SoftwareGLContext.cpp 63 KB

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