SoftwareGLContext.cpp 141 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. * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
  5. *
  6. * SPDX-License-Identifier: BSD-2-Clause
  7. */
  8. #include <AK/Assertions.h>
  9. #include <AK/Debug.h>
  10. #include <AK/Format.h>
  11. #include <AK/QuickSort.h>
  12. #include <AK/StringBuilder.h>
  13. #include <AK/TemporaryChange.h>
  14. #include <AK/Variant.h>
  15. #include <AK/Vector.h>
  16. #include <LibGL/SoftwareGLContext.h>
  17. #include <LibGfx/Bitmap.h>
  18. #include <LibGfx/Painter.h>
  19. #include <LibGfx/Vector4.h>
  20. #include <LibSoftGPU/Device.h>
  21. #include <LibSoftGPU/Enums.h>
  22. #include <LibSoftGPU/ImageFormat.h>
  23. namespace GL {
  24. static constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64;
  25. static constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8;
  26. static constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
  27. #define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
  28. if (should_append_to_listing()) { \
  29. append_to_listing<&SoftwareGLContext::name>(__VA_ARGS__); \
  30. if (!should_execute_after_appending_to_listing()) \
  31. return; \
  32. }
  33. #define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \
  34. if (should_append_to_listing()) { \
  35. auto ptr = store_in_listing(arg); \
  36. append_to_listing<&SoftwareGLContext::name>(*ptr); \
  37. if (!should_execute_after_appending_to_listing()) \
  38. return; \
  39. }
  40. #define RETURN_WITH_ERROR_IF(condition, error) \
  41. if (condition) { \
  42. dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
  43. if (m_error == GL_NO_ERROR) \
  44. m_error = error; \
  45. return; \
  46. }
  47. #define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
  48. if (condition) { \
  49. dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
  50. if (m_error == GL_NO_ERROR) \
  51. m_error = error; \
  52. return return_value; \
  53. }
  54. SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
  55. : m_viewport(frontbuffer.rect())
  56. , m_frontbuffer(frontbuffer)
  57. , m_rasterizer(frontbuffer.size())
  58. , m_device_info(m_rasterizer.info())
  59. {
  60. m_texture_units.resize(m_device_info.num_texture_units);
  61. m_active_texture_unit = &m_texture_units[0];
  62. // Query the number lights from the device and set set up their state
  63. // locally in the GL
  64. m_light_states.resize(m_device_info.num_lights);
  65. // Set-up light0's state, as it has a different default state
  66. // to the other lights, as per the OpenGL 1.5 spec
  67. auto& light0 = m_light_states.at(0);
  68. light0.diffuse_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
  69. light0.specular_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
  70. m_light_state_is_dirty = true;
  71. m_client_side_texture_coord_array_enabled.resize(m_device_info.num_texture_units);
  72. m_client_tex_coord_pointer.resize(m_device_info.num_texture_units);
  73. m_current_vertex_tex_coord.resize(m_device_info.num_texture_units);
  74. for (auto& tex_coord : m_current_vertex_tex_coord)
  75. tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f };
  76. // Initialize the texture coordinate generation coefficients
  77. // Indices 0,1,2,3 refer to the S,T,R and Q coordinate of the respective texture
  78. // coordinate generation config.
  79. m_texture_coordinate_generation.resize(m_device_info.num_texture_units);
  80. for (auto& texture_coordinate_generation : m_texture_coordinate_generation) {
  81. texture_coordinate_generation[0].object_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f };
  82. texture_coordinate_generation[0].eye_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f };
  83. texture_coordinate_generation[1].object_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f };
  84. texture_coordinate_generation[1].eye_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f };
  85. texture_coordinate_generation[2].object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
  86. texture_coordinate_generation[2].eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
  87. texture_coordinate_generation[3].object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
  88. texture_coordinate_generation[3].eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
  89. }
  90. build_extension_string();
  91. }
  92. Optional<ContextParameter> SoftwareGLContext::get_context_parameter(GLenum name)
  93. {
  94. switch (name) {
  95. case GL_ALPHA_BITS:
  96. return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
  97. case GL_ALPHA_TEST:
  98. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_alpha_test_enabled } };
  99. case GL_BLEND:
  100. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_blend_enabled } };
  101. case GL_BLEND_DST_ALPHA:
  102. return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_blend_destination_factor) } };
  103. case GL_BLEND_SRC_ALPHA:
  104. return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_blend_source_factor) } };
  105. case GL_BLUE_BITS:
  106. return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
  107. case GL_COLOR_MATERIAL:
  108. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_color_material_enabled } };
  109. case GL_COLOR_MATERIAL_FACE:
  110. return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_face) } };
  111. case GL_COLOR_MATERIAL_MODE:
  112. return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_mode) } };
  113. case GL_CULL_FACE:
  114. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_cull_faces } };
  115. case GL_DEPTH_BITS:
  116. return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
  117. case GL_DEPTH_TEST:
  118. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_test_enabled } };
  119. case GL_DITHER:
  120. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_dither_enabled } };
  121. case GL_DOUBLEBUFFER:
  122. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = true } };
  123. case GL_FOG: {
  124. auto fog_enabled = m_rasterizer.options().fog_enabled;
  125. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = fog_enabled } };
  126. }
  127. case GL_GREEN_BITS:
  128. return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
  129. case GL_LIGHTING:
  130. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_lighting_enabled } };
  131. case GL_MAX_LIGHTS:
  132. return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_device_info.num_lights) } };
  133. case GL_MAX_MODELVIEW_STACK_DEPTH:
  134. return ContextParameter { .type = GL_INT, .value = { .integer_value = MODELVIEW_MATRIX_STACK_LIMIT } };
  135. case GL_MAX_PROJECTION_STACK_DEPTH:
  136. return ContextParameter { .type = GL_INT, .value = { .integer_value = PROJECTION_MATRIX_STACK_LIMIT } };
  137. case GL_MAX_TEXTURE_SIZE:
  138. return ContextParameter { .type = GL_INT, .value = { .integer_value = 4096 } };
  139. case GL_MAX_TEXTURE_STACK_DEPTH:
  140. return ContextParameter { .type = GL_INT, .value = { .integer_value = TEXTURE_MATRIX_STACK_LIMIT } };
  141. case GL_MAX_TEXTURE_UNITS:
  142. return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_texture_units.size()) } };
  143. case GL_NORMALIZE:
  144. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_normalize } };
  145. case GL_PACK_ALIGNMENT:
  146. return ContextParameter { .type = GL_INT, .value = { .integer_value = m_pack_alignment } };
  147. case GL_PACK_IMAGE_HEIGHT:
  148. return ContextParameter { .type = GL_BOOL, .value = { .integer_value = 0 } };
  149. case GL_PACK_LSB_FIRST:
  150. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
  151. case GL_PACK_ROW_LENGTH:
  152. return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
  153. case GL_PACK_SKIP_PIXELS:
  154. return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
  155. case GL_PACK_SKIP_ROWS:
  156. return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
  157. case GL_PACK_SWAP_BYTES:
  158. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
  159. case GL_POLYGON_OFFSET_FILL:
  160. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_offset_enabled } };
  161. case GL_RED_BITS:
  162. return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
  163. case GL_SCISSOR_BOX: {
  164. auto scissor_box = m_rasterizer.options().scissor_box;
  165. return ContextParameter {
  166. .type = GL_INT,
  167. .count = 4,
  168. .value = {
  169. .integer_list = {
  170. scissor_box.x(),
  171. scissor_box.y(),
  172. scissor_box.width(),
  173. scissor_box.height(),
  174. } }
  175. };
  176. } break;
  177. case GL_SCISSOR_TEST: {
  178. auto scissor_enabled = m_rasterizer.options().scissor_enabled;
  179. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = scissor_enabled } };
  180. }
  181. case GL_STENCIL_BITS:
  182. return ContextParameter { .type = GL_INT, .value = { .integer_value = m_device_info.stencil_bits } };
  183. case GL_STENCIL_CLEAR_VALUE:
  184. return ContextParameter { .type = GL_INT, .value = { .integer_value = m_clear_stencil } };
  185. case GL_STENCIL_TEST:
  186. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_stencil_test_enabled } };
  187. case GL_TEXTURE_1D:
  188. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_1d_enabled() } };
  189. case GL_TEXTURE_2D:
  190. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_2d_enabled() } };
  191. case GL_TEXTURE_3D:
  192. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_3d_enabled() } };
  193. case GL_TEXTURE_CUBE_MAP:
  194. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_cube_map_enabled() } };
  195. case GL_TEXTURE_GEN_Q:
  196. case GL_TEXTURE_GEN_R:
  197. case GL_TEXTURE_GEN_S:
  198. case GL_TEXTURE_GEN_T: {
  199. auto generation_enabled = texture_coordinate_generation(m_active_texture_unit_index, name).enabled;
  200. return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = generation_enabled } };
  201. }
  202. case GL_UNPACK_ALIGNMENT:
  203. return ContextParameter { .type = GL_INT, .value = { .integer_value = m_unpack_alignment } };
  204. case GL_UNPACK_IMAGE_HEIGHT:
  205. return ContextParameter { .type = GL_BOOL, .value = { .integer_value = 0 } };
  206. case GL_UNPACK_LSB_FIRST:
  207. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
  208. case GL_UNPACK_ROW_LENGTH:
  209. return ContextParameter { .type = GL_INT, .value = { .integer_value = m_unpack_row_length } };
  210. case GL_UNPACK_SKIP_PIXELS:
  211. return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
  212. case GL_UNPACK_SKIP_ROWS:
  213. return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
  214. case GL_UNPACK_SWAP_BYTES:
  215. return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
  216. case GL_VIEWPORT:
  217. return ContextParameter {
  218. .type = GL_INT,
  219. .count = 4,
  220. .value = {
  221. .integer_list = {
  222. m_viewport.x(),
  223. m_viewport.y(),
  224. m_viewport.width(),
  225. m_viewport.height(),
  226. } }
  227. };
  228. default:
  229. dbgln_if(GL_DEBUG, "get_context_parameter({:#x}): unknown context parameter", name);
  230. return {};
  231. }
  232. }
  233. void SoftwareGLContext::gl_begin(GLenum mode)
  234. {
  235. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_begin, mode);
  236. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  237. RETURN_WITH_ERROR_IF(mode > GL_POLYGON, GL_INVALID_ENUM);
  238. m_current_draw_mode = mode;
  239. m_in_draw_state = true; // Certain commands will now generate an error
  240. }
  241. void SoftwareGLContext::gl_clear(GLbitfield mask)
  242. {
  243. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear, mask);
  244. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  245. RETURN_WITH_ERROR_IF(mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT), GL_INVALID_ENUM);
  246. if (mask & GL_COLOR_BUFFER_BIT)
  247. m_rasterizer.clear_color(m_clear_color);
  248. if (mask & GL_DEPTH_BUFFER_BIT)
  249. m_rasterizer.clear_depth(m_clear_depth);
  250. if (mask & GL_STENCIL_BUFFER_BIT)
  251. m_rasterizer.clear_stencil(m_clear_stencil);
  252. }
  253. void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
  254. {
  255. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_color, red, green, blue, alpha);
  256. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  257. m_clear_color = { red, green, blue, alpha };
  258. m_clear_color.clamp(0.f, 1.f);
  259. }
  260. void SoftwareGLContext::gl_clear_depth(GLdouble depth)
  261. {
  262. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_depth, depth);
  263. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  264. m_clear_depth = clamp(static_cast<float>(depth), 0.f, 1.f);
  265. }
  266. void SoftwareGLContext::gl_clear_stencil(GLint s)
  267. {
  268. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_stencil, s);
  269. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  270. m_clear_stencil = static_cast<u8>(s & ((1 << m_device_info.stencil_bits) - 1));
  271. }
  272. void SoftwareGLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
  273. {
  274. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a);
  275. m_current_vertex_color = {
  276. static_cast<float>(r),
  277. static_cast<float>(g),
  278. static_cast<float>(b),
  279. static_cast<float>(a),
  280. };
  281. }
  282. void SoftwareGLContext::gl_end()
  283. {
  284. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_end);
  285. // Make sure we had a `glBegin` before this call...
  286. RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION);
  287. m_in_draw_state = false;
  288. // FIXME: Add support for the remaining primitive types.
  289. if (m_current_draw_mode != GL_TRIANGLES
  290. && m_current_draw_mode != GL_TRIANGLE_FAN
  291. && m_current_draw_mode != GL_TRIANGLE_STRIP
  292. && m_current_draw_mode != GL_QUADS
  293. && m_current_draw_mode != GL_QUAD_STRIP
  294. && m_current_draw_mode != GL_POLYGON) {
  295. m_vertex_list.clear_with_capacity();
  296. dbgln_if(GL_DEBUG, "gl_end(): draw mode {:#x} unsupported", m_current_draw_mode);
  297. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  298. }
  299. Vector<size_t, 32> enabled_texture_units;
  300. for (size_t i = 0; i < m_texture_units.size(); ++i) {
  301. if (m_texture_units[i].texture_2d_enabled())
  302. enabled_texture_units.append(i);
  303. }
  304. sync_device_config();
  305. SoftGPU::PrimitiveType primitive_type;
  306. switch (m_current_draw_mode) {
  307. case GL_TRIANGLES:
  308. primitive_type = SoftGPU::PrimitiveType::Triangles;
  309. break;
  310. case GL_TRIANGLE_STRIP:
  311. case GL_QUAD_STRIP:
  312. primitive_type = SoftGPU::PrimitiveType::TriangleStrip;
  313. break;
  314. case GL_TRIANGLE_FAN:
  315. case GL_POLYGON:
  316. primitive_type = SoftGPU::PrimitiveType::TriangleFan;
  317. break;
  318. case GL_QUADS:
  319. primitive_type = SoftGPU::PrimitiveType::Quads;
  320. break;
  321. default:
  322. VERIFY_NOT_REACHED();
  323. }
  324. // Set up normals transform by taking the upper left 3x3 elements from the model view matrix
  325. // See section 2.11.3 of the OpenGL 1.5 spec
  326. auto const& mv_elements = m_model_view_matrix.elements();
  327. auto const model_view_transposed = FloatMatrix3x3(
  328. mv_elements[0][0], mv_elements[1][0], mv_elements[2][0],
  329. mv_elements[0][1], mv_elements[1][1], mv_elements[2][1],
  330. mv_elements[0][2], mv_elements[1][2], mv_elements[2][2]);
  331. auto const& normal_transform = model_view_transposed.inverse();
  332. m_rasterizer.draw_primitives(primitive_type, m_model_view_matrix, normal_transform, m_projection_matrix, m_texture_matrix, m_vertex_list, enabled_texture_units);
  333. m_vertex_list.clear_with_capacity();
  334. }
  335. void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
  336. {
  337. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
  338. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  339. RETURN_WITH_ERROR_IF(near_val < 0 || far_val < 0, GL_INVALID_VALUE);
  340. RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
  341. // Let's do some math!
  342. auto a = static_cast<float>((right + left) / (right - left));
  343. auto b = static_cast<float>((top + bottom) / (top - bottom));
  344. auto c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
  345. auto d = static_cast<float>(-((2 * far_val * near_val) / (far_val - near_val)));
  346. FloatMatrix4x4 frustum {
  347. static_cast<float>(2 * near_val / (right - left)), 0, a, 0,
  348. 0, static_cast<float>(2 * near_val / (top - bottom)), b, 0,
  349. 0, 0, c, d,
  350. 0, 0, -1, 0
  351. };
  352. if (m_current_matrix_mode == GL_PROJECTION)
  353. m_projection_matrix = m_projection_matrix * frustum;
  354. else if (m_current_matrix_mode == GL_MODELVIEW)
  355. m_model_view_matrix = m_model_view_matrix * frustum;
  356. else if (m_current_matrix_mode == GL_TEXTURE)
  357. m_texture_matrix = m_texture_matrix * frustum;
  358. else
  359. VERIFY_NOT_REACHED();
  360. }
  361. void SoftwareGLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
  362. {
  363. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val);
  364. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  365. RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
  366. auto rl = right - left;
  367. auto tb = top - bottom;
  368. auto fn = far_val - near_val;
  369. auto tx = -(right + left) / rl;
  370. auto ty = -(top + bottom) / tb;
  371. auto tz = -(far_val + near_val) / fn;
  372. FloatMatrix4x4 projection {
  373. static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
  374. 0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
  375. 0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
  376. 0, 0, 0, 1
  377. };
  378. if (m_current_matrix_mode == GL_PROJECTION)
  379. m_projection_matrix = m_projection_matrix * projection;
  380. else if (m_current_matrix_mode == GL_MODELVIEW)
  381. m_model_view_matrix = m_model_view_matrix * projection;
  382. else if (m_current_matrix_mode == GL_TEXTURE)
  383. m_texture_matrix = m_texture_matrix * projection;
  384. else
  385. VERIFY_NOT_REACHED();
  386. }
  387. GLenum SoftwareGLContext::gl_get_error()
  388. {
  389. if (m_in_draw_state)
  390. return GL_INVALID_OPERATION;
  391. auto last_error = m_error;
  392. m_error = GL_NO_ERROR;
  393. return last_error;
  394. }
  395. GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
  396. {
  397. RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, nullptr);
  398. switch (name) {
  399. case GL_VENDOR:
  400. return reinterpret_cast<GLubyte*>(const_cast<char*>(m_device_info.vendor_name.characters()));
  401. case GL_RENDERER:
  402. return reinterpret_cast<GLubyte*>(const_cast<char*>(m_device_info.device_name.characters()));
  403. case GL_VERSION:
  404. return reinterpret_cast<GLubyte*>(const_cast<char*>("1.5"));
  405. case GL_EXTENSIONS:
  406. return reinterpret_cast<GLubyte*>(const_cast<char*>(m_extensions.characters()));
  407. case GL_SHADING_LANGUAGE_VERSION:
  408. return reinterpret_cast<GLubyte*>(const_cast<char*>("0.0"));
  409. default:
  410. dbgln_if(GL_DEBUG, "gl_get_string({:#x}): unknown name", name);
  411. break;
  412. }
  413. RETURN_VALUE_WITH_ERROR_IF(true, GL_INVALID_ENUM, nullptr);
  414. }
  415. void SoftwareGLContext::gl_load_identity()
  416. {
  417. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
  418. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  419. if (m_current_matrix_mode == GL_PROJECTION)
  420. m_projection_matrix = FloatMatrix4x4::identity();
  421. else if (m_current_matrix_mode == GL_MODELVIEW)
  422. m_model_view_matrix = FloatMatrix4x4::identity();
  423. else if (m_current_matrix_mode == GL_TEXTURE)
  424. m_texture_matrix = FloatMatrix4x4::identity();
  425. else
  426. VERIFY_NOT_REACHED();
  427. }
  428. void SoftwareGLContext::gl_load_matrix(const FloatMatrix4x4& matrix)
  429. {
  430. APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_load_matrix, matrix);
  431. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  432. if (m_current_matrix_mode == GL_PROJECTION)
  433. m_projection_matrix = matrix;
  434. else if (m_current_matrix_mode == GL_MODELVIEW)
  435. m_model_view_matrix = matrix;
  436. else if (m_current_matrix_mode == GL_TEXTURE)
  437. m_texture_matrix = matrix;
  438. else
  439. VERIFY_NOT_REACHED();
  440. }
  441. void SoftwareGLContext::gl_matrix_mode(GLenum mode)
  442. {
  443. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
  444. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  445. RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_TEXTURE, GL_INVALID_ENUM);
  446. m_current_matrix_mode = mode;
  447. }
  448. void SoftwareGLContext::gl_push_matrix()
  449. {
  450. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
  451. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  452. switch (m_current_matrix_mode) {
  453. case GL_PROJECTION:
  454. RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() >= PROJECTION_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
  455. m_projection_matrix_stack.append(m_projection_matrix);
  456. break;
  457. case GL_MODELVIEW:
  458. RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() >= MODELVIEW_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
  459. m_model_view_matrix_stack.append(m_model_view_matrix);
  460. break;
  461. case GL_TEXTURE:
  462. RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() >= TEXTURE_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
  463. m_texture_matrix_stack.append(m_texture_matrix);
  464. break;
  465. default:
  466. VERIFY_NOT_REACHED();
  467. }
  468. }
  469. void SoftwareGLContext::gl_pop_matrix()
  470. {
  471. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
  472. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  473. switch (m_current_matrix_mode) {
  474. case GL_PROJECTION:
  475. RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
  476. m_projection_matrix = m_projection_matrix_stack.take_last();
  477. break;
  478. case GL_MODELVIEW:
  479. RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
  480. m_model_view_matrix = m_model_view_matrix_stack.take_last();
  481. break;
  482. case GL_TEXTURE:
  483. RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
  484. m_texture_matrix = m_texture_matrix_stack.take_last();
  485. break;
  486. default:
  487. VERIFY_NOT_REACHED();
  488. }
  489. }
  490. void SoftwareGLContext::gl_mult_matrix(FloatMatrix4x4 const& matrix)
  491. {
  492. APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_mult_matrix, matrix);
  493. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  494. if (m_current_matrix_mode == GL_MODELVIEW)
  495. m_model_view_matrix = m_model_view_matrix * matrix;
  496. else if (m_current_matrix_mode == GL_PROJECTION)
  497. m_projection_matrix = m_projection_matrix * matrix;
  498. else if (m_current_matrix_mode == GL_TEXTURE)
  499. m_texture_matrix = m_texture_matrix * matrix;
  500. else
  501. VERIFY_NOT_REACHED();
  502. }
  503. void SoftwareGLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
  504. {
  505. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z);
  506. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  507. FloatVector3 axis = { (float)x, (float)y, (float)z };
  508. axis.normalize();
  509. auto rotation_mat = Gfx::rotation_matrix(axis, static_cast<float>(angle * M_PI * 2 / 360));
  510. if (m_current_matrix_mode == GL_MODELVIEW)
  511. m_model_view_matrix = m_model_view_matrix * rotation_mat;
  512. else if (m_current_matrix_mode == GL_PROJECTION)
  513. m_projection_matrix = m_projection_matrix * rotation_mat;
  514. else if (m_current_matrix_mode == GL_TEXTURE)
  515. m_texture_matrix = m_texture_matrix * rotation_mat;
  516. else
  517. VERIFY_NOT_REACHED();
  518. }
  519. void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
  520. {
  521. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
  522. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  523. auto scale_matrix = Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
  524. if (m_current_matrix_mode == GL_MODELVIEW)
  525. m_model_view_matrix = m_model_view_matrix * scale_matrix;
  526. else if (m_current_matrix_mode == GL_PROJECTION)
  527. m_projection_matrix = m_projection_matrix * scale_matrix;
  528. else if (m_current_matrix_mode == GL_TEXTURE)
  529. m_texture_matrix = m_texture_matrix * scale_matrix;
  530. else
  531. VERIFY_NOT_REACHED();
  532. }
  533. void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
  534. {
  535. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
  536. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  537. auto translation_matrix = Gfx::translation_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
  538. if (m_current_matrix_mode == GL_MODELVIEW)
  539. m_model_view_matrix = m_model_view_matrix * translation_matrix;
  540. else if (m_current_matrix_mode == GL_PROJECTION)
  541. m_projection_matrix = m_projection_matrix * translation_matrix;
  542. else if (m_current_matrix_mode == GL_TEXTURE)
  543. m_texture_matrix = m_texture_matrix * translation_matrix;
  544. else
  545. VERIFY_NOT_REACHED();
  546. }
  547. void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
  548. {
  549. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w);
  550. SoftGPU::Vertex vertex;
  551. vertex.position = { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(w) };
  552. vertex.color = m_current_vertex_color;
  553. for (size_t i = 0; i < m_device_info.num_texture_units; ++i)
  554. vertex.tex_coords[i] = m_current_vertex_tex_coord[i];
  555. vertex.normal = m_current_vertex_normal;
  556. m_vertex_list.append(vertex);
  557. }
  558. void SoftwareGLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
  559. {
  560. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_coord, s, t, r, q);
  561. m_current_vertex_tex_coord[0] = { s, t, r, q };
  562. }
  563. void SoftwareGLContext::gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
  564. {
  565. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_multi_tex_coord, target, s, t, r, q);
  566. RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
  567. m_current_vertex_tex_coord[target - GL_TEXTURE0] = { s, t, r, q };
  568. }
  569. void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)
  570. {
  571. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height);
  572. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  573. RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
  574. m_viewport = { x, y, width, height };
  575. auto rasterizer_options = m_rasterizer.options();
  576. rasterizer_options.viewport = m_viewport;
  577. m_rasterizer.set_options(rasterizer_options);
  578. }
  579. void SoftwareGLContext::gl_enable(GLenum capability)
  580. {
  581. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_enable, capability);
  582. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  583. auto rasterizer_options = m_rasterizer.options();
  584. bool update_rasterizer_options = false;
  585. switch (capability) {
  586. case GL_COLOR_MATERIAL:
  587. m_color_material_enabled = true;
  588. break;
  589. case GL_CULL_FACE:
  590. m_cull_faces = true;
  591. rasterizer_options.enable_culling = true;
  592. update_rasterizer_options = true;
  593. break;
  594. case GL_DEPTH_TEST:
  595. m_depth_test_enabled = true;
  596. rasterizer_options.enable_depth_test = true;
  597. update_rasterizer_options = true;
  598. break;
  599. case GL_BLEND:
  600. m_blend_enabled = true;
  601. rasterizer_options.enable_blending = true;
  602. update_rasterizer_options = true;
  603. break;
  604. case GL_ALPHA_TEST:
  605. m_alpha_test_enabled = true;
  606. rasterizer_options.enable_alpha_test = true;
  607. update_rasterizer_options = true;
  608. break;
  609. case GL_DITHER:
  610. m_dither_enabled = true;
  611. break;
  612. case GL_FOG:
  613. rasterizer_options.fog_enabled = true;
  614. update_rasterizer_options = true;
  615. break;
  616. case GL_LIGHTING:
  617. m_lighting_enabled = true;
  618. rasterizer_options.lighting_enabled = true;
  619. update_rasterizer_options = true;
  620. break;
  621. case GL_NORMALIZE:
  622. m_normalize = true;
  623. rasterizer_options.normalization_enabled = true;
  624. update_rasterizer_options = true;
  625. break;
  626. case GL_POLYGON_OFFSET_FILL:
  627. m_depth_offset_enabled = true;
  628. rasterizer_options.depth_offset_enabled = true;
  629. update_rasterizer_options = true;
  630. break;
  631. case GL_SCISSOR_TEST:
  632. rasterizer_options.scissor_enabled = true;
  633. update_rasterizer_options = true;
  634. break;
  635. case GL_STENCIL_TEST:
  636. m_stencil_test_enabled = true;
  637. rasterizer_options.enable_stencil_test = true;
  638. update_rasterizer_options = true;
  639. break;
  640. case GL_TEXTURE_1D:
  641. m_active_texture_unit->set_texture_1d_enabled(true);
  642. m_sampler_config_is_dirty = true;
  643. break;
  644. case GL_TEXTURE_2D:
  645. m_active_texture_unit->set_texture_2d_enabled(true);
  646. m_sampler_config_is_dirty = true;
  647. break;
  648. case GL_TEXTURE_3D:
  649. m_active_texture_unit->set_texture_3d_enabled(true);
  650. m_sampler_config_is_dirty = true;
  651. break;
  652. case GL_TEXTURE_CUBE_MAP:
  653. m_active_texture_unit->set_texture_cube_map_enabled(true);
  654. m_sampler_config_is_dirty = true;
  655. break;
  656. case GL_LIGHT0:
  657. case GL_LIGHT1:
  658. case GL_LIGHT2:
  659. case GL_LIGHT3:
  660. case GL_LIGHT4:
  661. case GL_LIGHT5:
  662. case GL_LIGHT6:
  663. case GL_LIGHT7:
  664. m_light_states.at(capability - GL_LIGHT0).is_enabled = true;
  665. m_light_state_is_dirty = true;
  666. break;
  667. case GL_TEXTURE_GEN_Q:
  668. case GL_TEXTURE_GEN_R:
  669. case GL_TEXTURE_GEN_S:
  670. case GL_TEXTURE_GEN_T:
  671. texture_coordinate_generation(m_active_texture_unit_index, capability).enabled = true;
  672. m_texcoord_generation_dirty = true;
  673. break;
  674. default:
  675. dbgln_if(GL_DEBUG, "gl_enable({:#x}): unknown parameter", capability);
  676. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  677. }
  678. if (update_rasterizer_options)
  679. m_rasterizer.set_options(rasterizer_options);
  680. }
  681. void SoftwareGLContext::gl_disable(GLenum capability)
  682. {
  683. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_disable, capability);
  684. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  685. auto rasterizer_options = m_rasterizer.options();
  686. bool update_rasterizer_options = false;
  687. switch (capability) {
  688. case GL_COLOR_MATERIAL:
  689. m_color_material_enabled = false;
  690. break;
  691. case GL_CULL_FACE:
  692. m_cull_faces = false;
  693. rasterizer_options.enable_culling = false;
  694. update_rasterizer_options = true;
  695. break;
  696. case GL_DEPTH_TEST:
  697. m_depth_test_enabled = false;
  698. rasterizer_options.enable_depth_test = false;
  699. update_rasterizer_options = true;
  700. break;
  701. case GL_BLEND:
  702. m_blend_enabled = false;
  703. rasterizer_options.enable_blending = false;
  704. update_rasterizer_options = true;
  705. break;
  706. case GL_ALPHA_TEST:
  707. m_alpha_test_enabled = false;
  708. rasterizer_options.enable_alpha_test = false;
  709. update_rasterizer_options = true;
  710. break;
  711. case GL_DITHER:
  712. m_dither_enabled = false;
  713. break;
  714. case GL_FOG:
  715. rasterizer_options.fog_enabled = false;
  716. update_rasterizer_options = true;
  717. break;
  718. case GL_LIGHTING:
  719. m_lighting_enabled = false;
  720. rasterizer_options.lighting_enabled = false;
  721. update_rasterizer_options = true;
  722. break;
  723. case GL_LIGHT0:
  724. case GL_LIGHT1:
  725. case GL_LIGHT2:
  726. case GL_LIGHT3:
  727. case GL_LIGHT4:
  728. case GL_LIGHT5:
  729. case GL_LIGHT6:
  730. case GL_LIGHT7:
  731. m_light_states.at(capability - GL_LIGHT0).is_enabled = false;
  732. m_light_state_is_dirty = true;
  733. break;
  734. case GL_NORMALIZE:
  735. m_normalize = false;
  736. rasterizer_options.normalization_enabled = false;
  737. update_rasterizer_options = true;
  738. break;
  739. case GL_POLYGON_OFFSET_FILL:
  740. m_depth_offset_enabled = false;
  741. rasterizer_options.depth_offset_enabled = false;
  742. update_rasterizer_options = true;
  743. break;
  744. case GL_SCISSOR_TEST:
  745. rasterizer_options.scissor_enabled = false;
  746. update_rasterizer_options = true;
  747. break;
  748. case GL_STENCIL_TEST:
  749. m_stencil_test_enabled = false;
  750. rasterizer_options.enable_stencil_test = false;
  751. update_rasterizer_options = true;
  752. break;
  753. case GL_TEXTURE_1D:
  754. m_active_texture_unit->set_texture_1d_enabled(false);
  755. m_sampler_config_is_dirty = true;
  756. break;
  757. case GL_TEXTURE_2D:
  758. m_active_texture_unit->set_texture_2d_enabled(false);
  759. m_sampler_config_is_dirty = true;
  760. break;
  761. case GL_TEXTURE_3D:
  762. m_active_texture_unit->set_texture_3d_enabled(false);
  763. m_sampler_config_is_dirty = true;
  764. break;
  765. case GL_TEXTURE_CUBE_MAP:
  766. m_active_texture_unit->set_texture_cube_map_enabled(false);
  767. m_sampler_config_is_dirty = true;
  768. break;
  769. case GL_TEXTURE_GEN_Q:
  770. case GL_TEXTURE_GEN_R:
  771. case GL_TEXTURE_GEN_S:
  772. case GL_TEXTURE_GEN_T:
  773. texture_coordinate_generation(m_active_texture_unit_index, capability).enabled = false;
  774. m_texcoord_generation_dirty = true;
  775. break;
  776. default:
  777. dbgln_if(GL_DEBUG, "gl_disable({:#x}): unknown parameter", capability);
  778. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  779. }
  780. if (update_rasterizer_options)
  781. m_rasterizer.set_options(rasterizer_options);
  782. }
  783. GLboolean SoftwareGLContext::gl_is_enabled(GLenum capability)
  784. {
  785. RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 0);
  786. auto optional_parameter = get_context_parameter(capability);
  787. RETURN_VALUE_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM, 0);
  788. auto parameter = optional_parameter.release_value();
  789. RETURN_VALUE_WITH_ERROR_IF(!parameter.is_capability, GL_INVALID_ENUM, 0);
  790. return parameter.value.boolean_value;
  791. }
  792. void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
  793. {
  794. RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
  795. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  796. m_name_allocator.allocate(n, textures);
  797. // Initialize all texture names with a nullptr
  798. for (auto i = 0; i < n; i++) {
  799. GLuint name = textures[i];
  800. m_allocated_textures.set(name, nullptr);
  801. }
  802. }
  803. void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
  804. {
  805. RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
  806. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  807. for (auto i = 0; i < n; i++) {
  808. GLuint name = textures[i];
  809. if (name == 0)
  810. continue;
  811. m_name_allocator.free(name);
  812. auto texture_object = m_allocated_textures.find(name);
  813. if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
  814. continue;
  815. // Check all texture units
  816. for (auto& texture_unit : m_texture_units) {
  817. if (texture_object->value == texture_unit.bound_texture())
  818. texture_unit.bind_texture_to_target(GL_TEXTURE_2D, nullptr);
  819. }
  820. m_allocated_textures.remove(name);
  821. }
  822. }
  823. void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid const* data)
  824. {
  825. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  826. // We only support GL_TEXTURE_2D for now
  827. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  828. // Check if there is actually a texture bound
  829. RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, GL_INVALID_OPERATION);
  830. // Internal format can also be a number between 1 and 4. Symbolic formats were only added with EXT_texture, promoted to core in OpenGL 1.1
  831. if (internal_format == 1)
  832. internal_format = GL_ALPHA;
  833. else if (internal_format == 2)
  834. internal_format = GL_LUMINANCE_ALPHA;
  835. else if (internal_format == 3)
  836. internal_format = GL_RGB;
  837. else if (internal_format == 4)
  838. internal_format = GL_RGBA;
  839. // We only support symbolic constants for now
  840. RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA || internal_format == GL_LUMINANCE8 || internal_format == GL_LUMINANCE8_ALPHA8), GL_INVALID_ENUM);
  841. RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5), GL_INVALID_VALUE);
  842. RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
  843. RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
  844. // Check if width and height are a power of 2
  845. if (!m_device_info.supports_npot_textures) {
  846. RETURN_WITH_ERROR_IF(!is_power_of_two(width), GL_INVALID_VALUE);
  847. RETURN_WITH_ERROR_IF(!is_power_of_two(height), GL_INVALID_VALUE);
  848. }
  849. RETURN_WITH_ERROR_IF(border != 0, GL_INVALID_VALUE);
  850. if (level == 0) {
  851. // FIXME: OpenGL has the concept of texture and mipmap completeness. A texture has to fulfill certain criteria to be considered complete.
  852. // Trying to render while an incomplete texture is bound will result in an error.
  853. // Here we simply create a complete device image when mipmap level 0 is attached to the texture object. This has the unfortunate side effect
  854. // that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized.
  855. // To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time.
  856. // All images that were attached before the device image was created need to be stored somewhere to be used to initialize the device image once complete.
  857. m_active_texture_unit->bound_texture_2d()->set_device_image(m_rasterizer.create_image(SoftGPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
  858. m_sampler_config_is_dirty = true;
  859. }
  860. m_active_texture_unit->bound_texture_2d()->upload_texture_data(level, internal_format, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
  861. }
  862. void SoftwareGLContext::gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data)
  863. {
  864. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  865. // We only support GL_TEXTURE_2D for now
  866. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  867. // Check if there is actually a texture bound
  868. RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, GL_INVALID_OPERATION);
  869. // We only support symbolic constants for now
  870. RETURN_WITH_ERROR_IF(!(format == GL_RGBA || format == GL_RGB), GL_INVALID_VALUE);
  871. RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5), GL_INVALID_VALUE);
  872. RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
  873. RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
  874. auto texture = m_active_texture_unit->bound_texture_2d();
  875. RETURN_WITH_ERROR_IF(xoffset < 0 || yoffset < 0 || xoffset + width > texture->width_at_lod(level) || yoffset + height > texture->height_at_lod(level), GL_INVALID_VALUE);
  876. texture->replace_sub_texture_data(level, xoffset, yoffset, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
  877. }
  878. void SoftwareGLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param)
  879. {
  880. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameter, target, pname, param);
  881. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  882. // FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
  883. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  884. // FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
  885. RETURN_WITH_ERROR_IF(!(pname == GL_TEXTURE_MIN_FILTER
  886. || pname == GL_TEXTURE_MAG_FILTER
  887. || pname == GL_TEXTURE_WRAP_S
  888. || pname == GL_TEXTURE_WRAP_T),
  889. GL_INVALID_ENUM);
  890. if (target == GL_TEXTURE_2D) {
  891. auto texture2d = m_active_texture_unit->bound_texture_2d();
  892. if (texture2d.is_null())
  893. return;
  894. switch (pname) {
  895. case GL_TEXTURE_MIN_FILTER:
  896. RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
  897. || param == GL_LINEAR
  898. || param == GL_NEAREST_MIPMAP_NEAREST
  899. || param == GL_LINEAR_MIPMAP_NEAREST
  900. || param == GL_NEAREST_MIPMAP_LINEAR
  901. || param == GL_LINEAR_MIPMAP_LINEAR),
  902. GL_INVALID_ENUM);
  903. texture2d->sampler().set_min_filter(param);
  904. break;
  905. case GL_TEXTURE_MAG_FILTER:
  906. RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
  907. || param == GL_LINEAR),
  908. GL_INVALID_ENUM);
  909. texture2d->sampler().set_mag_filter(param);
  910. break;
  911. case GL_TEXTURE_WRAP_S:
  912. RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
  913. || param == GL_CLAMP_TO_BORDER
  914. || param == GL_CLAMP_TO_EDGE
  915. || param == GL_MIRRORED_REPEAT
  916. || param == GL_REPEAT),
  917. GL_INVALID_ENUM);
  918. texture2d->sampler().set_wrap_s_mode(param);
  919. break;
  920. case GL_TEXTURE_WRAP_T:
  921. RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
  922. || param == GL_CLAMP_TO_BORDER
  923. || param == GL_CLAMP_TO_EDGE
  924. || param == GL_MIRRORED_REPEAT
  925. || param == GL_REPEAT),
  926. GL_INVALID_ENUM);
  927. texture2d->sampler().set_wrap_t_mode(param);
  928. break;
  929. default:
  930. VERIFY_NOT_REACHED();
  931. }
  932. }
  933. m_sampler_config_is_dirty = true;
  934. }
  935. void SoftwareGLContext::gl_front_face(GLenum face)
  936. {
  937. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face);
  938. RETURN_WITH_ERROR_IF(face < GL_CW || face > GL_CCW, GL_INVALID_ENUM);
  939. m_front_face = face;
  940. auto rasterizer_options = m_rasterizer.options();
  941. rasterizer_options.front_face = (face == GL_CW) ? SoftGPU::WindingOrder::Clockwise : SoftGPU::WindingOrder::CounterClockwise;
  942. m_rasterizer.set_options(rasterizer_options);
  943. }
  944. void SoftwareGLContext::gl_cull_face(GLenum cull_mode)
  945. {
  946. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_cull_face, cull_mode);
  947. RETURN_WITH_ERROR_IF(cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK, GL_INVALID_ENUM);
  948. m_culled_sides = cull_mode;
  949. auto rasterizer_options = m_rasterizer.options();
  950. rasterizer_options.cull_back = cull_mode == GL_BACK || cull_mode == GL_FRONT_AND_BACK;
  951. rasterizer_options.cull_front = cull_mode == GL_FRONT || cull_mode == GL_FRONT_AND_BACK;
  952. m_rasterizer.set_options(rasterizer_options);
  953. }
  954. GLuint SoftwareGLContext::gl_gen_lists(GLsizei range)
  955. {
  956. RETURN_VALUE_WITH_ERROR_IF(range <= 0, GL_INVALID_VALUE, 0);
  957. RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 0);
  958. auto initial_entry = m_listings.size();
  959. m_listings.resize(range + initial_entry);
  960. return initial_entry + 1;
  961. }
  962. void SoftwareGLContext::invoke_list(size_t list_index)
  963. {
  964. auto& listing = m_listings[list_index - 1];
  965. for (auto& entry : listing.entries) {
  966. entry.function.visit([&](auto& function) {
  967. entry.arguments.visit([&](auto& arguments) {
  968. auto apply = [&]<typename... Args>(Args && ... args)
  969. {
  970. if constexpr (requires { (this->*function)(forward<Args>(args)...); })
  971. (this->*function)(forward<Args>(args)...);
  972. };
  973. arguments.apply_as_args(apply);
  974. });
  975. });
  976. }
  977. }
  978. void SoftwareGLContext::gl_call_list(GLuint list)
  979. {
  980. if (m_gl_call_depth > max_allowed_gl_call_depth)
  981. return;
  982. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_list, list);
  983. if (m_listings.size() < list)
  984. return;
  985. TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 };
  986. invoke_list(list);
  987. }
  988. void SoftwareGLContext::gl_call_lists(GLsizei n, GLenum type, void const* lists)
  989. {
  990. if (m_gl_call_depth > max_allowed_gl_call_depth)
  991. return;
  992. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_lists, n, type, lists);
  993. RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
  994. RETURN_WITH_ERROR_IF(!(type == GL_BYTE
  995. || type == GL_UNSIGNED_BYTE
  996. || type == GL_SHORT
  997. || type == GL_UNSIGNED_SHORT
  998. || type == GL_INT
  999. || type == GL_UNSIGNED_INT
  1000. || type == GL_FLOAT
  1001. || type == GL_2_BYTES
  1002. || type == GL_3_BYTES
  1003. || type == GL_4_BYTES),
  1004. GL_INVALID_ENUM);
  1005. TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 };
  1006. auto invoke_all_lists = [&]<typename T>(T const* lists) {
  1007. for (int i = 0; i < n; ++i) {
  1008. auto list = static_cast<size_t>(lists[i]);
  1009. invoke_list(m_list_base + list);
  1010. }
  1011. };
  1012. switch (type) {
  1013. case GL_BYTE:
  1014. invoke_all_lists(static_cast<GLbyte const*>(lists));
  1015. break;
  1016. case GL_UNSIGNED_BYTE:
  1017. invoke_all_lists(static_cast<GLubyte const*>(lists));
  1018. break;
  1019. case GL_SHORT:
  1020. invoke_all_lists(static_cast<GLshort const*>(lists));
  1021. break;
  1022. case GL_UNSIGNED_SHORT:
  1023. invoke_all_lists(static_cast<GLushort const*>(lists));
  1024. break;
  1025. case GL_INT:
  1026. invoke_all_lists(static_cast<GLint const*>(lists));
  1027. break;
  1028. case GL_UNSIGNED_INT:
  1029. invoke_all_lists(static_cast<GLuint const*>(lists));
  1030. break;
  1031. case GL_FLOAT:
  1032. invoke_all_lists(static_cast<GLfloat const*>(lists));
  1033. break;
  1034. case GL_2_BYTES:
  1035. case GL_3_BYTES:
  1036. case GL_4_BYTES:
  1037. dbgln("SoftwareGLContext FIXME: unimplemented glCallLists() with type {}", type);
  1038. break;
  1039. default:
  1040. VERIFY_NOT_REACHED();
  1041. }
  1042. }
  1043. void SoftwareGLContext::gl_delete_lists(GLuint list, GLsizei range)
  1044. {
  1045. if (m_listings.size() < list || m_listings.size() <= list + range)
  1046. return;
  1047. for (auto& entry : m_listings.span().slice(list - 1, range))
  1048. entry.entries.clear_with_capacity();
  1049. }
  1050. void SoftwareGLContext::gl_list_base(GLuint base)
  1051. {
  1052. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_list_base, base);
  1053. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1054. m_list_base = base;
  1055. }
  1056. void SoftwareGLContext::gl_end_list()
  1057. {
  1058. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1059. RETURN_WITH_ERROR_IF(!m_current_listing_index.has_value(), GL_INVALID_OPERATION);
  1060. m_listings[m_current_listing_index->index] = move(m_current_listing_index->listing);
  1061. m_current_listing_index.clear();
  1062. }
  1063. void SoftwareGLContext::gl_new_list(GLuint list, GLenum mode)
  1064. {
  1065. RETURN_WITH_ERROR_IF(list == 0, GL_INVALID_VALUE);
  1066. RETURN_WITH_ERROR_IF(mode != GL_COMPILE && mode != GL_COMPILE_AND_EXECUTE, GL_INVALID_ENUM);
  1067. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1068. RETURN_WITH_ERROR_IF(m_current_listing_index.has_value(), GL_INVALID_OPERATION);
  1069. if (m_listings.size() < list)
  1070. return;
  1071. m_current_listing_index = CurrentListing { {}, static_cast<size_t>(list - 1), mode };
  1072. }
  1073. GLboolean SoftwareGLContext::gl_is_list(GLuint list)
  1074. {
  1075. RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, GL_FALSE);
  1076. return list < m_listings.size() ? GL_TRUE : GL_FALSE;
  1077. }
  1078. void SoftwareGLContext::gl_flush()
  1079. {
  1080. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1081. // No-op since SoftwareGLContext is completely synchronous at the moment
  1082. }
  1083. void SoftwareGLContext::gl_finish()
  1084. {
  1085. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1086. // No-op since SoftwareGLContext is completely synchronous at the moment
  1087. }
  1088. void SoftwareGLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
  1089. {
  1090. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_blend_func, src_factor, dst_factor);
  1091. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1092. // FIXME: The list of allowed enums differs between API versions
  1093. // This was taken from the 2.0 spec on https://docs.gl/gl2/glBlendFunc
  1094. RETURN_WITH_ERROR_IF(!(src_factor == GL_ZERO
  1095. || src_factor == GL_ONE
  1096. || src_factor == GL_SRC_COLOR
  1097. || src_factor == GL_ONE_MINUS_SRC_COLOR
  1098. || src_factor == GL_DST_COLOR
  1099. || src_factor == GL_ONE_MINUS_DST_COLOR
  1100. || src_factor == GL_SRC_ALPHA
  1101. || src_factor == GL_ONE_MINUS_SRC_ALPHA
  1102. || src_factor == GL_DST_ALPHA
  1103. || src_factor == GL_ONE_MINUS_DST_ALPHA
  1104. || src_factor == GL_CONSTANT_COLOR
  1105. || src_factor == GL_ONE_MINUS_CONSTANT_COLOR
  1106. || src_factor == GL_CONSTANT_ALPHA
  1107. || src_factor == GL_ONE_MINUS_CONSTANT_ALPHA
  1108. || src_factor == GL_SRC_ALPHA_SATURATE),
  1109. GL_INVALID_ENUM);
  1110. RETURN_WITH_ERROR_IF(!(dst_factor == GL_ZERO
  1111. || dst_factor == GL_ONE
  1112. || dst_factor == GL_SRC_COLOR
  1113. || dst_factor == GL_ONE_MINUS_SRC_COLOR
  1114. || dst_factor == GL_DST_COLOR
  1115. || dst_factor == GL_ONE_MINUS_DST_COLOR
  1116. || dst_factor == GL_SRC_ALPHA
  1117. || dst_factor == GL_ONE_MINUS_SRC_ALPHA
  1118. || dst_factor == GL_DST_ALPHA
  1119. || dst_factor == GL_ONE_MINUS_DST_ALPHA
  1120. || dst_factor == GL_CONSTANT_COLOR
  1121. || dst_factor == GL_ONE_MINUS_CONSTANT_COLOR
  1122. || dst_factor == GL_CONSTANT_ALPHA
  1123. || dst_factor == GL_ONE_MINUS_CONSTANT_ALPHA),
  1124. GL_INVALID_ENUM);
  1125. m_blend_source_factor = src_factor;
  1126. m_blend_destination_factor = dst_factor;
  1127. auto map_gl_blend_factor_to_device = [](GLenum factor) constexpr
  1128. {
  1129. switch (factor) {
  1130. case GL_ZERO:
  1131. return SoftGPU::BlendFactor::Zero;
  1132. case GL_ONE:
  1133. return SoftGPU::BlendFactor::One;
  1134. case GL_SRC_ALPHA:
  1135. return SoftGPU::BlendFactor::SrcAlpha;
  1136. case GL_ONE_MINUS_SRC_ALPHA:
  1137. return SoftGPU::BlendFactor::OneMinusSrcAlpha;
  1138. case GL_SRC_COLOR:
  1139. return SoftGPU::BlendFactor::SrcColor;
  1140. case GL_ONE_MINUS_SRC_COLOR:
  1141. return SoftGPU::BlendFactor::OneMinusSrcColor;
  1142. case GL_DST_ALPHA:
  1143. return SoftGPU::BlendFactor::DstAlpha;
  1144. case GL_ONE_MINUS_DST_ALPHA:
  1145. return SoftGPU::BlendFactor::OneMinusDstAlpha;
  1146. case GL_DST_COLOR:
  1147. return SoftGPU::BlendFactor::DstColor;
  1148. case GL_ONE_MINUS_DST_COLOR:
  1149. return SoftGPU::BlendFactor::OneMinusDstColor;
  1150. case GL_SRC_ALPHA_SATURATE:
  1151. return SoftGPU::BlendFactor::SrcAlphaSaturate;
  1152. default:
  1153. VERIFY_NOT_REACHED();
  1154. }
  1155. };
  1156. auto options = m_rasterizer.options();
  1157. options.blend_source_factor = map_gl_blend_factor_to_device(m_blend_source_factor);
  1158. options.blend_destination_factor = map_gl_blend_factor_to_device(m_blend_destination_factor);
  1159. m_rasterizer.set_options(options);
  1160. }
  1161. void SoftwareGLContext::gl_shade_model(GLenum mode)
  1162. {
  1163. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode);
  1164. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1165. RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM);
  1166. auto options = m_rasterizer.options();
  1167. options.shade_smooth = (mode == GL_SMOOTH);
  1168. m_rasterizer.set_options(options);
  1169. }
  1170. void SoftwareGLContext::gl_alpha_func(GLenum func, GLclampf ref)
  1171. {
  1172. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_alpha_func, func, ref);
  1173. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1174. RETURN_WITH_ERROR_IF(func < GL_NEVER || func > GL_ALWAYS, GL_INVALID_ENUM);
  1175. m_alpha_test_func = func;
  1176. m_alpha_test_ref_value = ref;
  1177. auto options = m_rasterizer.options();
  1178. switch (func) {
  1179. case GL_NEVER:
  1180. options.alpha_test_func = SoftGPU::AlphaTestFunction::Never;
  1181. break;
  1182. case GL_ALWAYS:
  1183. options.alpha_test_func = SoftGPU::AlphaTestFunction::Always;
  1184. break;
  1185. case GL_LESS:
  1186. options.alpha_test_func = SoftGPU::AlphaTestFunction::Less;
  1187. break;
  1188. case GL_LEQUAL:
  1189. options.alpha_test_func = SoftGPU::AlphaTestFunction::LessOrEqual;
  1190. break;
  1191. case GL_EQUAL:
  1192. options.alpha_test_func = SoftGPU::AlphaTestFunction::Equal;
  1193. break;
  1194. case GL_NOTEQUAL:
  1195. options.alpha_test_func = SoftGPU::AlphaTestFunction::NotEqual;
  1196. break;
  1197. case GL_GEQUAL:
  1198. options.alpha_test_func = SoftGPU::AlphaTestFunction::GreaterOrEqual;
  1199. break;
  1200. case GL_GREATER:
  1201. options.alpha_test_func = SoftGPU::AlphaTestFunction::Greater;
  1202. break;
  1203. default:
  1204. VERIFY_NOT_REACHED();
  1205. }
  1206. options.alpha_test_ref_value = m_alpha_test_ref_value;
  1207. m_rasterizer.set_options(options);
  1208. }
  1209. void SoftwareGLContext::gl_hint(GLenum target, GLenum mode)
  1210. {
  1211. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_hint, target, mode);
  1212. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1213. RETURN_WITH_ERROR_IF(target != GL_PERSPECTIVE_CORRECTION_HINT
  1214. && target != GL_POINT_SMOOTH_HINT
  1215. && target != GL_LINE_SMOOTH_HINT
  1216. && target != GL_POLYGON_SMOOTH_HINT
  1217. && target != GL_FOG_HINT
  1218. && target != GL_GENERATE_MIPMAP_HINT
  1219. && target != GL_TEXTURE_COMPRESSION_HINT,
  1220. GL_INVALID_ENUM);
  1221. RETURN_WITH_ERROR_IF(mode != GL_DONT_CARE
  1222. && mode != GL_FASTEST
  1223. && mode != GL_NICEST,
  1224. GL_INVALID_ENUM);
  1225. // According to the spec implementors are free to ignore glHint. So we do.
  1226. }
  1227. void SoftwareGLContext::gl_read_buffer(GLenum mode)
  1228. {
  1229. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_read_buffer, mode);
  1230. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1231. // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
  1232. // plus any aux buffer between 0 and GL_AUX_BUFFERS
  1233. RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
  1234. && mode != GL_FRONT_RIGHT
  1235. && mode != GL_BACK_LEFT
  1236. && mode != GL_BACK_RIGHT
  1237. && mode != GL_FRONT
  1238. && mode != GL_BACK
  1239. && mode != GL_LEFT
  1240. && mode != GL_RIGHT,
  1241. GL_INVALID_ENUM);
  1242. // FIXME: We do not currently have aux buffers, so make it an invalid
  1243. // operation to select anything but front or back buffers. Also we do
  1244. // not allow selecting the stereoscopic RIGHT buffers since we do not
  1245. // have them configured.
  1246. RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
  1247. && mode != GL_FRONT
  1248. && mode != GL_BACK_LEFT
  1249. && mode != GL_BACK
  1250. && mode != GL_FRONT
  1251. && mode != GL_BACK
  1252. && mode != GL_LEFT,
  1253. GL_INVALID_OPERATION);
  1254. m_current_read_buffer = mode;
  1255. }
  1256. void SoftwareGLContext::gl_draw_buffer(GLenum buffer)
  1257. {
  1258. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_buffer, buffer);
  1259. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1260. // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
  1261. // plus any aux buffer between 0 and GL_AUX_BUFFERS
  1262. RETURN_WITH_ERROR_IF(buffer != GL_NONE
  1263. && buffer != GL_FRONT_LEFT
  1264. && buffer != GL_FRONT_RIGHT
  1265. && buffer != GL_BACK_LEFT
  1266. && buffer != GL_BACK_RIGHT
  1267. && buffer != GL_FRONT
  1268. && buffer != GL_BACK
  1269. && buffer != GL_LEFT
  1270. && buffer != GL_RIGHT,
  1271. GL_INVALID_ENUM);
  1272. // FIXME: We do not currently have aux buffers, so make it an invalid
  1273. // operation to select anything but front or back buffers. Also we do
  1274. // not allow selecting the stereoscopic RIGHT buffers since we do not
  1275. // have them configured.
  1276. RETURN_WITH_ERROR_IF(buffer != GL_NONE
  1277. && buffer != GL_FRONT_LEFT
  1278. && buffer != GL_FRONT
  1279. && buffer != GL_BACK_LEFT
  1280. && buffer != GL_BACK
  1281. && buffer != GL_FRONT
  1282. && buffer != GL_BACK
  1283. && buffer != GL_LEFT,
  1284. GL_INVALID_OPERATION);
  1285. m_current_draw_buffer = buffer;
  1286. auto rasterizer_options = m_rasterizer.options();
  1287. // FIXME: We only have a single draw buffer in SoftGPU at the moment,
  1288. // so we simply disable color writes if GL_NONE is selected
  1289. rasterizer_options.enable_color_write = m_current_draw_buffer != GL_NONE;
  1290. m_rasterizer.set_options(rasterizer_options);
  1291. }
  1292. void SoftwareGLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
  1293. {
  1294. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1295. RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
  1296. RETURN_WITH_ERROR_IF(format != GL_COLOR_INDEX
  1297. && format != GL_STENCIL_INDEX
  1298. && format != GL_DEPTH_COMPONENT
  1299. && format != GL_RED
  1300. && format != GL_GREEN
  1301. && format != GL_BLUE
  1302. && format != GL_ALPHA
  1303. && format != GL_RGB
  1304. && format != GL_RGBA
  1305. && format != GL_LUMINANCE
  1306. && format != GL_LUMINANCE_ALPHA,
  1307. GL_INVALID_ENUM);
  1308. RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE
  1309. && type != GL_BYTE
  1310. && type != GL_BITMAP
  1311. && type != GL_UNSIGNED_SHORT
  1312. && type != GL_SHORT
  1313. && type != GL_BLUE
  1314. && type != GL_UNSIGNED_INT
  1315. && type != GL_INT
  1316. && type != GL_FLOAT,
  1317. GL_INVALID_ENUM);
  1318. // FIXME: We only support RGBA buffers for now.
  1319. // Once we add support for indexed color modes do the correct check here
  1320. RETURN_WITH_ERROR_IF(format == GL_COLOR_INDEX, GL_INVALID_OPERATION);
  1321. // FIXME: We do not have stencil buffers yet
  1322. // Once we add support for stencil buffers do the correct check here
  1323. RETURN_WITH_ERROR_IF(format == GL_STENCIL_INDEX, GL_INVALID_OPERATION);
  1324. if (format == GL_DEPTH_COMPONENT) {
  1325. // FIXME: This check needs to be a bit more sophisticated. Currently the buffers
  1326. // are hardcoded. Once we add proper structures for them we need to correct this check
  1327. // Error because only back buffer has a depth buffer
  1328. RETURN_WITH_ERROR_IF(m_current_read_buffer == GL_FRONT
  1329. || m_current_read_buffer == GL_FRONT_LEFT
  1330. || m_current_read_buffer == GL_FRONT_RIGHT,
  1331. GL_INVALID_OPERATION);
  1332. }
  1333. // Some helper functions for converting float values to integer types
  1334. auto float_to_i8 = [](float f) -> GLchar {
  1335. return static_cast<GLchar>((0x7f * min(max(f, 0.0f), 1.0f) - 1) / 2);
  1336. };
  1337. auto float_to_i16 = [](float f) -> GLshort {
  1338. return static_cast<GLshort>((0x7fff * min(max(f, 0.0f), 1.0f) - 1) / 2);
  1339. };
  1340. auto float_to_i32 = [](float f) -> GLint {
  1341. return static_cast<GLint>((0x7fffffff * min(max(f, 0.0f), 1.0f) - 1) / 2);
  1342. };
  1343. auto float_to_u8 = [](float f) -> GLubyte {
  1344. return static_cast<GLubyte>(0xff * min(max(f, 0.0f), 1.0f));
  1345. };
  1346. auto float_to_u16 = [](float f) -> GLushort {
  1347. return static_cast<GLushort>(0xffff * min(max(f, 0.0f), 1.0f));
  1348. };
  1349. auto float_to_u32 = [](float f) -> GLuint {
  1350. return static_cast<GLuint>(0xffffffff * min(max(f, 0.0f), 1.0f));
  1351. };
  1352. u8 component_size = 0;
  1353. switch (type) {
  1354. case GL_BYTE:
  1355. case GL_UNSIGNED_BYTE:
  1356. component_size = 1;
  1357. break;
  1358. case GL_SHORT:
  1359. case GL_UNSIGNED_SHORT:
  1360. component_size = 2;
  1361. break;
  1362. case GL_INT:
  1363. case GL_UNSIGNED_INT:
  1364. case GL_FLOAT:
  1365. component_size = 4;
  1366. break;
  1367. }
  1368. if (format == GL_DEPTH_COMPONENT) {
  1369. auto const row_stride = (width * component_size + m_pack_alignment - 1) / m_pack_alignment * m_pack_alignment;
  1370. // Read from depth buffer
  1371. for (GLsizei i = 0; i < height; ++i) {
  1372. for (GLsizei j = 0; j < width; ++j) {
  1373. float depth = m_rasterizer.get_depthbuffer_value(x + j, y + i);
  1374. auto char_ptr = reinterpret_cast<char*>(pixels) + i * row_stride + j * component_size;
  1375. switch (type) {
  1376. case GL_BYTE:
  1377. *reinterpret_cast<GLchar*>(char_ptr) = float_to_i8(depth);
  1378. break;
  1379. case GL_SHORT:
  1380. *reinterpret_cast<GLshort*>(char_ptr) = float_to_i16(depth);
  1381. break;
  1382. case GL_INT:
  1383. *reinterpret_cast<GLint*>(char_ptr) = float_to_i32(depth);
  1384. break;
  1385. case GL_UNSIGNED_BYTE:
  1386. *reinterpret_cast<GLubyte*>(char_ptr) = float_to_u8(depth);
  1387. break;
  1388. case GL_UNSIGNED_SHORT:
  1389. *reinterpret_cast<GLushort*>(char_ptr) = float_to_u16(depth);
  1390. break;
  1391. case GL_UNSIGNED_INT:
  1392. *reinterpret_cast<GLuint*>(char_ptr) = float_to_u32(depth);
  1393. break;
  1394. case GL_FLOAT:
  1395. *reinterpret_cast<GLfloat*>(char_ptr) = min(max(depth, 0.0f), 1.0f);
  1396. break;
  1397. }
  1398. }
  1399. }
  1400. return;
  1401. }
  1402. bool write_red = false;
  1403. bool write_green = false;
  1404. bool write_blue = false;
  1405. bool write_alpha = false;
  1406. size_t component_count = 0;
  1407. size_t red_offset = 0;
  1408. size_t green_offset = 0;
  1409. size_t blue_offset = 0;
  1410. size_t alpha_offset = 0;
  1411. char* red_ptr = nullptr;
  1412. char* green_ptr = nullptr;
  1413. char* blue_ptr = nullptr;
  1414. char* alpha_ptr = nullptr;
  1415. switch (format) {
  1416. case GL_RGB:
  1417. write_red = true;
  1418. write_green = true;
  1419. write_blue = true;
  1420. component_count = 3;
  1421. red_offset = 2;
  1422. green_offset = 1;
  1423. blue_offset = 0;
  1424. break;
  1425. case GL_RGBA:
  1426. write_red = true;
  1427. write_green = true;
  1428. write_blue = true;
  1429. write_alpha = true;
  1430. component_count = 4;
  1431. red_offset = 3;
  1432. green_offset = 2;
  1433. blue_offset = 1;
  1434. alpha_offset = 0;
  1435. break;
  1436. case GL_RED:
  1437. write_red = true;
  1438. component_count = 1;
  1439. red_offset = 0;
  1440. break;
  1441. case GL_GREEN:
  1442. write_green = true;
  1443. component_count = 1;
  1444. green_offset = 0;
  1445. break;
  1446. case GL_BLUE:
  1447. write_blue = true;
  1448. component_count = 1;
  1449. blue_offset = 0;
  1450. break;
  1451. case GL_ALPHA:
  1452. write_alpha = true;
  1453. component_count = 1;
  1454. alpha_offset = 0;
  1455. break;
  1456. }
  1457. auto const pixel_bytes = component_size * component_count;
  1458. auto const row_alignment_bytes = (m_pack_alignment - ((width * pixel_bytes) % m_pack_alignment)) % m_pack_alignment;
  1459. char* out_ptr = reinterpret_cast<char*>(pixels);
  1460. for (int i = 0; i < (int)height; ++i) {
  1461. for (int j = 0; j < (int)width; ++j) {
  1462. Gfx::ARGB32 color {};
  1463. if (m_current_read_buffer == GL_FRONT || m_current_read_buffer == GL_LEFT || m_current_read_buffer == GL_FRONT_LEFT) {
  1464. if (y + i >= m_frontbuffer->width() || x + j >= m_frontbuffer->height())
  1465. color = 0;
  1466. else
  1467. color = m_frontbuffer->scanline(y + i)[x + j];
  1468. } else {
  1469. color = m_rasterizer.get_color_buffer_pixel(x + j, y + i);
  1470. }
  1471. float red = ((color >> 24) & 0xff) / 255.0f;
  1472. float green = ((color >> 16) & 0xff) / 255.0f;
  1473. float blue = ((color >> 8) & 0xff) / 255.0f;
  1474. float alpha = (color & 0xff) / 255.0f;
  1475. // FIXME: Set up write pointers based on selected endianness (glPixelStore)
  1476. red_ptr = out_ptr + (component_size * red_offset);
  1477. green_ptr = out_ptr + (component_size * green_offset);
  1478. blue_ptr = out_ptr + (component_size * blue_offset);
  1479. alpha_ptr = out_ptr + (component_size * alpha_offset);
  1480. switch (type) {
  1481. case GL_BYTE:
  1482. if (write_red)
  1483. *reinterpret_cast<GLchar*>(red_ptr) = float_to_i8(red);
  1484. if (write_green)
  1485. *reinterpret_cast<GLchar*>(green_ptr) = float_to_i8(green);
  1486. if (write_blue)
  1487. *reinterpret_cast<GLchar*>(blue_ptr) = float_to_i8(blue);
  1488. if (write_alpha)
  1489. *reinterpret_cast<GLchar*>(alpha_ptr) = float_to_i8(alpha);
  1490. break;
  1491. case GL_UNSIGNED_BYTE:
  1492. if (write_red)
  1493. *reinterpret_cast<GLubyte*>(red_ptr) = float_to_u8(red);
  1494. if (write_green)
  1495. *reinterpret_cast<GLubyte*>(green_ptr) = float_to_u8(green);
  1496. if (write_blue)
  1497. *reinterpret_cast<GLubyte*>(blue_ptr) = float_to_u8(blue);
  1498. if (write_alpha)
  1499. *reinterpret_cast<GLubyte*>(alpha_ptr) = float_to_u8(alpha);
  1500. break;
  1501. case GL_SHORT:
  1502. if (write_red)
  1503. *reinterpret_cast<GLshort*>(red_ptr) = float_to_i16(red);
  1504. if (write_green)
  1505. *reinterpret_cast<GLshort*>(green_ptr) = float_to_i16(green);
  1506. if (write_blue)
  1507. *reinterpret_cast<GLshort*>(blue_ptr) = float_to_i16(blue);
  1508. if (write_alpha)
  1509. *reinterpret_cast<GLshort*>(alpha_ptr) = float_to_i16(alpha);
  1510. break;
  1511. case GL_UNSIGNED_SHORT:
  1512. if (write_red)
  1513. *reinterpret_cast<GLushort*>(red_ptr) = float_to_u16(red);
  1514. if (write_green)
  1515. *reinterpret_cast<GLushort*>(green_ptr) = float_to_u16(green);
  1516. if (write_blue)
  1517. *reinterpret_cast<GLushort*>(blue_ptr) = float_to_u16(blue);
  1518. if (write_alpha)
  1519. *reinterpret_cast<GLushort*>(alpha_ptr) = float_to_u16(alpha);
  1520. break;
  1521. case GL_INT:
  1522. if (write_red)
  1523. *reinterpret_cast<GLint*>(red_ptr) = float_to_i32(red);
  1524. if (write_green)
  1525. *reinterpret_cast<GLint*>(green_ptr) = float_to_i32(green);
  1526. if (write_blue)
  1527. *reinterpret_cast<GLint*>(blue_ptr) = float_to_i32(blue);
  1528. if (write_alpha)
  1529. *reinterpret_cast<GLint*>(alpha_ptr) = float_to_i32(alpha);
  1530. break;
  1531. case GL_UNSIGNED_INT:
  1532. if (write_red)
  1533. *reinterpret_cast<GLuint*>(red_ptr) = float_to_u32(red);
  1534. if (write_green)
  1535. *reinterpret_cast<GLuint*>(green_ptr) = float_to_u32(green);
  1536. if (write_blue)
  1537. *reinterpret_cast<GLuint*>(blue_ptr) = float_to_u32(blue);
  1538. if (write_alpha)
  1539. *reinterpret_cast<GLuint*>(alpha_ptr) = float_to_u32(alpha);
  1540. break;
  1541. case GL_FLOAT:
  1542. if (write_red)
  1543. *reinterpret_cast<GLfloat*>(red_ptr) = min(max(red, 0.0f), 1.0f);
  1544. if (write_green)
  1545. *reinterpret_cast<GLfloat*>(green_ptr) = min(max(green, 0.0f), 1.0f);
  1546. if (write_blue)
  1547. *reinterpret_cast<GLfloat*>(blue_ptr) = min(max(blue, 0.0f), 1.0f);
  1548. if (write_alpha)
  1549. *reinterpret_cast<GLfloat*>(alpha_ptr) = min(max(alpha, 0.0f), 1.0f);
  1550. break;
  1551. }
  1552. out_ptr += pixel_bytes;
  1553. }
  1554. out_ptr += row_alignment_bytes;
  1555. }
  1556. }
  1557. void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
  1558. {
  1559. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1560. // FIXME: We only support GL_TEXTURE_2D for now
  1561. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  1562. if (texture == 0) {
  1563. switch (target) {
  1564. case GL_TEXTURE_2D:
  1565. m_active_texture_unit->bind_texture_to_target(target, nullptr);
  1566. m_sampler_config_is_dirty = true;
  1567. return;
  1568. default:
  1569. VERIFY_NOT_REACHED();
  1570. return;
  1571. }
  1572. }
  1573. auto it = m_allocated_textures.find(texture);
  1574. RefPtr<Texture> texture_object;
  1575. // OpenGL 1.x supports binding texture names that were not previously generated by glGenTextures.
  1576. // If there is not an allocated texture, meaning it was not previously generated by glGenTextures,
  1577. // we can keep texture_object null to both allocate and bind the texture with the passed in texture name.
  1578. // FIXME: Later OpenGL versions such as 4.x enforce that texture names being bound were previously generated
  1579. // by glGenTextures.
  1580. if (it != m_allocated_textures.end())
  1581. texture_object = it->value;
  1582. // Binding a texture to a different target than it was first bound is an invalid operation
  1583. // FIXME: We only support GL_TEXTURE_2D for now
  1584. RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && !texture_object.is_null() && !texture_object->is_texture_2d(), GL_INVALID_OPERATION);
  1585. if (!texture_object) {
  1586. // This is the first time the texture is bound. Allocate an actual texture object
  1587. switch (target) {
  1588. case GL_TEXTURE_2D:
  1589. texture_object = adopt_ref(*new Texture2D());
  1590. break;
  1591. default:
  1592. VERIFY_NOT_REACHED();
  1593. }
  1594. m_allocated_textures.set(texture, texture_object);
  1595. }
  1596. switch (target) {
  1597. case GL_TEXTURE_2D:
  1598. m_active_texture_unit->bind_texture_to_target(target, texture_object);
  1599. break;
  1600. }
  1601. m_sampler_config_is_dirty = true;
  1602. }
  1603. GLboolean SoftwareGLContext::gl_is_texture(GLuint texture)
  1604. {
  1605. RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, GL_FALSE);
  1606. if (texture == 0)
  1607. return GL_FALSE;
  1608. auto it = m_allocated_textures.find(texture);
  1609. if (it == m_allocated_textures.end())
  1610. return GL_FALSE;
  1611. return it->value.is_null() ? GL_FALSE : GL_TRUE;
  1612. }
  1613. void SoftwareGLContext::gl_active_texture(GLenum texture)
  1614. {
  1615. RETURN_WITH_ERROR_IF(texture < GL_TEXTURE0 || texture >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
  1616. m_active_texture_unit_index = texture - GL_TEXTURE0;
  1617. m_active_texture_unit = &m_texture_units.at(m_active_texture_unit_index);
  1618. }
  1619. void SoftwareGLContext::gl_get_booleanv(GLenum pname, GLboolean* data)
  1620. {
  1621. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1622. auto optional_parameter = get_context_parameter(pname);
  1623. RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM);
  1624. auto parameter = optional_parameter.release_value();
  1625. switch (parameter.type) {
  1626. case GL_BOOL:
  1627. *data = parameter.value.boolean_value ? GL_TRUE : GL_FALSE;
  1628. break;
  1629. case GL_DOUBLE:
  1630. *data = (parameter.value.double_value == 0.0) ? GL_FALSE : GL_TRUE;
  1631. break;
  1632. case GL_INT:
  1633. *data = (parameter.value.integer_value == 0) ? GL_FALSE : GL_TRUE;
  1634. break;
  1635. default:
  1636. VERIFY_NOT_REACHED();
  1637. }
  1638. }
  1639. void SoftwareGLContext::gl_get_doublev(GLenum pname, GLdouble* params)
  1640. {
  1641. get_floating_point(pname, params);
  1642. }
  1643. void SoftwareGLContext::gl_get_floatv(GLenum pname, GLfloat* params)
  1644. {
  1645. get_floating_point(pname, params);
  1646. }
  1647. template<typename T>
  1648. void SoftwareGLContext::get_floating_point(GLenum pname, T* params)
  1649. {
  1650. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1651. // Handle matrix retrieval first
  1652. auto flatten_and_assign_matrix = [&params](FloatMatrix4x4 const& matrix) {
  1653. auto elements = matrix.elements();
  1654. for (size_t i = 0; i < 4; ++i) {
  1655. for (size_t j = 0; j < 4; ++j) {
  1656. // Return transposed matrix since OpenGL defines them as column-major
  1657. params[i * 4 + j] = static_cast<T>(elements[j][i]);
  1658. }
  1659. }
  1660. };
  1661. switch (pname) {
  1662. case GL_MODELVIEW_MATRIX:
  1663. flatten_and_assign_matrix(m_model_view_matrix);
  1664. return;
  1665. case GL_PROJECTION_MATRIX:
  1666. flatten_and_assign_matrix(m_projection_matrix);
  1667. return;
  1668. }
  1669. // Regular parameters
  1670. auto optional_parameter = get_context_parameter(pname);
  1671. RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM);
  1672. auto parameter = optional_parameter.release_value();
  1673. switch (parameter.type) {
  1674. case GL_BOOL:
  1675. *params = parameter.value.boolean_value ? GL_TRUE : GL_FALSE;
  1676. break;
  1677. case GL_DOUBLE:
  1678. for (size_t i = 0; i < parameter.count; ++i)
  1679. params[i] = parameter.value.double_list[i];
  1680. break;
  1681. case GL_INT:
  1682. for (size_t i = 0; i < parameter.count; ++i)
  1683. params[i] = parameter.value.integer_list[i];
  1684. break;
  1685. default:
  1686. VERIFY_NOT_REACHED();
  1687. }
  1688. }
  1689. void SoftwareGLContext::gl_get_integerv(GLenum pname, GLint* data)
  1690. {
  1691. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1692. auto optional_parameter = get_context_parameter(pname);
  1693. RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM);
  1694. auto parameter = optional_parameter.release_value();
  1695. switch (parameter.type) {
  1696. case GL_BOOL:
  1697. *data = parameter.value.boolean_value ? GL_TRUE : GL_FALSE;
  1698. break;
  1699. case GL_DOUBLE: {
  1700. double const int_range = static_cast<double>(NumericLimits<GLint>::max()) - NumericLimits<GLint>::min();
  1701. for (size_t i = 0; i < parameter.count; ++i) {
  1702. double const result_factor = (clamp(parameter.value.double_list[i], -1.0, 1.0) + 1.0) / 2.0;
  1703. data[i] = static_cast<GLint>(NumericLimits<GLint>::min() + result_factor * int_range);
  1704. }
  1705. break;
  1706. }
  1707. case GL_INT:
  1708. for (size_t i = 0; i < parameter.count; ++i)
  1709. data[i] = parameter.value.integer_list[i];
  1710. break;
  1711. default:
  1712. VERIFY_NOT_REACHED();
  1713. }
  1714. }
  1715. void SoftwareGLContext::gl_depth_mask(GLboolean flag)
  1716. {
  1717. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_mask, flag);
  1718. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1719. auto options = m_rasterizer.options();
  1720. options.enable_depth_write = (flag != GL_FALSE);
  1721. m_rasterizer.set_options(options);
  1722. }
  1723. void SoftwareGLContext::gl_enable_client_state(GLenum cap)
  1724. {
  1725. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1726. switch (cap) {
  1727. case GL_COLOR_ARRAY:
  1728. m_client_side_color_array_enabled = true;
  1729. break;
  1730. case GL_NORMAL_ARRAY:
  1731. m_client_side_normal_array_enabled = true;
  1732. break;
  1733. case GL_TEXTURE_COORD_ARRAY:
  1734. m_client_side_texture_coord_array_enabled[m_client_active_texture] = true;
  1735. break;
  1736. case GL_VERTEX_ARRAY:
  1737. m_client_side_vertex_array_enabled = true;
  1738. break;
  1739. default:
  1740. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1741. }
  1742. }
  1743. void SoftwareGLContext::gl_disable_client_state(GLenum cap)
  1744. {
  1745. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1746. switch (cap) {
  1747. case GL_COLOR_ARRAY:
  1748. m_client_side_color_array_enabled = false;
  1749. break;
  1750. case GL_NORMAL_ARRAY:
  1751. m_client_side_normal_array_enabled = false;
  1752. break;
  1753. case GL_TEXTURE_COORD_ARRAY:
  1754. m_client_side_texture_coord_array_enabled[m_client_active_texture] = false;
  1755. break;
  1756. case GL_VERTEX_ARRAY:
  1757. m_client_side_vertex_array_enabled = false;
  1758. break;
  1759. default:
  1760. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1761. }
  1762. }
  1763. void SoftwareGLContext::gl_client_active_texture(GLenum target)
  1764. {
  1765. RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
  1766. m_client_active_texture = target - GL_TEXTURE0;
  1767. }
  1768. void SoftwareGLContext::gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
  1769. {
  1770. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1771. RETURN_WITH_ERROR_IF(!(size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
  1772. RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
  1773. RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
  1774. m_client_vertex_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
  1775. }
  1776. void SoftwareGLContext::gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
  1777. {
  1778. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1779. RETURN_WITH_ERROR_IF(!(size == 3 || size == 4), GL_INVALID_VALUE);
  1780. RETURN_WITH_ERROR_IF(type != GL_BYTE
  1781. && type != GL_UNSIGNED_BYTE
  1782. && type != GL_SHORT
  1783. && type != GL_UNSIGNED_SHORT
  1784. && type != GL_INT
  1785. && type != GL_UNSIGNED_INT
  1786. && type != GL_FLOAT
  1787. && type != GL_DOUBLE,
  1788. GL_INVALID_ENUM);
  1789. RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
  1790. m_client_color_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
  1791. }
  1792. void SoftwareGLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
  1793. {
  1794. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1795. RETURN_WITH_ERROR_IF(!(size == 1 || size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
  1796. RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
  1797. RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
  1798. auto& tex_coord_pointer = m_client_tex_coord_pointer[m_client_active_texture];
  1799. tex_coord_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
  1800. }
  1801. void SoftwareGLContext::gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer)
  1802. {
  1803. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1804. RETURN_WITH_ERROR_IF(type != GL_BYTE
  1805. && type != GL_SHORT
  1806. && type != GL_INT
  1807. && type != GL_FLOAT
  1808. && type != GL_DOUBLE,
  1809. GL_INVALID_ENUM);
  1810. RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
  1811. m_client_normal_pointer = { .size = 3, .type = type, .stride = stride, .pointer = pointer };
  1812. }
  1813. void SoftwareGLContext::gl_tex_env(GLenum target, GLenum pname, GLfloat param)
  1814. {
  1815. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_env, target, pname, param);
  1816. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1817. // FIXME: We currently only support a subset of possible target values. Implement the rest!
  1818. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_ENV, GL_INVALID_ENUM);
  1819. // FIXME: We currently only support a subset of possible pname values. Implement the rest!
  1820. RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_ENV_MODE, GL_INVALID_ENUM);
  1821. auto param_enum = static_cast<GLenum>(param);
  1822. switch (param_enum) {
  1823. case GL_MODULATE:
  1824. case GL_REPLACE:
  1825. case GL_DECAL:
  1826. m_active_texture_unit->set_env_mode(param_enum);
  1827. m_sampler_config_is_dirty = true;
  1828. break;
  1829. default:
  1830. // FIXME: We currently only support a subset of possible param values. Implement the rest!
  1831. dbgln_if(GL_DEBUG, "gl_tex_env({:#x}, {:#x}, {}): param unimplemented", target, pname, param);
  1832. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  1833. }
  1834. }
  1835. void SoftwareGLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
  1836. {
  1837. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_arrays, mode, first, count);
  1838. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1839. // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
  1840. RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
  1841. || mode == GL_TRIANGLE_FAN
  1842. || mode == GL_TRIANGLES
  1843. || mode == GL_QUADS
  1844. || mode == GL_QUAD_STRIP
  1845. || mode == GL_POLYGON),
  1846. GL_INVALID_ENUM);
  1847. RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
  1848. // At least the vertex array needs to be enabled
  1849. if (!m_client_side_vertex_array_enabled)
  1850. return;
  1851. auto last = first + count;
  1852. gl_begin(mode);
  1853. for (int i = first; i < last; i++) {
  1854. if (m_client_side_color_array_enabled) {
  1855. float color[4] { 0, 0, 0, 1 };
  1856. read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
  1857. gl_color(color[0], color[1], color[2], color[3]);
  1858. }
  1859. for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
  1860. if (m_client_side_texture_coord_array_enabled[t]) {
  1861. float tex_coords[4] { 0, 0, 0, 0 };
  1862. read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
  1863. gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
  1864. }
  1865. }
  1866. if (m_client_side_normal_array_enabled) {
  1867. float normal[3];
  1868. read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false);
  1869. gl_normal(normal[0], normal[1], normal[2]);
  1870. }
  1871. float vertex[4] { 0, 0, 0, 1 };
  1872. read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
  1873. gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
  1874. }
  1875. gl_end();
  1876. }
  1877. void SoftwareGLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices)
  1878. {
  1879. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_elements, mode, count, type, indices);
  1880. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1881. // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
  1882. RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
  1883. || mode == GL_TRIANGLE_FAN
  1884. || mode == GL_TRIANGLES
  1885. || mode == GL_QUADS
  1886. || mode == GL_QUAD_STRIP
  1887. || mode == GL_POLYGON),
  1888. GL_INVALID_ENUM);
  1889. RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE
  1890. || type == GL_UNSIGNED_SHORT
  1891. || type == GL_UNSIGNED_INT),
  1892. GL_INVALID_ENUM);
  1893. RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
  1894. // At least the vertex array needs to be enabled
  1895. if (!m_client_side_vertex_array_enabled)
  1896. return;
  1897. gl_begin(mode);
  1898. for (int index = 0; index < count; index++) {
  1899. int i = 0;
  1900. switch (type) {
  1901. case GL_UNSIGNED_BYTE:
  1902. i = reinterpret_cast<const GLubyte*>(indices)[index];
  1903. break;
  1904. case GL_UNSIGNED_SHORT:
  1905. i = reinterpret_cast<const GLushort*>(indices)[index];
  1906. break;
  1907. case GL_UNSIGNED_INT:
  1908. i = reinterpret_cast<const GLuint*>(indices)[index];
  1909. break;
  1910. }
  1911. if (m_client_side_color_array_enabled) {
  1912. float color[4] { 0, 0, 0, 1 };
  1913. read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
  1914. gl_color(color[0], color[1], color[2], color[3]);
  1915. }
  1916. for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
  1917. if (m_client_side_texture_coord_array_enabled[t]) {
  1918. float tex_coords[4] { 0, 0, 0, 0 };
  1919. read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
  1920. gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
  1921. }
  1922. }
  1923. if (m_client_side_normal_array_enabled) {
  1924. float normal[3];
  1925. read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false);
  1926. gl_normal(normal[0], normal[1], normal[2]);
  1927. }
  1928. float vertex[4] { 0, 0, 0, 1 };
  1929. read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
  1930. gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
  1931. }
  1932. gl_end();
  1933. }
  1934. void SoftwareGLContext::gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
  1935. {
  1936. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_pixels, width, height, format, type, data);
  1937. RETURN_WITH_ERROR_IF(format < GL_COLOR_INDEX || format > GL_BGRA, GL_INVALID_ENUM);
  1938. RETURN_WITH_ERROR_IF((type < GL_BYTE || type > GL_FLOAT)
  1939. && (type < GL_UNSIGNED_BYTE_3_3_2 || type > GL_UNSIGNED_INT_10_10_10_2)
  1940. && (type < GL_UNSIGNED_BYTE_2_3_3_REV || type > GL_UNSIGNED_INT_2_10_10_10_REV),
  1941. GL_INVALID_ENUM);
  1942. RETURN_WITH_ERROR_IF(type == GL_BITMAP && !(format == GL_COLOR_INDEX || format == GL_STENCIL_INDEX), GL_INVALID_ENUM);
  1943. RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
  1944. // FIXME: GL_INVALID_OPERATION is generated if format is GL_STENCIL_INDEX and there is no stencil buffer
  1945. // FIXME: GL_INVALID_OPERATION is generated if format is GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA,
  1946. // GL_BGR, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA, and the GL is in color index mode
  1947. RETURN_WITH_ERROR_IF(format != GL_RGB
  1948. && (type == GL_UNSIGNED_BYTE_3_3_2
  1949. || type == GL_UNSIGNED_BYTE_2_3_3_REV
  1950. || type == GL_UNSIGNED_SHORT_5_6_5
  1951. || type == GL_UNSIGNED_SHORT_5_6_5_REV),
  1952. GL_INVALID_OPERATION);
  1953. RETURN_WITH_ERROR_IF(!(format == GL_RGBA || format == GL_BGRA)
  1954. && (type == GL_UNSIGNED_SHORT_4_4_4_4
  1955. || type == GL_UNSIGNED_SHORT_4_4_4_4_REV
  1956. || type == GL_UNSIGNED_SHORT_5_5_5_1
  1957. || type == GL_UNSIGNED_SHORT_1_5_5_5_REV
  1958. || type == GL_UNSIGNED_INT_8_8_8_8
  1959. || type == GL_UNSIGNED_INT_8_8_8_8_REV
  1960. || type == GL_UNSIGNED_INT_10_10_10_2
  1961. || type == GL_UNSIGNED_INT_2_10_10_10_REV),
  1962. GL_INVALID_OPERATION);
  1963. // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
  1964. // target and the buffer object's data store is currently mapped.
  1965. // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
  1966. // target and the data would be unpacked from the buffer object such that the memory reads required would
  1967. // exceed the data store size.
  1968. // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
  1969. // target and data is not evenly divisible into the number of bytes needed to store in memory a datum
  1970. // indicated by type.
  1971. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  1972. // FIXME: we only support RGBA + UNSIGNED_BYTE and DEPTH_COMPONENT + UNSIGNED_SHORT, implement all combinations!
  1973. if (!((format == GL_RGBA && type == GL_UNSIGNED_BYTE) || (format == GL_DEPTH_COMPONENT && type == GL_UNSIGNED_SHORT))) {
  1974. dbgln_if(GL_DEBUG, "gl_draw_pixels(): support for format {:#x} and/or type {:#x} not implemented", format, type);
  1975. return;
  1976. }
  1977. // FIXME: implement support for pixel parameters such as GL_UNPACK_ALIGNMENT
  1978. if (format == GL_RGBA) {
  1979. auto bitmap_or_error = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, { width, height });
  1980. RETURN_WITH_ERROR_IF(bitmap_or_error.is_error(), GL_OUT_OF_MEMORY);
  1981. auto bitmap = bitmap_or_error.release_value();
  1982. auto pixel_data = static_cast<u32 const*>(data);
  1983. for (int y = 0; y < height; ++y)
  1984. for (int x = 0; x < width; ++x)
  1985. bitmap->set_pixel(x, y, Color::from_argb(*(pixel_data++)));
  1986. m_rasterizer.blit_to_color_buffer_at_raster_position(bitmap);
  1987. } else if (format == GL_DEPTH_COMPONENT) {
  1988. Vector<float> depth_values;
  1989. depth_values.ensure_capacity(width * height);
  1990. auto depth_data = static_cast<u16 const*>(data);
  1991. for (int y = 0; y < height; ++y) {
  1992. for (int x = 0; x < width; ++x) {
  1993. auto u16_value = *(depth_data++);
  1994. auto float_value = static_cast<float>(u16_value) / NumericLimits<u16>::max();
  1995. depth_values.append(float_value);
  1996. }
  1997. }
  1998. m_rasterizer.blit_to_depth_buffer_at_raster_position(depth_values, width, height);
  1999. } else {
  2000. VERIFY_NOT_REACHED();
  2001. }
  2002. }
  2003. void SoftwareGLContext::gl_depth_range(GLdouble min, GLdouble max)
  2004. {
  2005. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_range, min, max);
  2006. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2007. auto options = m_rasterizer.options();
  2008. options.depth_min = clamp<float>(min, 0.f, 1.f);
  2009. options.depth_max = clamp<float>(max, 0.f, 1.f);
  2010. m_rasterizer.set_options(options);
  2011. }
  2012. void SoftwareGLContext::gl_depth_func(GLenum func)
  2013. {
  2014. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_func, func);
  2015. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2016. RETURN_WITH_ERROR_IF(!(func == GL_NEVER
  2017. || func == GL_LESS
  2018. || func == GL_EQUAL
  2019. || func == GL_LEQUAL
  2020. || func == GL_GREATER
  2021. || func == GL_NOTEQUAL
  2022. || func == GL_GEQUAL
  2023. || func == GL_ALWAYS),
  2024. GL_INVALID_ENUM);
  2025. auto options = m_rasterizer.options();
  2026. switch (func) {
  2027. case GL_NEVER:
  2028. options.depth_func = SoftGPU::DepthTestFunction::Never;
  2029. break;
  2030. case GL_ALWAYS:
  2031. options.depth_func = SoftGPU::DepthTestFunction::Always;
  2032. break;
  2033. case GL_LESS:
  2034. options.depth_func = SoftGPU::DepthTestFunction::Less;
  2035. break;
  2036. case GL_LEQUAL:
  2037. options.depth_func = SoftGPU::DepthTestFunction::LessOrEqual;
  2038. break;
  2039. case GL_EQUAL:
  2040. options.depth_func = SoftGPU::DepthTestFunction::Equal;
  2041. break;
  2042. case GL_NOTEQUAL:
  2043. options.depth_func = SoftGPU::DepthTestFunction::NotEqual;
  2044. break;
  2045. case GL_GEQUAL:
  2046. options.depth_func = SoftGPU::DepthTestFunction::GreaterOrEqual;
  2047. break;
  2048. case GL_GREATER:
  2049. options.depth_func = SoftGPU::DepthTestFunction::Greater;
  2050. break;
  2051. default:
  2052. VERIFY_NOT_REACHED();
  2053. }
  2054. m_rasterizer.set_options(options);
  2055. }
  2056. // General helper function to read arbitrary vertex attribute data into a float array
  2057. void SoftwareGLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements, bool normalize)
  2058. {
  2059. auto byte_ptr = reinterpret_cast<const char*>(attrib.pointer);
  2060. size_t stride = attrib.stride;
  2061. switch (attrib.type) {
  2062. case GL_BYTE: {
  2063. if (stride == 0)
  2064. stride = sizeof(GLbyte) * attrib.size;
  2065. for (int i = 0; i < attrib.size; i++) {
  2066. elements[i] = *(reinterpret_cast<const GLbyte*>(byte_ptr + stride * index) + i);
  2067. if (normalize)
  2068. elements[i] /= 0x80;
  2069. }
  2070. break;
  2071. }
  2072. case GL_UNSIGNED_BYTE: {
  2073. if (stride == 0)
  2074. stride = sizeof(GLubyte) * attrib.size;
  2075. for (int i = 0; i < attrib.size; i++) {
  2076. elements[i] = *(reinterpret_cast<const GLubyte*>(byte_ptr + stride * index) + i);
  2077. if (normalize)
  2078. elements[i] /= 0xff;
  2079. }
  2080. break;
  2081. }
  2082. case GL_SHORT: {
  2083. if (stride == 0)
  2084. stride = sizeof(GLshort) * attrib.size;
  2085. for (int i = 0; i < attrib.size; i++) {
  2086. elements[i] = *(reinterpret_cast<const GLshort*>(byte_ptr + stride * index) + i);
  2087. if (normalize)
  2088. elements[i] /= 0x8000;
  2089. }
  2090. break;
  2091. }
  2092. case GL_UNSIGNED_SHORT: {
  2093. if (stride == 0)
  2094. stride = sizeof(GLushort) * attrib.size;
  2095. for (int i = 0; i < attrib.size; i++) {
  2096. elements[i] = *(reinterpret_cast<const GLushort*>(byte_ptr + stride * index) + i);
  2097. if (normalize)
  2098. elements[i] /= 0xffff;
  2099. }
  2100. break;
  2101. }
  2102. case GL_INT: {
  2103. if (stride == 0)
  2104. stride = sizeof(GLint) * attrib.size;
  2105. for (int i = 0; i < attrib.size; i++) {
  2106. elements[i] = *(reinterpret_cast<const GLint*>(byte_ptr + stride * index) + i);
  2107. if (normalize)
  2108. elements[i] /= 0x80000000;
  2109. }
  2110. break;
  2111. }
  2112. case GL_UNSIGNED_INT: {
  2113. if (stride == 0)
  2114. stride = sizeof(GLuint) * attrib.size;
  2115. for (int i = 0; i < attrib.size; i++) {
  2116. elements[i] = *(reinterpret_cast<const GLuint*>(byte_ptr + stride * index) + i);
  2117. if (normalize)
  2118. elements[i] /= 0xffffffff;
  2119. }
  2120. break;
  2121. }
  2122. case GL_FLOAT: {
  2123. if (stride == 0)
  2124. stride = sizeof(GLfloat) * attrib.size;
  2125. for (int i = 0; i < attrib.size; i++)
  2126. elements[i] = *(reinterpret_cast<const GLfloat*>(byte_ptr + stride * index) + i);
  2127. break;
  2128. }
  2129. case GL_DOUBLE: {
  2130. if (stride == 0)
  2131. stride = sizeof(GLdouble) * attrib.size;
  2132. for (int i = 0; i < attrib.size; i++)
  2133. elements[i] = static_cast<float>(*(reinterpret_cast<const GLdouble*>(byte_ptr + stride * index) + i));
  2134. break;
  2135. }
  2136. }
  2137. }
  2138. void SoftwareGLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
  2139. {
  2140. auto options = m_rasterizer.options();
  2141. auto mask = options.color_mask;
  2142. if (!red)
  2143. mask &= ~0x000000ff;
  2144. else
  2145. mask |= 0x000000ff;
  2146. if (!green)
  2147. mask &= ~0x0000ff00;
  2148. else
  2149. mask |= 0x0000ff00;
  2150. if (!blue)
  2151. mask &= ~0x00ff0000;
  2152. else
  2153. mask |= 0x00ff0000;
  2154. if (!alpha)
  2155. mask &= ~0xff000000;
  2156. else
  2157. mask |= 0xff000000;
  2158. options.color_mask = mask;
  2159. m_rasterizer.set_options(options);
  2160. }
  2161. void SoftwareGLContext::gl_polygon_mode(GLenum face, GLenum mode)
  2162. {
  2163. RETURN_WITH_ERROR_IF(!(face == GL_BACK || face == GL_FRONT || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  2164. RETURN_WITH_ERROR_IF(!(mode == GL_POINT || mode == GL_LINE || mode == GL_FILL), GL_INVALID_ENUM);
  2165. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2166. auto options = m_rasterizer.options();
  2167. // FIXME: This must support different polygon modes for front- and backside
  2168. if (face == GL_BACK) {
  2169. dbgln_if(GL_DEBUG, "gl_polygon_mode(GL_BACK, {:#x}): unimplemented", mode);
  2170. return;
  2171. }
  2172. auto map_mode = [](GLenum mode) -> SoftGPU::PolygonMode {
  2173. switch (mode) {
  2174. case GL_FILL:
  2175. return SoftGPU::PolygonMode::Fill;
  2176. case GL_LINE:
  2177. return SoftGPU::PolygonMode::Line;
  2178. case GL_POINT:
  2179. return SoftGPU::PolygonMode::Point;
  2180. default:
  2181. VERIFY_NOT_REACHED();
  2182. }
  2183. };
  2184. options.polygon_mode = map_mode(mode);
  2185. m_rasterizer.set_options(options);
  2186. }
  2187. void SoftwareGLContext::gl_polygon_offset(GLfloat factor, GLfloat units)
  2188. {
  2189. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_polygon_offset, factor, units);
  2190. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2191. auto rasterizer_options = m_rasterizer.options();
  2192. rasterizer_options.depth_offset_factor = factor;
  2193. rasterizer_options.depth_offset_constant = units;
  2194. m_rasterizer.set_options(rasterizer_options);
  2195. }
  2196. void SoftwareGLContext::gl_fogfv(GLenum pname, GLfloat* params)
  2197. {
  2198. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogfv, pname, params);
  2199. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2200. auto options = m_rasterizer.options();
  2201. switch (pname) {
  2202. case GL_FOG_COLOR:
  2203. options.fog_color = { params[0], params[1], params[2], params[3] };
  2204. break;
  2205. default:
  2206. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  2207. }
  2208. m_rasterizer.set_options(options);
  2209. }
  2210. void SoftwareGLContext::gl_fogf(GLenum pname, GLfloat param)
  2211. {
  2212. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogf, pname, param);
  2213. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2214. RETURN_WITH_ERROR_IF(param < 0.0f, GL_INVALID_VALUE);
  2215. auto options = m_rasterizer.options();
  2216. switch (pname) {
  2217. case GL_FOG_DENSITY:
  2218. options.fog_density = param;
  2219. break;
  2220. case GL_FOG_END:
  2221. options.fog_end = param;
  2222. break;
  2223. case GL_FOG_START:
  2224. options.fog_start = param;
  2225. break;
  2226. default:
  2227. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  2228. }
  2229. m_rasterizer.set_options(options);
  2230. }
  2231. void SoftwareGLContext::gl_fogi(GLenum pname, GLint param)
  2232. {
  2233. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogi, pname, param);
  2234. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2235. RETURN_WITH_ERROR_IF(param != GL_LINEAR && param != GL_EXP && param != GL_EXP2, GL_INVALID_ENUM);
  2236. auto options = m_rasterizer.options();
  2237. switch (pname) {
  2238. case GL_FOG_MODE:
  2239. switch (param) {
  2240. case GL_LINEAR:
  2241. options.fog_mode = SoftGPU::FogMode::Linear;
  2242. break;
  2243. case GL_EXP:
  2244. options.fog_mode = SoftGPU::FogMode::Exp;
  2245. break;
  2246. case GL_EXP2:
  2247. options.fog_mode = SoftGPU::FogMode::Exp2;
  2248. break;
  2249. }
  2250. break;
  2251. default:
  2252. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  2253. }
  2254. m_rasterizer.set_options(options);
  2255. }
  2256. void SoftwareGLContext::gl_pixel_storei(GLenum pname, GLint param)
  2257. {
  2258. // FIXME: Implement missing parameters
  2259. switch (pname) {
  2260. case GL_PACK_ALIGNMENT:
  2261. RETURN_WITH_ERROR_IF(param != 1 && param != 2 && param != 4 && param != 8, GL_INVALID_VALUE);
  2262. m_pack_alignment = param;
  2263. break;
  2264. case GL_UNPACK_ROW_LENGTH:
  2265. RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
  2266. m_unpack_row_length = static_cast<size_t>(param);
  2267. break;
  2268. case GL_UNPACK_ALIGNMENT:
  2269. RETURN_WITH_ERROR_IF(param != 1 && param != 2 && param != 4 && param != 8, GL_INVALID_VALUE);
  2270. m_unpack_alignment = param;
  2271. break;
  2272. default:
  2273. RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
  2274. break;
  2275. }
  2276. }
  2277. void SoftwareGLContext::gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height)
  2278. {
  2279. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scissor, x, y, width, height);
  2280. RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
  2281. auto options = m_rasterizer.options();
  2282. options.scissor_box = { x, y, width, height };
  2283. m_rasterizer.set_options(options);
  2284. }
  2285. void SoftwareGLContext::gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask)
  2286. {
  2287. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_func_separate, face, func, ref, mask);
  2288. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2289. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  2290. RETURN_WITH_ERROR_IF(!(func == GL_NEVER
  2291. || func == GL_LESS
  2292. || func == GL_LEQUAL
  2293. || func == GL_GREATER
  2294. || func == GL_GEQUAL
  2295. || func == GL_EQUAL
  2296. || func == GL_NOTEQUAL
  2297. || func == GL_ALWAYS),
  2298. GL_INVALID_ENUM);
  2299. ref = clamp(ref, 0, (1 << m_device_info.stencil_bits) - 1);
  2300. StencilFunctionOptions new_options = { func, ref, mask };
  2301. if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
  2302. m_stencil_function[Face::Front] = new_options;
  2303. if (face == GL_BACK || face == GL_FRONT_AND_BACK)
  2304. m_stencil_function[Face::Back] = new_options;
  2305. m_stencil_configuration_dirty = true;
  2306. }
  2307. void SoftwareGLContext::gl_stencil_mask_separate(GLenum face, GLuint mask)
  2308. {
  2309. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_mask_separate, face, mask);
  2310. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2311. if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
  2312. m_stencil_operation[Face::Front].write_mask = mask;
  2313. if (face == GL_BACK || face == GL_FRONT_AND_BACK)
  2314. m_stencil_operation[Face::Back].write_mask = mask;
  2315. m_stencil_configuration_dirty = true;
  2316. }
  2317. void SoftwareGLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
  2318. {
  2319. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_op_separate, face, sfail, dpfail, dppass);
  2320. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2321. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  2322. auto is_valid_op = [](GLenum op) -> bool {
  2323. return op == GL_KEEP || op == GL_ZERO || op == GL_REPLACE || op == GL_INCR || op == GL_INCR_WRAP
  2324. || op == GL_DECR || op == GL_DECR_WRAP || op == GL_INVERT;
  2325. };
  2326. RETURN_WITH_ERROR_IF(!is_valid_op(sfail), GL_INVALID_ENUM);
  2327. RETURN_WITH_ERROR_IF(!is_valid_op(dpfail), GL_INVALID_ENUM);
  2328. RETURN_WITH_ERROR_IF(!is_valid_op(dppass), GL_INVALID_ENUM);
  2329. auto update_stencil_operation = [&](Face face, GLenum sfail, GLenum dpfail, GLenum dppass) {
  2330. auto& stencil_operation = m_stencil_operation[face];
  2331. stencil_operation.op_fail = sfail;
  2332. stencil_operation.op_depth_fail = dpfail;
  2333. stencil_operation.op_pass = dppass;
  2334. };
  2335. if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
  2336. update_stencil_operation(Face::Front, sfail, dpfail, dppass);
  2337. if (face == GL_BACK || face == GL_FRONT_AND_BACK)
  2338. update_stencil_operation(Face::Back, sfail, dpfail, dppass);
  2339. m_stencil_configuration_dirty = true;
  2340. }
  2341. void SoftwareGLContext::gl_normal(GLfloat nx, GLfloat ny, GLfloat nz)
  2342. {
  2343. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_normal, nx, ny, nz);
  2344. m_current_vertex_normal = { nx, ny, nz };
  2345. }
  2346. void SoftwareGLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
  2347. {
  2348. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_raster_pos, x, y, z, w);
  2349. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2350. m_rasterizer.set_raster_position({ x, y, z, w }, m_model_view_matrix, m_projection_matrix);
  2351. }
  2352. void SoftwareGLContext::gl_line_width(GLfloat width)
  2353. {
  2354. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_line_width, width);
  2355. RETURN_WITH_ERROR_IF(width <= 0, GL_INVALID_VALUE);
  2356. m_line_width = width;
  2357. }
  2358. void SoftwareGLContext::gl_push_attrib(GLbitfield mask)
  2359. {
  2360. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_attrib, mask);
  2361. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2362. // FIXME: implement
  2363. dbgln_if(GL_DEBUG, "SoftwareGLContext FIXME: implement gl_push_attrib({})", mask);
  2364. }
  2365. void SoftwareGLContext::gl_pop_attrib()
  2366. {
  2367. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_attrib);
  2368. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2369. // FIXME: implement
  2370. dbgln_if(GL_DEBUG, "SoftwareGLContext FIXME: implement gl_pop_attrib()");
  2371. }
  2372. void SoftwareGLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
  2373. {
  2374. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_light_model, pname, x, y, z, w);
  2375. RETURN_WITH_ERROR_IF(pname != GL_LIGHT_MODEL_LOCAL_VIEWER
  2376. && pname != GL_LIGHT_MODEL_TWO_SIDE
  2377. && pname != GL_LIGHT_MODEL_AMBIENT,
  2378. GL_INVALID_ENUM);
  2379. auto lighting_params = m_rasterizer.light_model();
  2380. bool update_lighting_model = false;
  2381. switch (pname) {
  2382. case GL_LIGHT_MODEL_AMBIENT:
  2383. lighting_params.scene_ambient_color = { x, y, z, w };
  2384. update_lighting_model = true;
  2385. break;
  2386. case GL_LIGHT_MODEL_TWO_SIDE:
  2387. VERIFY(y == 0.0f && z == 0.0f && w == 0.0f);
  2388. lighting_params.two_sided_lighting = x;
  2389. update_lighting_model = true;
  2390. break;
  2391. case GL_LIGHT_MODEL_LOCAL_VIEWER:
  2392. // 0 means the viewer is at infinity
  2393. // 1 means they're in local (eye) space
  2394. lighting_params.viewer_at_infinity = (x != 1.0f);
  2395. update_lighting_model = true;
  2396. break;
  2397. default:
  2398. VERIFY_NOT_REACHED();
  2399. }
  2400. if (update_lighting_model)
  2401. m_rasterizer.set_light_model_params(lighting_params);
  2402. }
  2403. void SoftwareGLContext::gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap)
  2404. {
  2405. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_bitmap, width, height, xorig, yorig, xmove, ymove, bitmap);
  2406. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2407. if (bitmap != nullptr) {
  2408. // FIXME: implement
  2409. dbgln_if(GL_DEBUG, "gl_bitmap({}, {}, {}, {}, {}, {}, {}): unimplemented", width, height, xorig, yorig, xmove, ymove, bitmap);
  2410. }
  2411. auto raster_position = m_rasterizer.raster_position();
  2412. raster_position.window_coordinates += { xmove, ymove, 0.f, 0.f };
  2413. m_rasterizer.set_raster_position(raster_position);
  2414. }
  2415. void SoftwareGLContext::gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
  2416. {
  2417. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_copy_tex_image_2d, target, level, internalformat, x, y, width, height, border);
  2418. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2419. // FIXME: implement
  2420. dbgln_if(GL_DEBUG, "SoftwareGLContext FIXME: implement gl_copy_tex_image_2d({:#x}, {}, {:#x}, {}, {}, {}, {}, {})",
  2421. target, level, internalformat, x, y, width, height, border);
  2422. }
  2423. void SoftwareGLContext::gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params)
  2424. {
  2425. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2426. // FIXME: support targets other than GL_TEXTURE_2D
  2427. RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
  2428. // FIXME: support other parameter names
  2429. RETURN_WITH_ERROR_IF(pname < GL_TEXTURE_WIDTH || pname > GL_TEXTURE_HEIGHT, GL_INVALID_ENUM);
  2430. RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
  2431. // FIXME: GL_INVALID_VALUE is generated if target is GL_TEXTURE_BUFFER and level is not zero
  2432. // FIXME: GL_INVALID_OPERATION is generated if GL_TEXTURE_COMPRESSED_IMAGE_SIZE is queried on texture images with an uncompressed internal format or on proxy targets
  2433. switch (pname) {
  2434. case GL_TEXTURE_HEIGHT:
  2435. *params = m_active_texture_unit->bound_texture_2d()->height_at_lod(level);
  2436. break;
  2437. case GL_TEXTURE_WIDTH:
  2438. *params = m_active_texture_unit->bound_texture_2d()->width_at_lod(level);
  2439. break;
  2440. }
  2441. }
  2442. void SoftwareGLContext::gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
  2443. {
  2444. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rect, x1, y1, x2, y2);
  2445. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2446. gl_begin(GL_POLYGON);
  2447. gl_vertex(x1, y1, 0.0, 0.0);
  2448. gl_vertex(x2, y1, 0.0, 0.0);
  2449. gl_vertex(x2, y2, 0.0, 0.0);
  2450. gl_vertex(x1, y2, 0.0, 0.0);
  2451. gl_end();
  2452. }
  2453. void SoftwareGLContext::gl_tex_gen(GLenum coord, GLenum pname, GLint param)
  2454. {
  2455. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen, coord, pname, param);
  2456. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2457. RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM);
  2458. RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE, GL_INVALID_ENUM);
  2459. RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR
  2460. && param != GL_OBJECT_LINEAR
  2461. && param != GL_SPHERE_MAP
  2462. && param != GL_NORMAL_MAP
  2463. && param != GL_REFLECTION_MAP,
  2464. GL_INVALID_ENUM);
  2465. RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM);
  2466. RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM);
  2467. GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S);
  2468. texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param;
  2469. m_texcoord_generation_dirty = true;
  2470. }
  2471. void SoftwareGLContext::gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params)
  2472. {
  2473. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen_floatv, coord, pname, params);
  2474. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2475. RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM);
  2476. RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE
  2477. && pname != GL_OBJECT_PLANE
  2478. && pname != GL_EYE_PLANE,
  2479. GL_INVALID_ENUM);
  2480. GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S);
  2481. switch (pname) {
  2482. case GL_TEXTURE_GEN_MODE: {
  2483. auto param = static_cast<GLenum>(params[0]);
  2484. RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR
  2485. && param != GL_OBJECT_LINEAR
  2486. && param != GL_SPHERE_MAP
  2487. && param != GL_NORMAL_MAP
  2488. && param != GL_REFLECTION_MAP,
  2489. GL_INVALID_ENUM);
  2490. RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM);
  2491. RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM);
  2492. texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param;
  2493. break;
  2494. }
  2495. case GL_OBJECT_PLANE:
  2496. texture_coordinate_generation(m_active_texture_unit_index, capability).object_plane_coefficients = { params[0], params[1], params[2], params[3] };
  2497. break;
  2498. case GL_EYE_PLANE: {
  2499. auto const& inverse_model_view = m_model_view_matrix.inverse();
  2500. auto input_coefficients = FloatVector4 { params[0], params[1], params[2], params[3] };
  2501. // Note: we are allowed to store transformed coefficients here, according to the documentation on
  2502. // `glGetTexGen`:
  2503. //
  2504. // "The returned values are those maintained in eye coordinates. They are not equal to the values
  2505. // specified using glTexGen, unless the modelview matrix was identity when glTexGen was called."
  2506. texture_coordinate_generation(m_active_texture_unit_index, capability).eye_plane_coefficients = inverse_model_view * input_coefficients;
  2507. break;
  2508. }
  2509. default:
  2510. VERIFY_NOT_REACHED();
  2511. }
  2512. m_texcoord_generation_dirty = true;
  2513. }
  2514. void SoftwareGLContext::present()
  2515. {
  2516. m_rasterizer.blit_color_buffer_to(*m_frontbuffer);
  2517. }
  2518. void SoftwareGLContext::sync_device_config()
  2519. {
  2520. sync_device_sampler_config();
  2521. sync_device_texcoord_config();
  2522. sync_light_state();
  2523. sync_stencil_configuration();
  2524. }
  2525. void SoftwareGLContext::sync_device_sampler_config()
  2526. {
  2527. if (!m_sampler_config_is_dirty)
  2528. return;
  2529. m_sampler_config_is_dirty = false;
  2530. for (unsigned i = 0; i < m_texture_units.size(); ++i) {
  2531. SoftGPU::SamplerConfig config;
  2532. if (!m_texture_units[i].texture_2d_enabled())
  2533. continue;
  2534. auto texture = m_texture_units[i].bound_texture_2d();
  2535. config.bound_image = texture.is_null() ? nullptr : texture->device_image();
  2536. auto const& sampler = texture->sampler();
  2537. switch (sampler.min_filter()) {
  2538. case GL_NEAREST:
  2539. config.texture_min_filter = SoftGPU::TextureFilter::Nearest;
  2540. config.mipmap_filter = SoftGPU::MipMapFilter::None;
  2541. break;
  2542. case GL_LINEAR:
  2543. config.texture_min_filter = SoftGPU::TextureFilter::Linear;
  2544. config.mipmap_filter = SoftGPU::MipMapFilter::None;
  2545. break;
  2546. case GL_NEAREST_MIPMAP_NEAREST:
  2547. config.texture_min_filter = SoftGPU::TextureFilter::Nearest;
  2548. config.mipmap_filter = SoftGPU::MipMapFilter::Nearest;
  2549. break;
  2550. case GL_LINEAR_MIPMAP_NEAREST:
  2551. config.texture_min_filter = SoftGPU::TextureFilter::Linear;
  2552. config.mipmap_filter = SoftGPU::MipMapFilter::Nearest;
  2553. break;
  2554. case GL_NEAREST_MIPMAP_LINEAR:
  2555. config.texture_min_filter = SoftGPU::TextureFilter::Nearest;
  2556. config.mipmap_filter = SoftGPU::MipMapFilter::Linear;
  2557. break;
  2558. case GL_LINEAR_MIPMAP_LINEAR:
  2559. config.texture_min_filter = SoftGPU::TextureFilter::Linear;
  2560. config.mipmap_filter = SoftGPU::MipMapFilter::Linear;
  2561. break;
  2562. default:
  2563. VERIFY_NOT_REACHED();
  2564. }
  2565. switch (sampler.mag_filter()) {
  2566. case GL_NEAREST:
  2567. config.texture_mag_filter = SoftGPU::TextureFilter::Nearest;
  2568. break;
  2569. case GL_LINEAR:
  2570. config.texture_mag_filter = SoftGPU::TextureFilter::Linear;
  2571. break;
  2572. default:
  2573. VERIFY_NOT_REACHED();
  2574. }
  2575. switch (sampler.wrap_s_mode()) {
  2576. case GL_CLAMP:
  2577. config.texture_wrap_u = SoftGPU::TextureWrapMode::Clamp;
  2578. break;
  2579. case GL_CLAMP_TO_BORDER:
  2580. config.texture_wrap_u = SoftGPU::TextureWrapMode::ClampToBorder;
  2581. break;
  2582. case GL_CLAMP_TO_EDGE:
  2583. config.texture_wrap_u = SoftGPU::TextureWrapMode::ClampToEdge;
  2584. break;
  2585. case GL_REPEAT:
  2586. config.texture_wrap_u = SoftGPU::TextureWrapMode::Repeat;
  2587. break;
  2588. case GL_MIRRORED_REPEAT:
  2589. config.texture_wrap_u = SoftGPU::TextureWrapMode::MirroredRepeat;
  2590. break;
  2591. default:
  2592. VERIFY_NOT_REACHED();
  2593. }
  2594. switch (sampler.wrap_t_mode()) {
  2595. case GL_CLAMP:
  2596. config.texture_wrap_v = SoftGPU::TextureWrapMode::Clamp;
  2597. break;
  2598. case GL_CLAMP_TO_BORDER:
  2599. config.texture_wrap_v = SoftGPU::TextureWrapMode::ClampToBorder;
  2600. break;
  2601. case GL_CLAMP_TO_EDGE:
  2602. config.texture_wrap_v = SoftGPU::TextureWrapMode::ClampToEdge;
  2603. break;
  2604. case GL_REPEAT:
  2605. config.texture_wrap_v = SoftGPU::TextureWrapMode::Repeat;
  2606. break;
  2607. case GL_MIRRORED_REPEAT:
  2608. config.texture_wrap_v = SoftGPU::TextureWrapMode::MirroredRepeat;
  2609. break;
  2610. default:
  2611. VERIFY_NOT_REACHED();
  2612. }
  2613. switch (m_texture_units[i].env_mode()) {
  2614. case GL_MODULATE:
  2615. config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Modulate;
  2616. break;
  2617. case GL_REPLACE:
  2618. config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Replace;
  2619. break;
  2620. case GL_DECAL:
  2621. config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Decal;
  2622. break;
  2623. default:
  2624. VERIFY_NOT_REACHED();
  2625. }
  2626. m_rasterizer.set_sampler_config(i, config);
  2627. }
  2628. }
  2629. void SoftwareGLContext::sync_light_state()
  2630. {
  2631. if (!m_light_state_is_dirty)
  2632. return;
  2633. m_light_state_is_dirty = false;
  2634. auto options = m_rasterizer.options();
  2635. options.color_material_enabled = m_color_material_enabled;
  2636. switch (m_color_material_face) {
  2637. case GL_BACK:
  2638. options.color_material_face = SoftGPU::ColorMaterialFace::Back;
  2639. break;
  2640. case GL_FRONT:
  2641. options.color_material_face = SoftGPU::ColorMaterialFace::Front;
  2642. break;
  2643. case GL_FRONT_AND_BACK:
  2644. options.color_material_face = SoftGPU::ColorMaterialFace::FrontAndBack;
  2645. break;
  2646. default:
  2647. VERIFY_NOT_REACHED();
  2648. }
  2649. switch (m_color_material_mode) {
  2650. case GL_AMBIENT:
  2651. options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient;
  2652. break;
  2653. case GL_AMBIENT_AND_DIFFUSE:
  2654. options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient;
  2655. options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse;
  2656. break;
  2657. case GL_DIFFUSE:
  2658. options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse;
  2659. break;
  2660. case GL_EMISSION:
  2661. options.color_material_mode = SoftGPU::ColorMaterialMode::Emissive;
  2662. break;
  2663. case GL_SPECULAR:
  2664. options.color_material_mode = SoftGPU::ColorMaterialMode::Specular;
  2665. break;
  2666. default:
  2667. VERIFY_NOT_REACHED();
  2668. }
  2669. m_rasterizer.set_options(options);
  2670. for (auto light_id = 0u; light_id < SoftGPU::NUM_LIGHTS; light_id++) {
  2671. auto const& current_light_state = m_light_states.at(light_id);
  2672. m_rasterizer.set_light_state(light_id, current_light_state);
  2673. }
  2674. m_rasterizer.set_material_state(SoftGPU::Face::Front, m_material_states[Face::Front]);
  2675. m_rasterizer.set_material_state(SoftGPU::Face::Back, m_material_states[Face::Back]);
  2676. }
  2677. void SoftwareGLContext::sync_device_texcoord_config()
  2678. {
  2679. if (!m_texcoord_generation_dirty)
  2680. return;
  2681. m_texcoord_generation_dirty = false;
  2682. auto options = m_rasterizer.options();
  2683. for (size_t i = 0; i < m_device_info.num_texture_units; ++i) {
  2684. u8 enabled_coordinates = SoftGPU::TexCoordGenerationCoordinate::None;
  2685. for (GLenum capability = GL_TEXTURE_GEN_S; capability <= GL_TEXTURE_GEN_Q; ++capability) {
  2686. auto const context_coordinate_config = texture_coordinate_generation(i, capability);
  2687. if (!context_coordinate_config.enabled)
  2688. continue;
  2689. SoftGPU::TexCoordGenerationConfig* texcoord_generation_config;
  2690. switch (capability) {
  2691. case GL_TEXTURE_GEN_S:
  2692. enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::S;
  2693. texcoord_generation_config = &options.texcoord_generation_config[i][0];
  2694. break;
  2695. case GL_TEXTURE_GEN_T:
  2696. enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::T;
  2697. texcoord_generation_config = &options.texcoord_generation_config[i][1];
  2698. break;
  2699. case GL_TEXTURE_GEN_R:
  2700. enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::R;
  2701. texcoord_generation_config = &options.texcoord_generation_config[i][2];
  2702. break;
  2703. case GL_TEXTURE_GEN_Q:
  2704. enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::Q;
  2705. texcoord_generation_config = &options.texcoord_generation_config[i][3];
  2706. break;
  2707. default:
  2708. VERIFY_NOT_REACHED();
  2709. }
  2710. switch (context_coordinate_config.generation_mode) {
  2711. case GL_OBJECT_LINEAR:
  2712. texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::ObjectLinear;
  2713. texcoord_generation_config->coefficients = context_coordinate_config.object_plane_coefficients;
  2714. break;
  2715. case GL_EYE_LINEAR:
  2716. texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::EyeLinear;
  2717. texcoord_generation_config->coefficients = context_coordinate_config.eye_plane_coefficients;
  2718. break;
  2719. case GL_SPHERE_MAP:
  2720. texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::SphereMap;
  2721. break;
  2722. case GL_REFLECTION_MAP:
  2723. texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::ReflectionMap;
  2724. break;
  2725. case GL_NORMAL_MAP:
  2726. texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::NormalMap;
  2727. break;
  2728. }
  2729. }
  2730. options.texcoord_generation_enabled_coordinates[i] = enabled_coordinates;
  2731. }
  2732. m_rasterizer.set_options(options);
  2733. }
  2734. void SoftwareGLContext::sync_stencil_configuration()
  2735. {
  2736. if (!m_stencil_configuration_dirty)
  2737. return;
  2738. m_stencil_configuration_dirty = false;
  2739. auto set_device_stencil = [&](SoftGPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
  2740. SoftGPU::StencilConfiguration device_configuration;
  2741. // Stencil test function
  2742. auto map_func = [](GLenum func) -> SoftGPU::StencilTestFunction {
  2743. switch (func) {
  2744. case GL_ALWAYS:
  2745. return SoftGPU::StencilTestFunction::Always;
  2746. case GL_EQUAL:
  2747. return SoftGPU::StencilTestFunction::Equal;
  2748. case GL_GEQUAL:
  2749. return SoftGPU::StencilTestFunction::GreaterOrEqual;
  2750. case GL_GREATER:
  2751. return SoftGPU::StencilTestFunction::Greater;
  2752. case GL_LESS:
  2753. return SoftGPU::StencilTestFunction::Less;
  2754. case GL_LEQUAL:
  2755. return SoftGPU::StencilTestFunction::LessOrEqual;
  2756. case GL_NEVER:
  2757. return SoftGPU::StencilTestFunction::Never;
  2758. case GL_NOTEQUAL:
  2759. return SoftGPU::StencilTestFunction::NotEqual;
  2760. }
  2761. VERIFY_NOT_REACHED();
  2762. };
  2763. device_configuration.test_function = map_func(func.func);
  2764. device_configuration.reference_value = func.reference_value;
  2765. device_configuration.test_mask = func.mask;
  2766. // Stencil operation
  2767. auto map_operation = [](GLenum operation) -> SoftGPU::StencilOperation {
  2768. switch (operation) {
  2769. case GL_DECR:
  2770. return SoftGPU::StencilOperation::Decrement;
  2771. case GL_DECR_WRAP:
  2772. return SoftGPU::StencilOperation::DecrementWrap;
  2773. case GL_INCR:
  2774. return SoftGPU::StencilOperation::Increment;
  2775. case GL_INCR_WRAP:
  2776. return SoftGPU::StencilOperation::IncrementWrap;
  2777. case GL_INVERT:
  2778. return SoftGPU::StencilOperation::Invert;
  2779. case GL_KEEP:
  2780. return SoftGPU::StencilOperation::Keep;
  2781. case GL_REPLACE:
  2782. return SoftGPU::StencilOperation::Replace;
  2783. case GL_ZERO:
  2784. return SoftGPU::StencilOperation::Zero;
  2785. }
  2786. VERIFY_NOT_REACHED();
  2787. };
  2788. device_configuration.on_stencil_test_fail = map_operation(op.op_fail);
  2789. device_configuration.on_depth_test_fail = map_operation(op.op_depth_fail);
  2790. device_configuration.on_pass = map_operation(op.op_pass);
  2791. device_configuration.write_mask = op.write_mask;
  2792. m_rasterizer.set_stencil_configuration(face, device_configuration);
  2793. };
  2794. set_device_stencil(SoftGPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
  2795. set_device_stencil(SoftGPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);
  2796. }
  2797. void SoftwareGLContext::build_extension_string()
  2798. {
  2799. Vector<StringView> extensions;
  2800. // FIXME: npot texture support became a required core feature starting with OpenGL 2.0 (https://www.khronos.org/opengl/wiki/NPOT_Texture)
  2801. // Ideally we would verify if the selected device adheres to the requested OpenGL context version before context creation
  2802. // and refuse to create a context if it doesn't.
  2803. if (m_device_info.supports_npot_textures)
  2804. extensions.append("GL_ARB_texture_non_power_of_two");
  2805. if (m_device_info.num_texture_units > 1)
  2806. extensions.append("GL_ARB_multitexture");
  2807. m_extensions = String::join(" ", extensions);
  2808. }
  2809. void SoftwareGLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param)
  2810. {
  2811. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param);
  2812. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2813. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
  2814. RETURN_WITH_ERROR_IF(!(pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname != GL_SPOT_EXPONENT || pname != GL_SPOT_CUTOFF), GL_INVALID_ENUM);
  2815. RETURN_WITH_ERROR_IF(param < 0.f, GL_INVALID_VALUE);
  2816. auto& light_state = m_light_states.at(light - GL_LIGHT0);
  2817. switch (pname) {
  2818. case GL_CONSTANT_ATTENUATION:
  2819. light_state.constant_attenuation = param;
  2820. break;
  2821. case GL_LINEAR_ATTENUATION:
  2822. light_state.linear_attenuation = param;
  2823. break;
  2824. case GL_QUADRATIC_ATTENUATION:
  2825. light_state.quadratic_attenuation = param;
  2826. break;
  2827. case GL_SPOT_EXPONENT:
  2828. RETURN_WITH_ERROR_IF(param > 128.f, GL_INVALID_VALUE);
  2829. light_state.spotlight_exponent = param;
  2830. break;
  2831. case GL_SPOT_CUTOFF:
  2832. RETURN_WITH_ERROR_IF(param > 90.f && param != 180.f, GL_INVALID_VALUE);
  2833. light_state.spotlight_cutoff_angle = param;
  2834. break;
  2835. default:
  2836. VERIFY_NOT_REACHED();
  2837. }
  2838. m_light_state_is_dirty = true;
  2839. }
  2840. void SoftwareGLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* params)
  2841. {
  2842. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightfv, light, pname, params);
  2843. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2844. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
  2845. RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM);
  2846. auto& light_state = m_light_states.at(light - GL_LIGHT0);
  2847. switch (pname) {
  2848. case GL_AMBIENT:
  2849. light_state.ambient_intensity = { params[0], params[1], params[2], params[3] };
  2850. break;
  2851. case GL_DIFFUSE:
  2852. light_state.diffuse_intensity = { params[0], params[1], params[2], params[3] };
  2853. break;
  2854. case GL_SPECULAR:
  2855. light_state.specular_intensity = { params[0], params[1], params[2], params[3] };
  2856. break;
  2857. case GL_POSITION:
  2858. light_state.position = { params[0], params[1], params[2], params[3] };
  2859. light_state.position = m_model_view_matrix * light_state.position;
  2860. break;
  2861. case GL_CONSTANT_ATTENUATION:
  2862. RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
  2863. light_state.constant_attenuation = params[0];
  2864. break;
  2865. case GL_LINEAR_ATTENUATION:
  2866. RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
  2867. light_state.linear_attenuation = params[0];
  2868. break;
  2869. case GL_QUADRATIC_ATTENUATION:
  2870. RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
  2871. light_state.quadratic_attenuation = params[0];
  2872. break;
  2873. case GL_SPOT_EXPONENT: {
  2874. auto exponent = params[0];
  2875. RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
  2876. light_state.spotlight_exponent = exponent;
  2877. break;
  2878. }
  2879. case GL_SPOT_CUTOFF: {
  2880. auto cutoff = params[0];
  2881. RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
  2882. light_state.spotlight_cutoff_angle = cutoff;
  2883. break;
  2884. }
  2885. case GL_SPOT_DIRECTION: {
  2886. FloatVector4 direction_vector = { params[0], params[1], params[2], 0.f };
  2887. direction_vector = m_model_view_matrix * direction_vector;
  2888. light_state.spotlight_direction = direction_vector.xyz();
  2889. break;
  2890. }
  2891. default:
  2892. VERIFY_NOT_REACHED();
  2893. }
  2894. m_light_state_is_dirty = true;
  2895. }
  2896. void SoftwareGLContext::gl_lightiv(GLenum light, GLenum pname, GLint const* params)
  2897. {
  2898. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightiv, light, pname, params);
  2899. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  2900. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
  2901. RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM);
  2902. auto& light_state = m_light_states[light - GL_LIGHT0];
  2903. auto const to_float_vector = [](GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
  2904. return FloatVector4(x, y, z, w);
  2905. };
  2906. switch (pname) {
  2907. case GL_AMBIENT:
  2908. light_state.ambient_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
  2909. break;
  2910. case GL_DIFFUSE:
  2911. light_state.diffuse_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
  2912. break;
  2913. case GL_SPECULAR:
  2914. light_state.specular_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
  2915. break;
  2916. case GL_POSITION:
  2917. light_state.position = to_float_vector(params[0], params[1], params[2], params[3]);
  2918. light_state.position = m_model_view_matrix * light_state.position;
  2919. break;
  2920. case GL_CONSTANT_ATTENUATION:
  2921. RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
  2922. light_state.constant_attenuation = static_cast<float>(params[0]);
  2923. break;
  2924. case GL_LINEAR_ATTENUATION:
  2925. RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
  2926. light_state.linear_attenuation = static_cast<float>(params[0]);
  2927. break;
  2928. case GL_QUADRATIC_ATTENUATION:
  2929. RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
  2930. light_state.quadratic_attenuation = static_cast<float>(params[0]);
  2931. break;
  2932. case GL_SPOT_EXPONENT: {
  2933. auto exponent = static_cast<float>(params[0]);
  2934. RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
  2935. light_state.spotlight_exponent = exponent;
  2936. break;
  2937. }
  2938. case GL_SPOT_CUTOFF: {
  2939. auto cutoff = static_cast<float>(params[0]);
  2940. RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
  2941. light_state.spotlight_cutoff_angle = cutoff;
  2942. break;
  2943. }
  2944. case GL_SPOT_DIRECTION: {
  2945. auto direction_vector = to_float_vector(params[0], params[1], params[2], 0.0f);
  2946. direction_vector = m_model_view_matrix * direction_vector;
  2947. light_state.spotlight_direction = direction_vector.xyz();
  2948. break;
  2949. }
  2950. default:
  2951. VERIFY_NOT_REACHED();
  2952. }
  2953. m_light_state_is_dirty = true;
  2954. }
  2955. void SoftwareGLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param)
  2956. {
  2957. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param);
  2958. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  2959. RETURN_WITH_ERROR_IF(pname != GL_SHININESS, GL_INVALID_ENUM);
  2960. RETURN_WITH_ERROR_IF(param > 128.0f, GL_INVALID_VALUE);
  2961. switch (face) {
  2962. case GL_FRONT:
  2963. m_material_states[Face::Front].shininess = param;
  2964. break;
  2965. case GL_BACK:
  2966. m_material_states[Face::Back].shininess = param;
  2967. break;
  2968. case GL_FRONT_AND_BACK:
  2969. m_material_states[Face::Front].shininess = param;
  2970. m_material_states[Face::Back].shininess = param;
  2971. break;
  2972. default:
  2973. VERIFY_NOT_REACHED();
  2974. }
  2975. m_light_state_is_dirty = true;
  2976. }
  2977. void SoftwareGLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const* params)
  2978. {
  2979. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialfv, face, pname, params);
  2980. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  2981. RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION || pname == GL_SHININESS || pname == GL_AMBIENT_AND_DIFFUSE), GL_INVALID_ENUM);
  2982. RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128.0f), GL_INVALID_VALUE);
  2983. auto update_material = [](SoftGPU::Material& material, GLenum pname, GLfloat const* params) {
  2984. switch (pname) {
  2985. case GL_AMBIENT:
  2986. material.ambient = { params[0], params[1], params[2], params[3] };
  2987. break;
  2988. case GL_DIFFUSE:
  2989. material.diffuse = { params[0], params[1], params[2], params[3] };
  2990. break;
  2991. case GL_SPECULAR:
  2992. material.specular = { params[0], params[1], params[2], params[3] };
  2993. break;
  2994. case GL_EMISSION:
  2995. material.emissive = { params[0], params[1], params[2], params[3] };
  2996. break;
  2997. case GL_SHININESS:
  2998. material.shininess = *params;
  2999. break;
  3000. case GL_AMBIENT_AND_DIFFUSE:
  3001. material.ambient = { params[0], params[1], params[2], params[3] };
  3002. material.diffuse = { params[0], params[1], params[2], params[3] };
  3003. break;
  3004. }
  3005. };
  3006. switch (face) {
  3007. case GL_FRONT:
  3008. update_material(m_material_states[Face::Front], pname, params);
  3009. break;
  3010. case GL_BACK:
  3011. update_material(m_material_states[Face::Back], pname, params);
  3012. break;
  3013. case GL_FRONT_AND_BACK:
  3014. update_material(m_material_states[Face::Front], pname, params);
  3015. update_material(m_material_states[Face::Back], pname, params);
  3016. break;
  3017. }
  3018. m_light_state_is_dirty = true;
  3019. }
  3020. void SoftwareGLContext::gl_materialiv(GLenum face, GLenum pname, GLint const* params)
  3021. {
  3022. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialiv, face, pname, params);
  3023. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
  3024. RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION || pname == GL_SHININESS || pname == GL_AMBIENT_AND_DIFFUSE), GL_INVALID_ENUM);
  3025. RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128), GL_INVALID_VALUE);
  3026. auto update_material = [](SoftGPU::Material& material, GLenum pname, GLint const* params) {
  3027. switch (pname) {
  3028. case GL_AMBIENT:
  3029. material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  3030. break;
  3031. case GL_DIFFUSE:
  3032. material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  3033. break;
  3034. case GL_SPECULAR:
  3035. material.specular = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  3036. break;
  3037. case GL_EMISSION:
  3038. material.emissive = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  3039. break;
  3040. case GL_SHININESS:
  3041. material.shininess = static_cast<float>(params[0]);
  3042. break;
  3043. case GL_AMBIENT_AND_DIFFUSE:
  3044. material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  3045. material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
  3046. break;
  3047. }
  3048. };
  3049. switch (face) {
  3050. case GL_FRONT:
  3051. update_material(m_material_states[Face::Front], pname, params);
  3052. break;
  3053. case GL_BACK:
  3054. update_material(m_material_states[Face::Back], pname, params);
  3055. break;
  3056. case GL_FRONT_AND_BACK:
  3057. update_material(m_material_states[Face::Front], pname, params);
  3058. update_material(m_material_states[Face::Back], pname, params);
  3059. break;
  3060. }
  3061. m_light_state_is_dirty = true;
  3062. }
  3063. void SoftwareGLContext::gl_color_material(GLenum face, GLenum mode)
  3064. {
  3065. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color_material, face, mode);
  3066. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  3067. RETURN_WITH_ERROR_IF(face != GL_FRONT
  3068. && face != GL_BACK
  3069. && face != GL_FRONT_AND_BACK,
  3070. GL_INVALID_ENUM);
  3071. RETURN_WITH_ERROR_IF(mode != GL_EMISSION
  3072. && mode != GL_AMBIENT
  3073. && mode != GL_DIFFUSE
  3074. && mode != GL_SPECULAR
  3075. && mode != GL_AMBIENT_AND_DIFFUSE,
  3076. GL_INVALID_ENUM);
  3077. m_color_material_face = face;
  3078. m_color_material_mode = mode;
  3079. m_light_state_is_dirty = true;
  3080. }
  3081. void SoftwareGLContext::gl_get_light(GLenum light, GLenum pname, void* params, GLenum type)
  3082. {
  3083. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_light, light, pname, params, type);
  3084. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  3085. RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light > GL_LIGHT0 + m_device_info.num_lights, GL_INVALID_ENUM);
  3086. RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_SPOT_DIRECTION || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_CUTOFF || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION), GL_INVALID_ENUM);
  3087. if (type == GL_FLOAT)
  3088. get_light_param<GLfloat>(light, pname, static_cast<GLfloat*>(params));
  3089. else if (type == GL_INT)
  3090. get_light_param<GLint>(light, pname, static_cast<GLint*>(params));
  3091. else
  3092. VERIFY_NOT_REACHED();
  3093. }
  3094. template<typename T>
  3095. void SoftwareGLContext::get_light_param(GLenum light, GLenum pname, T* params)
  3096. {
  3097. auto const& light_state = m_light_states[light - GL_LIGHT0];
  3098. switch (pname) {
  3099. case GL_AMBIENT:
  3100. params[0] = light_state.ambient_intensity.x();
  3101. params[1] = light_state.ambient_intensity.y();
  3102. params[2] = light_state.ambient_intensity.z();
  3103. params[3] = light_state.ambient_intensity.w();
  3104. break;
  3105. case GL_DIFFUSE:
  3106. params[0] = light_state.diffuse_intensity.x();
  3107. params[1] = light_state.diffuse_intensity.y();
  3108. params[2] = light_state.diffuse_intensity.z();
  3109. params[3] = light_state.diffuse_intensity.w();
  3110. break;
  3111. case GL_SPECULAR:
  3112. params[0] = light_state.specular_intensity.x();
  3113. params[1] = light_state.specular_intensity.y();
  3114. params[2] = light_state.specular_intensity.z();
  3115. params[3] = light_state.specular_intensity.w();
  3116. break;
  3117. case GL_SPOT_DIRECTION:
  3118. params[0] = light_state.spotlight_direction.x();
  3119. params[1] = light_state.spotlight_direction.y();
  3120. params[2] = light_state.spotlight_direction.z();
  3121. break;
  3122. case GL_SPOT_EXPONENT:
  3123. *params = light_state.spotlight_exponent;
  3124. break;
  3125. case GL_SPOT_CUTOFF:
  3126. *params = light_state.spotlight_cutoff_angle;
  3127. break;
  3128. case GL_CONSTANT_ATTENUATION:
  3129. *params = light_state.constant_attenuation;
  3130. break;
  3131. case GL_LINEAR_ATTENUATION:
  3132. *params = light_state.linear_attenuation;
  3133. break;
  3134. case GL_QUADRATIC_ATTENUATION:
  3135. *params = light_state.quadratic_attenuation;
  3136. break;
  3137. }
  3138. }
  3139. void SoftwareGLContext::gl_get_material(GLenum face, GLenum pname, void* params, GLenum type)
  3140. {
  3141. APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_material, face, pname, params, type);
  3142. RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
  3143. RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION), GL_INVALID_ENUM);
  3144. RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK), GL_INVALID_ENUM);
  3145. Face material_face = Front;
  3146. switch (face) {
  3147. case GL_FRONT:
  3148. material_face = Front;
  3149. break;
  3150. case GL_BACK:
  3151. material_face = Back;
  3152. break;
  3153. }
  3154. if (type == GL_FLOAT)
  3155. get_material_param<GLfloat>(material_face, pname, static_cast<GLfloat*>(params));
  3156. else if (type == GL_INT)
  3157. get_material_param<GLint>(material_face, pname, static_cast<GLint*>(params));
  3158. else
  3159. VERIFY_NOT_REACHED();
  3160. }
  3161. template<typename T>
  3162. void SoftwareGLContext::get_material_param(Face face, GLenum pname, T* params)
  3163. {
  3164. auto const& material = m_material_states[face];
  3165. switch (pname) {
  3166. case GL_AMBIENT:
  3167. params[0] = static_cast<T>(material.ambient.x());
  3168. params[1] = static_cast<T>(material.ambient.y());
  3169. params[2] = static_cast<T>(material.ambient.z());
  3170. params[3] = static_cast<T>(material.ambient.w());
  3171. break;
  3172. case GL_DIFFUSE:
  3173. params[0] = static_cast<T>(material.diffuse.x());
  3174. params[1] = static_cast<T>(material.diffuse.y());
  3175. params[2] = static_cast<T>(material.diffuse.z());
  3176. params[3] = static_cast<T>(material.diffuse.w());
  3177. break;
  3178. case GL_SPECULAR:
  3179. params[0] = static_cast<T>(material.specular.x());
  3180. params[1] = static_cast<T>(material.specular.y());
  3181. params[2] = static_cast<T>(material.specular.z());
  3182. params[3] = static_cast<T>(material.specular.w());
  3183. break;
  3184. case GL_EMISSION:
  3185. params[0] = static_cast<T>(material.emissive.x());
  3186. params[1] = static_cast<T>(material.emissive.y());
  3187. params[2] = static_cast<T>(material.emissive.z());
  3188. params[3] = static_cast<T>(material.emissive.w());
  3189. break;
  3190. case GL_SHININESS:
  3191. *params = material.shininess;
  3192. break;
  3193. }
  3194. }
  3195. }