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- /*
- * Copyright (c) 2022, Stephan Unverwerth <s.unverwerth@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
- #include <AK/Debug.h>
- #include <AK/StringBuilder.h>
- #include <LibGL/GLContext.h>
- namespace GL {
- GLuint GLContext::gl_create_shader(GLenum shader_type)
- {
- // FIXME: Add support for GL_COMPUTE_SHADER, GL_TESS_CONTROL_SHADER, GL_TESS_EVALUATION_SHADER and GL_GEOMETRY_SHADER.
- RETURN_VALUE_WITH_ERROR_IF(shader_type != GL_VERTEX_SHADER
- && shader_type != GL_FRAGMENT_SHADER,
- GL_INVALID_ENUM,
- 0);
- GLuint shader_name;
- m_shader_name_allocator.allocate(1, &shader_name);
- auto shader = Shader::create(shader_type);
- m_allocated_shaders.set(shader_name, shader);
- return shader_name;
- }
- void GLContext::gl_delete_shader(GLuint shader)
- {
- // "A value of 0 for shader will be silently ignored." (https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDeleteShader.xhtml)
- if (shader == 0)
- return;
- auto it = m_allocated_shaders.find(shader);
- RETURN_WITH_ERROR_IF(it == m_allocated_shaders.end(), GL_INVALID_VALUE);
- // FIXME: According to the spec, we should only flag the shader for deletion here and delete it once it is detached from all programs.
- m_allocated_shaders.remove(it);
- m_shader_name_allocator.free(shader);
- }
- void GLContext::gl_shader_source(GLuint shader, GLsizei count, GLchar const** string, GLint const* length)
- {
- auto it = m_allocated_shaders.find(shader);
- // FIXME: implement check "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."
- RETURN_WITH_ERROR_IF(it == m_allocated_shaders.end(), GL_INVALID_OPERATION);
- RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
- it->value->clear_sources();
- for (int i = 0; i < count; i++) {
- if (length == nullptr || length[i] < 0) {
- auto result = it->value->add_source(StringView(string[i], strlen(string[i])));
- RETURN_WITH_ERROR_IF(result.is_error() && result.error().is_errno() && result.error().code() == ENOMEM, GL_OUT_OF_MEMORY);
- RETURN_WITH_ERROR_IF(result.is_error(), GL_INVALID_OPERATION);
- } else {
- auto result = it->value->add_source(StringView(string[i], length[i]));
- RETURN_WITH_ERROR_IF(result.is_error() && result.error().is_errno() && result.error().code() == ENOMEM, GL_OUT_OF_MEMORY);
- RETURN_WITH_ERROR_IF(result.is_error(), GL_INVALID_OPERATION);
- }
- }
- }
- void GLContext::gl_compile_shader(GLuint shader)
- {
- auto it = m_allocated_shaders.find(shader);
- // FIXME: implement check "GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL."
- RETURN_WITH_ERROR_IF(it == m_allocated_shaders.end(), GL_INVALID_OPERATION);
- // NOTE: We are ignoring the compilation result here since it is tracked inside the shader object
- (void)it->value->compile();
- }
- GLuint GLContext::gl_create_program()
- {
- GLuint program_name;
- m_program_name_allocator.allocate(1, &program_name);
- auto program = Program::create();
- m_allocated_programs.set(program_name, program);
- return program_name;
- }
- void GLContext::gl_delete_program(GLuint program)
- {
- // "A value of 0 for program will be silently ignored." (https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDeleteProgram.xhtml)
- if (program == 0)
- return;
- auto it = m_allocated_programs.find(program);
- RETURN_WITH_ERROR_IF(it == m_allocated_programs.end(), GL_INVALID_VALUE);
- // FIXME: According to the spec, we should only flag the program for deletion here and delete it once it is not used anymore.
- m_allocated_programs.remove(it);
- m_program_name_allocator.free(program);
- }
- void GLContext::gl_attach_shader(GLuint program, GLuint shader)
- {
- auto program_it = m_allocated_programs.find(program);
- auto shader_it = m_allocated_shaders.find(shader);
- // FIXME: implement check "GL_INVALID_VALUE is generated if either program or shader is not a value generated by OpenGL."
- RETURN_WITH_ERROR_IF(program_it == m_allocated_programs.end(), GL_INVALID_OPERATION);
- RETURN_WITH_ERROR_IF(shader_it == m_allocated_shaders.end(), GL_INVALID_OPERATION);
- // NOTE: attach_result is Error if the shader is already attached to this program
- auto attach_result = program_it->value->attach_shader(*shader_it->value);
- RETURN_WITH_ERROR_IF(attach_result.is_error() && attach_result.error().is_errno() && attach_result.error().code() == ENOMEM, GL_OUT_OF_MEMORY);
- RETURN_WITH_ERROR_IF(attach_result.is_error(), GL_INVALID_OPERATION);
- }
- void GLContext::gl_link_program(GLuint program)
- {
- auto program_it = m_allocated_programs.find(program);
- // FIXME: implement check "GL_INVALID_VALUE is generated if program is not a value generated by OpenGL."
- RETURN_WITH_ERROR_IF(program_it == m_allocated_programs.end(), GL_INVALID_OPERATION);
- // FIXME: implement check "GL_INVALID_OPERATION is generated if program is the currently active program object and transform feedback mode is active."
- // NOTE: We are ignoring the link result since this is tracked inside the program object
- (void)program_it->value->link();
- }
- void GLContext::gl_use_program(GLuint program)
- {
- if (program == 0) {
- m_current_program = nullptr;
- return;
- }
- auto it = m_allocated_programs.find(program);
- // FIXME: implement check "GL_INVALID_VALUE is generated if program is not a value generated by OpenGL."
- RETURN_WITH_ERROR_IF(it == m_allocated_programs.end(), GL_INVALID_OPERATION);
- // FIXME: implement check "GL_INVALID_OPERATION is generated if transform feedback mode is active."
- RETURN_WITH_ERROR_IF(it->value->link_status() != true, GL_INVALID_OPERATION);
- m_current_program = it->value;
- }
- }
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