491. m_rasterizer.set_options(options);
  1492. }
  1493. void SoftwareGLContext::gl_pixel_store(GLenum pname, GLfloat param)
  1494. {
  1495. // FIXME: Implement missing parameters
  1496. switch (pname) {
  1497. case GL_UNPACK_ROW_LENGTH:
  1498. RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
  1499. m_unpack_row_length = static_cast<size_t>(param);
  1500. break;
  1501. default:
  1502. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1503. break;
  1504. }
  1505. }
  1506. void SoftwareGLContext::present()
  1507. {
  1508. m_rasterizer.blit_to(*m_frontbuffer);
  1509. }
  1510. }