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/*
* Copyright ( c ) 2021 , Jesse Buhagiar < jooster669 @ gmail . com >
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* Copyright ( c ) 2021 , Stephan Unverwerth < s . unverwerth @ serenityos . org >
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* Copyright ( c ) 2022 , Jelle Raaijmakers < jelle @ gmta . nl >
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*
* SPDX - License - Identifier : BSD - 2 - Clause
*/
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# include <AK/Assertions.h>
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# include <AK/Debug.h>
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# include <AK/Format.h>
# include <AK/QuickSort.h>
# include <AK/StringBuilder.h>
# include <AK/TemporaryChange.h>
# include <AK/Variant.h>
# include <AK/Vector.h>
# include <LibGL/GLContext.h>
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# include <LibGPU/Device.h>
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# include <LibGPU/Enums.h>
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# include <LibGPU/ImageFormat.h>
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# include <LibGfx/Bitmap.h>
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# include <LibGfx/Painter.h>
# include <LibGfx/Vector4.h>
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__attribute__ ( ( visibility ( " hidden " ) ) ) GL : : GLContext * g_gl_context ;
namespace GL {
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static constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64 ;
static constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8 ;
static constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8 ;
# define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
if ( should_append_to_listing ( ) ) { \
append_to_listing < & GLContext : : name > ( __VA_ARGS__ ) ; \
if ( ! should_execute_after_appending_to_listing ( ) ) \
return ; \
}
# define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \
if ( should_append_to_listing ( ) ) { \
auto ptr = store_in_listing ( arg ) ; \
append_to_listing < & GLContext : : name > ( * ptr ) ; \
if ( ! should_execute_after_appending_to_listing ( ) ) \
return ; \
}
# define RETURN_WITH_ERROR_IF(condition, error) \
if ( condition ) { \
dbgln_if ( GL_DEBUG , " {}(): error {:#x} " , __func__ , error ) ; \
if ( m_error = = GL_NO_ERROR ) \
m_error = error ; \
return ; \
}
# define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
if ( condition ) { \
dbgln_if ( GL_DEBUG , " {}(): error {:#x} " , __func__ , error ) ; \
if ( m_error = = GL_NO_ERROR ) \
m_error = error ; \
return return_value ; \
}
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GLContext : : GLContext ( RefPtr < GPU : : Driver > driver , NonnullOwnPtr < GPU : : Device > device , Gfx : : Bitmap & frontbuffer )
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: m_viewport { frontbuffer . rect ( ) }
, m_frontbuffer { frontbuffer }
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, m_driver { driver }
, m_rasterizer { move ( device ) }
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, m_device_info { m_rasterizer - > info ( ) }
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{
m_texture_units . resize ( m_device_info . num_texture_units ) ;
m_active_texture_unit = & m_texture_units [ 0 ] ;
// All texture units are initialized with default textures for all targets; these
// can be referenced later on with texture name 0 in operations like glBindTexture().
auto default_texture_2d = adopt_ref ( * new Texture2D ( ) ) ;
m_default_textures . set ( GL_TEXTURE_2D , default_texture_2d ) ;
for ( auto & texture_unit : m_texture_units )
texture_unit . set_texture_2d_target_texture ( default_texture_2d ) ;
// Query the number lights from the device and set set up their state
// locally in the GL
m_light_states . resize ( m_device_info . num_lights ) ;
// Set-up light0's state, as it has a different default state
// to the other lights, as per the OpenGL 1.5 spec
auto & light0 = m_light_states . at ( 0 ) ;
light0 . diffuse_intensity = { 1.0f , 1.0f , 1.0f , 1.0f } ;
light0 . specular_intensity = { 1.0f , 1.0f , 1.0f , 1.0f } ;
m_light_state_is_dirty = true ;
m_client_side_texture_coord_array_enabled . resize ( m_device_info . num_texture_units ) ;
m_client_tex_coord_pointer . resize ( m_device_info . num_texture_units ) ;
m_current_vertex_tex_coord . resize ( m_device_info . num_texture_units ) ;
for ( auto & tex_coord : m_current_vertex_tex_coord )
tex_coord = { 0.0f , 0.0f , 0.0f , 1.0f } ;
// Initialize the texture coordinate generation coefficients
// Indices 0,1,2,3 refer to the S,T,R and Q coordinate of the respective texture
// coordinate generation config.
m_texture_coordinate_generation . resize ( m_device_info . num_texture_units ) ;
for ( auto & texture_coordinate_generation : m_texture_coordinate_generation ) {
texture_coordinate_generation [ 0 ] . object_plane_coefficients = { 1.0f , 0.0f , 0.0f , 0.0f } ;
texture_coordinate_generation [ 0 ] . eye_plane_coefficients = { 1.0f , 0.0f , 0.0f , 0.0f } ;
texture_coordinate_generation [ 1 ] . object_plane_coefficients = { 0.0f , 1.0f , 0.0f , 0.0f } ;
texture_coordinate_generation [ 1 ] . eye_plane_coefficients = { 0.0f , 1.0f , 0.0f , 0.0f } ;
texture_coordinate_generation [ 2 ] . object_plane_coefficients = { 0.0f , 0.0f , 0.0f , 0.0f } ;
texture_coordinate_generation [ 2 ] . eye_plane_coefficients = { 0.0f , 0.0f , 0.0f , 0.0f } ;
texture_coordinate_generation [ 3 ] . object_plane_coefficients = { 0.0f , 0.0f , 0.0f , 0.0f } ;
texture_coordinate_generation [ 3 ] . eye_plane_coefficients = { 0.0f , 0.0f , 0.0f , 0.0f } ;
}
build_extension_string ( ) ;
}
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GLContext : : ~ GLContext ( )
{
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dbgln_if ( GL_DEBUG , " GLContext::~GLContext() {:p} " , this ) ;
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if ( g_gl_context = = this )
make_context_current ( nullptr ) ;
}
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Optional < ContextParameter > GLContext : : get_context_parameter ( GLenum name )
{
switch ( name ) {
case GL_ALPHA_BITS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = sizeof ( float ) * 8 } } ;
case GL_ALPHA_TEST :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_alpha_test_enabled } } ;
case GL_BLEND :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_blend_enabled } } ;
case GL_BLEND_DST_ALPHA :
return ContextParameter { . type = GL_INT , . value = { . integer_value = static_cast < GLint > ( m_blend_destination_factor ) } } ;
case GL_BLEND_SRC_ALPHA :
return ContextParameter { . type = GL_INT , . value = { . integer_value = static_cast < GLint > ( m_blend_source_factor ) } } ;
case GL_BLUE_BITS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = sizeof ( float ) * 8 } } ;
case GL_COLOR_MATERIAL :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_color_material_enabled } } ;
case GL_COLOR_MATERIAL_FACE :
return ContextParameter { . type = GL_INT , . value = { . integer_value = static_cast < GLint > ( m_color_material_face ) } } ;
case GL_COLOR_MATERIAL_MODE :
return ContextParameter { . type = GL_INT , . value = { . integer_value = static_cast < GLint > ( m_color_material_mode ) } } ;
case GL_CULL_FACE :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_cull_faces } } ;
case GL_DEPTH_BITS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = sizeof ( float ) * 8 } } ;
case GL_DEPTH_TEST :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_depth_test_enabled } } ;
case GL_DITHER :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_dither_enabled } } ;
case GL_DOUBLEBUFFER :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = true } } ;
case GL_FOG : {
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auto fog_enabled = m_rasterizer - > options ( ) . fog_enabled ;
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return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = fog_enabled } } ;
}
case GL_GREEN_BITS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = sizeof ( float ) * 8 } } ;
case GL_LIGHTING :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_lighting_enabled } } ;
case GL_MAX_LIGHTS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = static_cast < GLint > ( m_device_info . num_lights ) } } ;
case GL_MAX_MODELVIEW_STACK_DEPTH :
return ContextParameter { . type = GL_INT , . value = { . integer_value = MODELVIEW_MATRIX_STACK_LIMIT } } ;
case GL_MAX_PROJECTION_STACK_DEPTH :
return ContextParameter { . type = GL_INT , . value = { . integer_value = PROJECTION_MATRIX_STACK_LIMIT } } ;
case GL_MAX_TEXTURE_SIZE :
return ContextParameter { . type = GL_INT , . value = { . integer_value = 4096 } } ;
case GL_MAX_TEXTURE_STACK_DEPTH :
return ContextParameter { . type = GL_INT , . value = { . integer_value = TEXTURE_MATRIX_STACK_LIMIT } } ;
case GL_MAX_TEXTURE_UNITS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = static_cast < GLint > ( m_texture_units . size ( ) ) } } ;
case GL_NORMALIZE :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_normalize } } ;
case GL_PACK_ALIGNMENT :
return ContextParameter { . type = GL_INT , . value = { . integer_value = m_pack_alignment } } ;
case GL_PACK_IMAGE_HEIGHT :
return ContextParameter { . type = GL_BOOL , . value = { . integer_value = 0 } } ;
case GL_PACK_LSB_FIRST :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = false } } ;
case GL_PACK_ROW_LENGTH :
return ContextParameter { . type = GL_INT , . value = { . integer_value = 0 } } ;
case GL_PACK_SKIP_PIXELS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = 0 } } ;
case GL_PACK_SKIP_ROWS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = 0 } } ;
case GL_PACK_SWAP_BYTES :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = false } } ;
case GL_POLYGON_OFFSET_FILL :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_depth_offset_enabled } } ;
case GL_RED_BITS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = sizeof ( float ) * 8 } } ;
case GL_SCISSOR_BOX : {
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auto scissor_box = m_rasterizer - > options ( ) . scissor_box ;
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return ContextParameter {
. type = GL_INT ,
. count = 4 ,
. value = {
. integer_list = {
scissor_box . x ( ) ,
scissor_box . y ( ) ,
scissor_box . width ( ) ,
scissor_box . height ( ) ,
} }
} ;
} break ;
case GL_SCISSOR_TEST : {
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auto scissor_enabled = m_rasterizer - > options ( ) . scissor_enabled ;
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return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = scissor_enabled } } ;
}
case GL_STENCIL_BITS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = m_device_info . stencil_bits } } ;
case GL_STENCIL_CLEAR_VALUE :
return ContextParameter { . type = GL_INT , . value = { . integer_value = m_clear_stencil } } ;
case GL_STENCIL_TEST :
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = m_stencil_test_enabled } } ;
case GL_TEXTURE_1D :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = m_active_texture_unit - > texture_1d_enabled ( ) } } ;
case GL_TEXTURE_2D :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = m_active_texture_unit - > texture_2d_enabled ( ) } } ;
case GL_TEXTURE_3D :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = m_active_texture_unit - > texture_3d_enabled ( ) } } ;
case GL_TEXTURE_CUBE_MAP :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = m_active_texture_unit - > texture_cube_map_enabled ( ) } } ;
case GL_TEXTURE_GEN_Q :
case GL_TEXTURE_GEN_R :
case GL_TEXTURE_GEN_S :
case GL_TEXTURE_GEN_T : {
auto generation_enabled = texture_coordinate_generation ( m_active_texture_unit_index , name ) . enabled ;
return ContextParameter { . type = GL_BOOL , . is_capability = true , . value = { . boolean_value = generation_enabled } } ;
}
case GL_UNPACK_ALIGNMENT :
return ContextParameter { . type = GL_INT , . value = { . integer_value = m_unpack_alignment } } ;
case GL_UNPACK_IMAGE_HEIGHT :
return ContextParameter { . type = GL_BOOL , . value = { . integer_value = 0 } } ;
case GL_UNPACK_LSB_FIRST :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = false } } ;
case GL_UNPACK_ROW_LENGTH :
return ContextParameter { . type = GL_INT , . value = { . integer_value = m_unpack_row_length } } ;
case GL_UNPACK_SKIP_PIXELS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = 0 } } ;
case GL_UNPACK_SKIP_ROWS :
return ContextParameter { . type = GL_INT , . value = { . integer_value = 0 } } ;
case GL_UNPACK_SWAP_BYTES :
return ContextParameter { . type = GL_BOOL , . value = { . boolean_value = false } } ;
case GL_VIEWPORT :
return ContextParameter {
. type = GL_INT ,
. count = 4 ,
. value = {
. integer_list = {
m_viewport . x ( ) ,
m_viewport . y ( ) ,
m_viewport . width ( ) ,
m_viewport . height ( ) ,
} }
} ;
default :
dbgln_if ( GL_DEBUG , " get_context_parameter({:#x}): unknown context parameter " , name ) ;
return { } ;
}
}
void GLContext : : gl_begin ( GLenum mode )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_begin , mode ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( mode > GL_POLYGON , GL_INVALID_ENUM ) ;
m_current_draw_mode = mode ;
m_in_draw_state = true ; // Certain commands will now generate an error
}
void GLContext : : gl_clear ( GLbitfield mask )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_clear , mask ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( mask & ~ ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT ) , GL_INVALID_ENUM ) ;
if ( mask & GL_COLOR_BUFFER_BIT )
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m_rasterizer - > clear_color ( m_clear_color ) ;
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if ( mask & GL_DEPTH_BUFFER_BIT )
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m_rasterizer - > clear_depth ( m_clear_depth ) ;
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if ( mask & GL_STENCIL_BUFFER_BIT )
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m_rasterizer - > clear_stencil ( m_clear_stencil ) ;
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}
void GLContext : : gl_clear_color ( GLclampf red , GLclampf green , GLclampf blue , GLclampf alpha )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_clear_color , red , green , blue , alpha ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
m_clear_color = { red , green , blue , alpha } ;
m_clear_color . clamp ( 0.f , 1.f ) ;
}
void GLContext : : gl_clear_depth ( GLdouble depth )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_clear_depth , depth ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
m_clear_depth = clamp ( static_cast < float > ( depth ) , 0.f , 1.f ) ;
}
void GLContext : : gl_clear_stencil ( GLint s )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_clear_stencil , s ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
m_clear_stencil = static_cast < u8 > ( s & ( ( 1 < < m_device_info . stencil_bits ) - 1 ) ) ;
}
void GLContext : : gl_color ( GLdouble r , GLdouble g , GLdouble b , GLdouble a )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_color , r , g , b , a ) ;
m_current_vertex_color = {
static_cast < float > ( r ) ,
static_cast < float > ( g ) ,
static_cast < float > ( b ) ,
static_cast < float > ( a ) ,
} ;
}
void GLContext : : gl_end ( )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_end ) ;
// Make sure we had a `glBegin` before this call...
RETURN_WITH_ERROR_IF ( ! m_in_draw_state , GL_INVALID_OPERATION ) ;
m_in_draw_state = false ;
// FIXME: Add support for the remaining primitive types.
if ( m_current_draw_mode ! = GL_TRIANGLES
& & m_current_draw_mode ! = GL_TRIANGLE_FAN
& & m_current_draw_mode ! = GL_TRIANGLE_STRIP
& & m_current_draw_mode ! = GL_QUADS
& & m_current_draw_mode ! = GL_QUAD_STRIP
& & m_current_draw_mode ! = GL_POLYGON ) {
m_vertex_list . clear_with_capacity ( ) ;
dbgln_if ( GL_DEBUG , " gl_end(): draw mode {:#x} unsupported " , m_current_draw_mode ) ;
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
Vector < size_t , 32 > enabled_texture_units ;
for ( size_t i = 0 ; i < m_texture_units . size ( ) ; + + i ) {
if ( m_texture_units [ i ] . texture_2d_enabled ( ) )
enabled_texture_units . append ( i ) ;
}
sync_device_config ( ) ;
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GPU : : PrimitiveType primitive_type ;
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switch ( m_current_draw_mode ) {
case GL_TRIANGLES :
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primitive_type = GPU : : PrimitiveType : : Triangles ;
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break ;
case GL_TRIANGLE_STRIP :
case GL_QUAD_STRIP :
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primitive_type = GPU : : PrimitiveType : : TriangleStrip ;
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break ;
case GL_TRIANGLE_FAN :
case GL_POLYGON :
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primitive_type = GPU : : PrimitiveType : : TriangleFan ;
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break ;
case GL_QUADS :
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primitive_type = GPU : : PrimitiveType : : Quads ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
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m_rasterizer - > draw_primitives ( primitive_type , m_model_view_matrix , m_projection_matrix , m_texture_matrix , m_vertex_list , enabled_texture_units ) ;
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m_vertex_list . clear_with_capacity ( ) ;
}
void GLContext : : gl_frustum ( GLdouble left , GLdouble right , GLdouble bottom , GLdouble top , GLdouble near_val , GLdouble far_val )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_frustum , left , right , bottom , top , near_val , far_val ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( near_val < 0 | | far_val < 0 , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( left = = right | | bottom = = top | | near_val = = far_val , GL_INVALID_VALUE ) ;
// Let's do some math!
auto a = static_cast < float > ( ( right + left ) / ( right - left ) ) ;
auto b = static_cast < float > ( ( top + bottom ) / ( top - bottom ) ) ;
auto c = static_cast < float > ( - ( ( far_val + near_val ) / ( far_val - near_val ) ) ) ;
auto d = static_cast < float > ( - ( ( 2 * far_val * near_val ) / ( far_val - near_val ) ) ) ;
FloatMatrix4x4 frustum {
static_cast < float > ( 2 * near_val / ( right - left ) ) , 0 , a , 0 ,
0 , static_cast < float > ( 2 * near_val / ( top - bottom ) ) , b , 0 ,
0 , 0 , c , d ,
0 , 0 , - 1 , 0
} ;
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* m_current_matrix = * m_current_matrix * frustum ;
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}
void GLContext : : gl_ortho ( GLdouble left , GLdouble right , GLdouble bottom , GLdouble top , GLdouble near_val , GLdouble far_val )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_ortho , left , right , bottom , top , near_val , far_val ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( left = = right | | bottom = = top | | near_val = = far_val , GL_INVALID_VALUE ) ;
auto rl = right - left ;
auto tb = top - bottom ;
auto fn = far_val - near_val ;
auto tx = - ( right + left ) / rl ;
auto ty = - ( top + bottom ) / tb ;
auto tz = - ( far_val + near_val ) / fn ;
FloatMatrix4x4 projection {
static_cast < float > ( 2 / rl ) , 0 , 0 , static_cast < float > ( tx ) ,
0 , static_cast < float > ( 2 / tb ) , 0 , static_cast < float > ( ty ) ,
0 , 0 , static_cast < float > ( - 2 / fn ) , static_cast < float > ( tz ) ,
0 , 0 , 0 , 1
} ;
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* m_current_matrix = * m_current_matrix * projection ;
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}
GLenum GLContext : : gl_get_error ( )
{
if ( m_in_draw_state )
return GL_INVALID_OPERATION ;
auto last_error = m_error ;
m_error = GL_NO_ERROR ;
return last_error ;
}
GLubyte * GLContext : : gl_get_string ( GLenum name )
{
RETURN_VALUE_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION , nullptr ) ;
switch ( name ) {
case GL_VENDOR :
return reinterpret_cast < GLubyte * > ( const_cast < char * > ( m_device_info . vendor_name . characters ( ) ) ) ;
case GL_RENDERER :
return reinterpret_cast < GLubyte * > ( const_cast < char * > ( m_device_info . device_name . characters ( ) ) ) ;
case GL_VERSION :
return reinterpret_cast < GLubyte * > ( const_cast < char * > ( " 1.5 " ) ) ;
case GL_EXTENSIONS :
return reinterpret_cast < GLubyte * > ( const_cast < char * > ( m_extensions . characters ( ) ) ) ;
case GL_SHADING_LANGUAGE_VERSION :
return reinterpret_cast < GLubyte * > ( const_cast < char * > ( " 0.0 " ) ) ;
default :
dbgln_if ( GL_DEBUG , " gl_get_string({:#x}): unknown name " , name ) ;
break ;
}
RETURN_VALUE_WITH_ERROR_IF ( true , GL_INVALID_ENUM , nullptr ) ;
}
void GLContext : : gl_load_identity ( )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_load_identity ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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* m_current_matrix = FloatMatrix4x4 : : identity ( ) ;
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}
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void GLContext : : gl_load_matrix ( FloatMatrix4x4 const & matrix )
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{
APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED ( gl_load_matrix , matrix ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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* m_current_matrix = matrix ;
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}
void GLContext : : gl_matrix_mode ( GLenum mode )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_matrix_mode , mode ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( mode < GL_MODELVIEW | | mode > GL_TEXTURE , GL_INVALID_ENUM ) ;
m_current_matrix_mode = mode ;
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switch ( mode ) {
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case GL_MODELVIEW :
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m_current_matrix = & m_model_view_matrix ;
m_current_matrix_stack = & m_model_view_matrix_stack ;
break ;
case GL_PROJECTION :
m_current_matrix = & m_projection_matrix ;
m_current_matrix_stack = & m_projection_matrix_stack ;
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break ;
case GL_TEXTURE :
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m_current_matrix = & m_texture_matrix ;
m_current_matrix_stack = & m_texture_matrix_stack ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
}
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static constexpr size_t matrix_stack_limit ( GLenum matrix_mode )
{
switch ( matrix_mode ) {
case GL_MODELVIEW :
return MODELVIEW_MATRIX_STACK_LIMIT ;
case GL_PROJECTION :
return PROJECTION_MATRIX_STACK_LIMIT ;
case GL_TEXTURE :
return TEXTURE_MATRIX_STACK_LIMIT ;
}
VERIFY_NOT_REACHED ( ) ;
}
void GLContext : : gl_push_matrix ( )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_push_matrix ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ( * m_current_matrix_stack ) . size ( ) > = matrix_stack_limit ( m_current_matrix_mode ) , GL_STACK_OVERFLOW ) ;
( * m_current_matrix_stack ) . append ( * m_current_matrix ) ;
}
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void GLContext : : gl_pop_matrix ( )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_pop_matrix ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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RETURN_WITH_ERROR_IF ( ( * m_current_matrix_stack ) . is_empty ( ) , GL_STACK_UNDERFLOW ) ;
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* m_current_matrix = ( * m_current_matrix_stack ) . take_last ( ) ;
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}
void GLContext : : gl_mult_matrix ( FloatMatrix4x4 const & matrix )
{
APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED ( gl_mult_matrix , matrix ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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* m_current_matrix = * m_current_matrix * matrix ;
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}
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void GLContext : : gl_rotate ( GLfloat angle , GLfloat x , GLfloat y , GLfloat z )
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{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_rotate , angle , x , y , z ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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FloatVector3 axis = { x , y , z } ;
if ( axis . length ( ) > 0.f )
axis . normalize ( ) ;
auto rotation_mat = Gfx : : rotation_matrix ( axis , angle * static_cast < float > ( M_PI * 2 / 360 ) ) ;
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* m_current_matrix = * m_current_matrix * rotation_mat ;
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}
void GLContext : : gl_scale ( GLdouble x , GLdouble y , GLdouble z )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_scale , x , y , z ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
auto scale_matrix = Gfx : : scale_matrix ( FloatVector3 { static_cast < float > ( x ) , static_cast < float > ( y ) , static_cast < float > ( z ) } ) ;
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* m_current_matrix = * m_current_matrix * scale_matrix ;
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}
void GLContext : : gl_translate ( GLdouble x , GLdouble y , GLdouble z )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_translate , x , y , z ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
auto translation_matrix = Gfx : : translation_matrix ( FloatVector3 { static_cast < float > ( x ) , static_cast < float > ( y ) , static_cast < float > ( z ) } ) ;
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* m_current_matrix = * m_current_matrix * translation_matrix ;
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}
void GLContext : : gl_vertex ( GLdouble x , GLdouble y , GLdouble z , GLdouble w )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_vertex , x , y , z , w ) ;
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GPU : : Vertex vertex ;
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vertex . position = { static_cast < float > ( x ) , static_cast < float > ( y ) , static_cast < float > ( z ) , static_cast < float > ( w ) } ;
vertex . color = m_current_vertex_color ;
for ( size_t i = 0 ; i < m_device_info . num_texture_units ; + + i )
vertex . tex_coords [ i ] = m_current_vertex_tex_coord [ i ] ;
vertex . normal = m_current_vertex_normal ;
m_vertex_list . append ( vertex ) ;
}
void GLContext : : gl_tex_coord ( GLfloat s , GLfloat t , GLfloat r , GLfloat q )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_tex_coord , s , t , r , q ) ;
m_current_vertex_tex_coord [ 0 ] = { s , t , r , q } ;
}
void GLContext : : gl_multi_tex_coord ( GLenum target , GLfloat s , GLfloat t , GLfloat r , GLfloat q )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_multi_tex_coord , target , s , t , r , q ) ;
RETURN_WITH_ERROR_IF ( target < GL_TEXTURE0 | | target > = GL_TEXTURE0 + m_device_info . num_texture_units , GL_INVALID_ENUM ) ;
m_current_vertex_tex_coord [ target - GL_TEXTURE0 ] = { s , t , r , q } ;
}
void GLContext : : gl_viewport ( GLint x , GLint y , GLsizei width , GLsizei height )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_viewport , x , y , width , height ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( width < 0 | | height < 0 , GL_INVALID_VALUE ) ;
m_viewport = { x , y , width , height } ;
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auto rasterizer_options = m_rasterizer - > options ( ) ;
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rasterizer_options . viewport = m_viewport ;
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m_rasterizer - > set_options ( rasterizer_options ) ;
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}
void GLContext : : gl_enable ( GLenum capability )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_enable , capability ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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auto rasterizer_options = m_rasterizer - > options ( ) ;
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bool update_rasterizer_options = false ;
switch ( capability ) {
case GL_COLOR_MATERIAL :
m_color_material_enabled = true ;
break ;
case GL_CULL_FACE :
m_cull_faces = true ;
rasterizer_options . enable_culling = true ;
update_rasterizer_options = true ;
break ;
case GL_DEPTH_TEST :
m_depth_test_enabled = true ;
rasterizer_options . enable_depth_test = true ;
update_rasterizer_options = true ;
break ;
case GL_BLEND :
m_blend_enabled = true ;
rasterizer_options . enable_blending = true ;
update_rasterizer_options = true ;
break ;
case GL_ALPHA_TEST :
m_alpha_test_enabled = true ;
rasterizer_options . enable_alpha_test = true ;
update_rasterizer_options = true ;
break ;
case GL_DITHER :
m_dither_enabled = true ;
break ;
case GL_FOG :
rasterizer_options . fog_enabled = true ;
update_rasterizer_options = true ;
break ;
case GL_LIGHTING :
m_lighting_enabled = true ;
rasterizer_options . lighting_enabled = true ;
update_rasterizer_options = true ;
break ;
case GL_NORMALIZE :
m_normalize = true ;
rasterizer_options . normalization_enabled = true ;
update_rasterizer_options = true ;
break ;
case GL_POLYGON_OFFSET_FILL :
m_depth_offset_enabled = true ;
rasterizer_options . depth_offset_enabled = true ;
update_rasterizer_options = true ;
break ;
case GL_SCISSOR_TEST :
rasterizer_options . scissor_enabled = true ;
update_rasterizer_options = true ;
break ;
case GL_STENCIL_TEST :
m_stencil_test_enabled = true ;
rasterizer_options . enable_stencil_test = true ;
update_rasterizer_options = true ;
break ;
case GL_TEXTURE_1D :
m_active_texture_unit - > set_texture_1d_enabled ( true ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_TEXTURE_2D :
m_active_texture_unit - > set_texture_2d_enabled ( true ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_TEXTURE_3D :
m_active_texture_unit - > set_texture_3d_enabled ( true ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_TEXTURE_CUBE_MAP :
m_active_texture_unit - > set_texture_cube_map_enabled ( true ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_LIGHT0 :
case GL_LIGHT1 :
case GL_LIGHT2 :
case GL_LIGHT3 :
case GL_LIGHT4 :
case GL_LIGHT5 :
case GL_LIGHT6 :
case GL_LIGHT7 :
m_light_states . at ( capability - GL_LIGHT0 ) . is_enabled = true ;
m_light_state_is_dirty = true ;
break ;
case GL_TEXTURE_GEN_Q :
case GL_TEXTURE_GEN_R :
case GL_TEXTURE_GEN_S :
case GL_TEXTURE_GEN_T :
texture_coordinate_generation ( m_active_texture_unit_index , capability ) . enabled = true ;
m_texcoord_generation_dirty = true ;
break ;
default :
dbgln_if ( GL_DEBUG , " gl_enable({:#x}): unknown parameter " , capability ) ;
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
if ( update_rasterizer_options )
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m_rasterizer - > set_options ( rasterizer_options ) ;
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}
void GLContext : : gl_disable ( GLenum capability )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_disable , capability ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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auto rasterizer_options = m_rasterizer - > options ( ) ;
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bool update_rasterizer_options = false ;
switch ( capability ) {
case GL_COLOR_MATERIAL :
m_color_material_enabled = false ;
break ;
case GL_CULL_FACE :
m_cull_faces = false ;
rasterizer_options . enable_culling = false ;
update_rasterizer_options = true ;
break ;
case GL_DEPTH_TEST :
m_depth_test_enabled = false ;
rasterizer_options . enable_depth_test = false ;
update_rasterizer_options = true ;
break ;
case GL_BLEND :
m_blend_enabled = false ;
rasterizer_options . enable_blending = false ;
update_rasterizer_options = true ;
break ;
case GL_ALPHA_TEST :
m_alpha_test_enabled = false ;
rasterizer_options . enable_alpha_test = false ;
update_rasterizer_options = true ;
break ;
case GL_DITHER :
m_dither_enabled = false ;
break ;
case GL_FOG :
rasterizer_options . fog_enabled = false ;
update_rasterizer_options = true ;
break ;
case GL_LIGHTING :
m_lighting_enabled = false ;
rasterizer_options . lighting_enabled = false ;
update_rasterizer_options = true ;
break ;
case GL_LIGHT0 :
case GL_LIGHT1 :
case GL_LIGHT2 :
case GL_LIGHT3 :
case GL_LIGHT4 :
case GL_LIGHT5 :
case GL_LIGHT6 :
case GL_LIGHT7 :
m_light_states . at ( capability - GL_LIGHT0 ) . is_enabled = false ;
m_light_state_is_dirty = true ;
break ;
case GL_NORMALIZE :
m_normalize = false ;
rasterizer_options . normalization_enabled = false ;
update_rasterizer_options = true ;
break ;
case GL_POLYGON_OFFSET_FILL :
m_depth_offset_enabled = false ;
rasterizer_options . depth_offset_enabled = false ;
update_rasterizer_options = true ;
break ;
case GL_SCISSOR_TEST :
rasterizer_options . scissor_enabled = false ;
update_rasterizer_options = true ;
break ;
case GL_STENCIL_TEST :
m_stencil_test_enabled = false ;
rasterizer_options . enable_stencil_test = false ;
update_rasterizer_options = true ;
break ;
case GL_TEXTURE_1D :
m_active_texture_unit - > set_texture_1d_enabled ( false ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_TEXTURE_2D :
m_active_texture_unit - > set_texture_2d_enabled ( false ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_TEXTURE_3D :
m_active_texture_unit - > set_texture_3d_enabled ( false ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_TEXTURE_CUBE_MAP :
m_active_texture_unit - > set_texture_cube_map_enabled ( false ) ;
m_sampler_config_is_dirty = true ;
break ;
case GL_TEXTURE_GEN_Q :
case GL_TEXTURE_GEN_R :
case GL_TEXTURE_GEN_S :
case GL_TEXTURE_GEN_T :
texture_coordinate_generation ( m_active_texture_unit_index , capability ) . enabled = false ;
m_texcoord_generation_dirty = true ;
break ;
default :
dbgln_if ( GL_DEBUG , " gl_disable({:#x}): unknown parameter " , capability ) ;
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
if ( update_rasterizer_options )
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m_rasterizer - > set_options ( rasterizer_options ) ;
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}
GLboolean GLContext : : gl_is_enabled ( GLenum capability )
{
RETURN_VALUE_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION , 0 ) ;
auto optional_parameter = get_context_parameter ( capability ) ;
RETURN_VALUE_WITH_ERROR_IF ( ! optional_parameter . has_value ( ) , GL_INVALID_ENUM , 0 ) ;
auto parameter = optional_parameter . release_value ( ) ;
RETURN_VALUE_WITH_ERROR_IF ( ! parameter . is_capability , GL_INVALID_ENUM , 0 ) ;
return parameter . value . boolean_value ;
}
void GLContext : : gl_gen_textures ( GLsizei n , GLuint * textures )
{
RETURN_WITH_ERROR_IF ( n < 0 , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
m_name_allocator . allocate ( n , textures ) ;
// Initialize all texture names with a nullptr
for ( auto i = 0 ; i < n ; + + i ) {
GLuint name = textures [ i ] ;
m_allocated_textures . set ( name , nullptr ) ;
}
}
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void GLContext : : gl_delete_textures ( GLsizei n , GLuint const * textures )
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{
RETURN_WITH_ERROR_IF ( n < 0 , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
for ( auto i = 0 ; i < n ; i + + ) {
GLuint name = textures [ i ] ;
if ( name = = 0 )
continue ;
m_name_allocator . free ( name ) ;
auto texture_object = m_allocated_textures . find ( name ) ;
if ( texture_object = = m_allocated_textures . end ( ) | | texture_object - > value . is_null ( ) )
continue ;
auto texture = texture_object - > value ;
// Check all texture units
for ( auto & texture_unit : m_texture_units ) {
if ( texture - > is_texture_2d ( ) & & texture_unit . texture_2d_target_texture ( ) = = texture ) {
// If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture)
texture_unit . set_texture_2d_target_texture ( get_default_texture < Texture2D > ( GL_TEXTURE_2D ) ) ;
}
}
m_allocated_textures . remove ( name ) ;
}
}
void GLContext : : gl_tex_image_2d ( GLenum target , GLint level , GLint internal_format , GLsizei width , GLsizei height , GLint border , GLenum format , GLenum type , GLvoid const * data )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF ( target ! = GL_TEXTURE_2D , GL_INVALID_ENUM ) ;
// 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
if ( internal_format = = 1 )
internal_format = GL_ALPHA ;
else if ( internal_format = = 2 )
internal_format = GL_LUMINANCE_ALPHA ;
else if ( internal_format = = 3 )
internal_format = GL_RGB ;
else if ( internal_format = = 4 )
internal_format = GL_RGBA ;
// We only support symbolic constants for now
RETURN_WITH_ERROR_IF ( ! ( internal_format = = GL_RGB | | internal_format = = GL_RGBA | | internal_format = = GL_LUMINANCE8 | | internal_format = = GL_LUMINANCE8_ALPHA8 ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! ( type = = GL_UNSIGNED_BYTE | | type = = GL_UNSIGNED_SHORT_5_6_5 ) , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( level < 0 | | level > Texture2D : : LOG2_MAX_TEXTURE_SIZE , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( width < 0 | | height < 0 | | width > ( 2 + Texture2D : : MAX_TEXTURE_SIZE ) | | height > ( 2 + Texture2D : : MAX_TEXTURE_SIZE ) , GL_INVALID_VALUE ) ;
// Check if width and height are a power of 2
if ( ! m_device_info . supports_npot_textures ) {
RETURN_WITH_ERROR_IF ( ! is_power_of_two ( width ) , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( ! is_power_of_two ( height ) , GL_INVALID_VALUE ) ;
}
RETURN_WITH_ERROR_IF ( border ! = 0 , GL_INVALID_VALUE ) ;
auto texture_2d = m_active_texture_unit - > texture_2d_target_texture ( ) ;
VERIFY ( ! texture_2d . is_null ( ) ) ;
if ( level = = 0 ) {
// FIXME: OpenGL has the concept of texture and mipmap completeness. A texture has to fulfill certain criteria to be considered complete.
// Trying to render while an incomplete texture is bound will result in an error.
// Here we simply create a complete device image when mipmap level 0 is attached to the texture object. This has the unfortunate side effect
// that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized.
// To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time.
// 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.
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texture_2d - > set_device_image ( m_rasterizer - > create_image ( GPU : : ImageFormat : : BGRA8888 , width , height , 1 , 999 , 1 ) ) ;
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m_sampler_config_is_dirty = true ;
}
texture_2d - > upload_texture_data ( level , internal_format , width , height , format , type , data , m_unpack_row_length , m_unpack_alignment ) ;
}
void GLContext : : gl_tex_sub_image_2d ( GLenum target , GLint level , GLint xoffset , GLint yoffset , GLsizei width , GLsizei height , GLenum format , GLenum type , GLvoid const * data )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF ( target ! = GL_TEXTURE_2D , GL_INVALID_ENUM ) ;
// We only support symbolic constants for now
RETURN_WITH_ERROR_IF ( ! ( format = = GL_RGBA | | format = = GL_RGB ) , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( ! ( type = = GL_UNSIGNED_BYTE | | type = = GL_UNSIGNED_SHORT_5_6_5 ) , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( level < 0 | | level > Texture2D : : LOG2_MAX_TEXTURE_SIZE , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( width < 0 | | height < 0 | | width > ( 2 + Texture2D : : MAX_TEXTURE_SIZE ) | | height > ( 2 + Texture2D : : MAX_TEXTURE_SIZE ) , GL_INVALID_VALUE ) ;
// A 2D texture array must have been defined by a previous glTexImage2D operation
auto texture_2d = m_active_texture_unit - > texture_2d_target_texture ( ) ;
RETURN_WITH_ERROR_IF ( texture_2d . is_null ( ) , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( xoffset < 0 | | yoffset < 0 | | xoffset + width > texture_2d - > width_at_lod ( level ) | | yoffset + height > texture_2d - > height_at_lod ( level ) , GL_INVALID_VALUE ) ;
texture_2d - > replace_sub_texture_data ( level , xoffset , yoffset , width , height , format , type , data , m_unpack_row_length , m_unpack_alignment ) ;
}
void GLContext : : gl_tex_parameter ( GLenum target , GLenum pname , GLfloat param )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_tex_parameter , target , pname , param ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF ( target ! = GL_TEXTURE_2D , GL_INVALID_ENUM ) ;
// FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF ( ! ( pname = = GL_TEXTURE_MIN_FILTER
| | pname = = GL_TEXTURE_MAG_FILTER
| | pname = = GL_TEXTURE_WRAP_S
| | pname = = GL_TEXTURE_WRAP_T ) ,
GL_INVALID_ENUM ) ;
// We assume GL_TEXTURE_2D (see above)
auto texture_2d = m_active_texture_unit - > texture_2d_target_texture ( ) ;
if ( texture_2d . is_null ( ) )
return ;
switch ( pname ) {
case GL_TEXTURE_MIN_FILTER :
RETURN_WITH_ERROR_IF ( ! ( param = = GL_NEAREST
| | param = = GL_LINEAR
| | param = = GL_NEAREST_MIPMAP_NEAREST
| | param = = GL_LINEAR_MIPMAP_NEAREST
| | param = = GL_NEAREST_MIPMAP_LINEAR
| | param = = GL_LINEAR_MIPMAP_LINEAR ) ,
GL_INVALID_ENUM ) ;
texture_2d - > sampler ( ) . set_min_filter ( param ) ;
break ;
case GL_TEXTURE_MAG_FILTER :
RETURN_WITH_ERROR_IF ( ! ( param = = GL_NEAREST
| | param = = GL_LINEAR ) ,
GL_INVALID_ENUM ) ;
texture_2d - > sampler ( ) . set_mag_filter ( param ) ;
break ;
case GL_TEXTURE_WRAP_S :
RETURN_WITH_ERROR_IF ( ! ( param = = GL_CLAMP
| | param = = GL_CLAMP_TO_BORDER
| | param = = GL_CLAMP_TO_EDGE
| | param = = GL_MIRRORED_REPEAT
| | param = = GL_REPEAT ) ,
GL_INVALID_ENUM ) ;
texture_2d - > sampler ( ) . set_wrap_s_mode ( param ) ;
break ;
case GL_TEXTURE_WRAP_T :
RETURN_WITH_ERROR_IF ( ! ( param = = GL_CLAMP
| | param = = GL_CLAMP_TO_BORDER
| | param = = GL_CLAMP_TO_EDGE
| | param = = GL_MIRRORED_REPEAT
| | param = = GL_REPEAT ) ,
GL_INVALID_ENUM ) ;
texture_2d - > sampler ( ) . set_wrap_t_mode ( param ) ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
m_sampler_config_is_dirty = true ;
}
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void GLContext : : gl_tex_parameterfv ( GLenum target , GLenum pname , GLfloat const * params )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_tex_parameterfv , target , pname , params ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF ( target ! = GL_TEXTURE_2D , GL_INVALID_ENUM ) ;
// FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF ( ! ( pname = = GL_TEXTURE_BORDER_COLOR ) , GL_INVALID_ENUM ) ;
// We assume GL_TEXTURE_2D (see above)
auto texture_2d = m_active_texture_unit - > texture_2d_target_texture ( ) ;
RETURN_WITH_ERROR_IF ( texture_2d . is_null ( ) , GL_INVALID_OPERATION ) ;
switch ( pname ) {
case GL_TEXTURE_BORDER_COLOR :
texture_2d - > sampler ( ) . set_border_color ( params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] ) ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
m_sampler_config_is_dirty = true ;
}
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void GLContext : : gl_front_face ( GLenum face )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_front_face , face ) ;
RETURN_WITH_ERROR_IF ( face < GL_CW | | face > GL_CCW , GL_INVALID_ENUM ) ;
m_front_face = face ;
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auto rasterizer_options = m_rasterizer - > options ( ) ;
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rasterizer_options . front_face = ( face = = GL_CW ) ? GPU : : WindingOrder : : Clockwise : GPU : : WindingOrder : : CounterClockwise ;
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m_rasterizer - > set_options ( rasterizer_options ) ;
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}
void GLContext : : gl_cull_face ( GLenum cull_mode )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_cull_face , cull_mode ) ;
RETURN_WITH_ERROR_IF ( cull_mode < GL_FRONT | | cull_mode > GL_FRONT_AND_BACK , GL_INVALID_ENUM ) ;
m_culled_sides = cull_mode ;
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auto rasterizer_options = m_rasterizer - > options ( ) ;
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rasterizer_options . cull_back = cull_mode = = GL_BACK | | cull_mode = = GL_FRONT_AND_BACK ;
rasterizer_options . cull_front = cull_mode = = GL_FRONT | | cull_mode = = GL_FRONT_AND_BACK ;
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m_rasterizer - > set_options ( rasterizer_options ) ;
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}
GLuint GLContext : : gl_gen_lists ( GLsizei range )
{
RETURN_VALUE_WITH_ERROR_IF ( range < = 0 , GL_INVALID_VALUE , 0 ) ;
RETURN_VALUE_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION , 0 ) ;
auto initial_entry = m_listings . size ( ) ;
m_listings . resize ( range + initial_entry ) ;
return initial_entry + 1 ;
}
void GLContext : : invoke_list ( size_t list_index )
{
auto & listing = m_listings [ list_index - 1 ] ;
for ( auto & entry : listing . entries ) {
entry . function . visit ( [ & ] ( auto & function ) {
entry . arguments . visit ( [ & ] ( auto & arguments ) {
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auto apply = [ & ] < typename . . . Args > ( Args & & . . . args ) {
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if constexpr ( requires { ( this - > * function ) ( forward < Args > ( args ) . . . ) ; } )
( this - > * function ) ( forward < Args > ( args ) . . . ) ;
} ;
arguments . apply_as_args ( apply ) ;
} ) ;
} ) ;
}
}
void GLContext : : gl_call_list ( GLuint list )
{
if ( m_gl_call_depth > max_allowed_gl_call_depth )
return ;
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_call_list , list ) ;
if ( m_listings . size ( ) < list )
return ;
TemporaryChange change { m_gl_call_depth , m_gl_call_depth + 1 } ;
invoke_list ( list ) ;
}
void GLContext : : gl_call_lists ( GLsizei n , GLenum type , void const * lists )
{
if ( m_gl_call_depth > max_allowed_gl_call_depth )
return ;
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_call_lists , n , type , lists ) ;
RETURN_WITH_ERROR_IF ( n < 0 , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( ! ( type = = GL_BYTE
| | type = = GL_UNSIGNED_BYTE
| | type = = GL_SHORT
| | type = = GL_UNSIGNED_SHORT
| | type = = GL_INT
| | type = = GL_UNSIGNED_INT
| | type = = GL_FLOAT
| | type = = GL_2_BYTES
| | type = = GL_3_BYTES
| | type = = GL_4_BYTES ) ,
GL_INVALID_ENUM ) ;
TemporaryChange change { m_gl_call_depth , m_gl_call_depth + 1 } ;
auto invoke_all_lists = [ & ] < typename T > ( T const * lists ) {
for ( int i = 0 ; i < n ; + + i ) {
auto list = static_cast < size_t > ( lists [ i ] ) ;
invoke_list ( m_list_base + list ) ;
}
} ;
switch ( type ) {
case GL_BYTE :
invoke_all_lists ( static_cast < GLbyte const * > ( lists ) ) ;
break ;
case GL_UNSIGNED_BYTE :
invoke_all_lists ( static_cast < GLubyte const * > ( lists ) ) ;
break ;
case GL_SHORT :
invoke_all_lists ( static_cast < GLshort const * > ( lists ) ) ;
break ;
case GL_UNSIGNED_SHORT :
invoke_all_lists ( static_cast < GLushort const * > ( lists ) ) ;
break ;
case GL_INT :
invoke_all_lists ( static_cast < GLint const * > ( lists ) ) ;
break ;
case GL_UNSIGNED_INT :
invoke_all_lists ( static_cast < GLuint const * > ( lists ) ) ;
break ;
case GL_FLOAT :
invoke_all_lists ( static_cast < GLfloat const * > ( lists ) ) ;
break ;
case GL_2_BYTES :
case GL_3_BYTES :
case GL_4_BYTES :
dbgln ( " GLContext FIXME: unimplemented glCallLists() with type {} " , type ) ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
}
void GLContext : : gl_delete_lists ( GLuint list , GLsizei range )
{
if ( m_listings . size ( ) < list | | m_listings . size ( ) < = list + range )
return ;
for ( auto & entry : m_listings . span ( ) . slice ( list - 1 , range ) )
entry . entries . clear_with_capacity ( ) ;
}
void GLContext : : gl_list_base ( GLuint base )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_list_base , base ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
m_list_base = base ;
}
void GLContext : : gl_end_list ( )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! m_current_listing_index . has_value ( ) , GL_INVALID_OPERATION ) ;
m_listings [ m_current_listing_index - > index ] = move ( m_current_listing_index - > listing ) ;
m_current_listing_index . clear ( ) ;
}
void GLContext : : gl_new_list ( GLuint list , GLenum mode )
{
RETURN_WITH_ERROR_IF ( list = = 0 , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( mode ! = GL_COMPILE & & mode ! = GL_COMPILE_AND_EXECUTE , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( m_current_listing_index . has_value ( ) , GL_INVALID_OPERATION ) ;
if ( m_listings . size ( ) < list )
return ;
m_current_listing_index = CurrentListing { { } , static_cast < size_t > ( list - 1 ) , mode } ;
}
GLboolean GLContext : : gl_is_list ( GLuint list )
{
RETURN_VALUE_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION , GL_FALSE ) ;
return list < m_listings . size ( ) ? GL_TRUE : GL_FALSE ;
}
void GLContext : : gl_flush ( )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// No-op since GLContext is completely synchronous at the moment
}
void GLContext : : gl_finish ( )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// No-op since GLContext is completely synchronous at the moment
}
void GLContext : : gl_blend_func ( GLenum src_factor , GLenum dst_factor )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_blend_func , src_factor , dst_factor ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: The list of allowed enums differs between API versions
// This was taken from the 2.0 spec on https://docs.gl/gl2/glBlendFunc
RETURN_WITH_ERROR_IF ( ! ( src_factor = = GL_ZERO
| | src_factor = = GL_ONE
| | src_factor = = GL_SRC_COLOR
| | src_factor = = GL_ONE_MINUS_SRC_COLOR
| | src_factor = = GL_DST_COLOR
| | src_factor = = GL_ONE_MINUS_DST_COLOR
| | src_factor = = GL_SRC_ALPHA
| | src_factor = = GL_ONE_MINUS_SRC_ALPHA
| | src_factor = = GL_DST_ALPHA
| | src_factor = = GL_ONE_MINUS_DST_ALPHA
| | src_factor = = GL_CONSTANT_COLOR
| | src_factor = = GL_ONE_MINUS_CONSTANT_COLOR
| | src_factor = = GL_CONSTANT_ALPHA
| | src_factor = = GL_ONE_MINUS_CONSTANT_ALPHA
| | src_factor = = GL_SRC_ALPHA_SATURATE ) ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! ( dst_factor = = GL_ZERO
| | dst_factor = = GL_ONE
| | dst_factor = = GL_SRC_COLOR
| | dst_factor = = GL_ONE_MINUS_SRC_COLOR
| | dst_factor = = GL_DST_COLOR
| | dst_factor = = GL_ONE_MINUS_DST_COLOR
| | dst_factor = = GL_SRC_ALPHA
| | dst_factor = = GL_ONE_MINUS_SRC_ALPHA
| | dst_factor = = GL_DST_ALPHA
| | dst_factor = = GL_ONE_MINUS_DST_ALPHA
| | dst_factor = = GL_CONSTANT_COLOR
| | dst_factor = = GL_ONE_MINUS_CONSTANT_COLOR
| | dst_factor = = GL_CONSTANT_ALPHA
| | dst_factor = = GL_ONE_MINUS_CONSTANT_ALPHA ) ,
GL_INVALID_ENUM ) ;
m_blend_source_factor = src_factor ;
m_blend_destination_factor = dst_factor ;
auto map_gl_blend_factor_to_device = [ ] ( GLenum factor ) constexpr
{
switch ( factor ) {
case GL_ZERO :
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return GPU : : BlendFactor : : Zero ;
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case GL_ONE :
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return GPU : : BlendFactor : : One ;
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case GL_SRC_ALPHA :
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return GPU : : BlendFactor : : SrcAlpha ;
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case GL_ONE_MINUS_SRC_ALPHA :
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return GPU : : BlendFactor : : OneMinusSrcAlpha ;
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case GL_SRC_COLOR :
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return GPU : : BlendFactor : : SrcColor ;
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case GL_ONE_MINUS_SRC_COLOR :
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return GPU : : BlendFactor : : OneMinusSrcColor ;
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case GL_DST_ALPHA :
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return GPU : : BlendFactor : : DstAlpha ;
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case GL_ONE_MINUS_DST_ALPHA :
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return GPU : : BlendFactor : : OneMinusDstAlpha ;
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case GL_DST_COLOR :
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return GPU : : BlendFactor : : DstColor ;
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case GL_ONE_MINUS_DST_COLOR :
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return GPU : : BlendFactor : : OneMinusDstColor ;
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case GL_SRC_ALPHA_SATURATE :
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return GPU : : BlendFactor : : SrcAlphaSaturate ;
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default :
VERIFY_NOT_REACHED ( ) ;
}
} ;
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auto options = m_rasterizer - > options ( ) ;
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options . blend_source_factor = map_gl_blend_factor_to_device ( m_blend_source_factor ) ;
options . blend_destination_factor = map_gl_blend_factor_to_device ( m_blend_destination_factor ) ;
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_shade_model ( GLenum mode )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_shade_model , mode ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( mode ! = GL_FLAT & & mode ! = GL_SMOOTH , GL_INVALID_ENUM ) ;
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auto options = m_rasterizer - > options ( ) ;
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options . shade_smooth = ( mode = = GL_SMOOTH ) ;
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_alpha_func ( GLenum func , GLclampf ref )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_alpha_func , func , ref ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( func < GL_NEVER | | func > GL_ALWAYS , GL_INVALID_ENUM ) ;
m_alpha_test_func = func ;
m_alpha_test_ref_value = ref ;
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auto options = m_rasterizer - > options ( ) ;
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switch ( func ) {
case GL_NEVER :
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options . alpha_test_func = GPU : : AlphaTestFunction : : Never ;
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break ;
case GL_ALWAYS :
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options . alpha_test_func = GPU : : AlphaTestFunction : : Always ;
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break ;
case GL_LESS :
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options . alpha_test_func = GPU : : AlphaTestFunction : : Less ;
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break ;
case GL_LEQUAL :
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options . alpha_test_func = GPU : : AlphaTestFunction : : LessOrEqual ;
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break ;
case GL_EQUAL :
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options . alpha_test_func = GPU : : AlphaTestFunction : : Equal ;
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break ;
case GL_NOTEQUAL :
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options . alpha_test_func = GPU : : AlphaTestFunction : : NotEqual ;
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break ;
case GL_GEQUAL :
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options . alpha_test_func = GPU : : AlphaTestFunction : : GreaterOrEqual ;
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break ;
case GL_GREATER :
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options . alpha_test_func = GPU : : AlphaTestFunction : : Greater ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
options . alpha_test_ref_value = m_alpha_test_ref_value ;
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_hint ( GLenum target , GLenum mode )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_hint , target , mode ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( target ! = GL_PERSPECTIVE_CORRECTION_HINT
& & target ! = GL_POINT_SMOOTH_HINT
& & target ! = GL_LINE_SMOOTH_HINT
& & target ! = GL_POLYGON_SMOOTH_HINT
& & target ! = GL_FOG_HINT
& & target ! = GL_GENERATE_MIPMAP_HINT
& & target ! = GL_TEXTURE_COMPRESSION_HINT ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( mode ! = GL_DONT_CARE
& & mode ! = GL_FASTEST
& & mode ! = GL_NICEST ,
GL_INVALID_ENUM ) ;
// According to the spec implementors are free to ignore glHint. So we do.
}
void GLContext : : gl_read_buffer ( GLenum mode )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_read_buffer , mode ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
// plus any aux buffer between 0 and GL_AUX_BUFFERS
RETURN_WITH_ERROR_IF ( mode ! = GL_FRONT_LEFT
& & mode ! = GL_FRONT_RIGHT
& & mode ! = GL_BACK_LEFT
& & mode ! = GL_BACK_RIGHT
& & mode ! = GL_FRONT
& & mode ! = GL_BACK
& & mode ! = GL_LEFT
& & mode ! = GL_RIGHT ,
GL_INVALID_ENUM ) ;
// FIXME: We do not currently have aux buffers, so make it an invalid
// operation to select anything but front or back buffers. Also we do
// not allow selecting the stereoscopic RIGHT buffers since we do not
// have them configured.
RETURN_WITH_ERROR_IF ( mode ! = GL_FRONT_LEFT
& & mode ! = GL_FRONT
& & mode ! = GL_BACK_LEFT
& & mode ! = GL_BACK
& & mode ! = GL_FRONT
& & mode ! = GL_BACK
& & mode ! = GL_LEFT ,
GL_INVALID_OPERATION ) ;
m_current_read_buffer = mode ;
}
void GLContext : : gl_draw_buffer ( GLenum buffer )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_draw_buffer , buffer ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
// plus any aux buffer between 0 and GL_AUX_BUFFERS
RETURN_WITH_ERROR_IF ( buffer ! = GL_NONE
& & buffer ! = GL_FRONT_LEFT
& & buffer ! = GL_FRONT_RIGHT
& & buffer ! = GL_BACK_LEFT
& & buffer ! = GL_BACK_RIGHT
& & buffer ! = GL_FRONT
& & buffer ! = GL_BACK
& & buffer ! = GL_LEFT
& & buffer ! = GL_RIGHT ,
GL_INVALID_ENUM ) ;
// FIXME: We do not currently have aux buffers, so make it an invalid
// operation to select anything but front or back buffers. Also we do
// not allow selecting the stereoscopic RIGHT buffers since we do not
// have them configured.
RETURN_WITH_ERROR_IF ( buffer ! = GL_NONE
& & buffer ! = GL_FRONT_LEFT
& & buffer ! = GL_FRONT
& & buffer ! = GL_BACK_LEFT
& & buffer ! = GL_BACK
& & buffer ! = GL_FRONT
& & buffer ! = GL_BACK
& & buffer ! = GL_LEFT ,
GL_INVALID_OPERATION ) ;
m_current_draw_buffer = buffer ;
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auto rasterizer_options = m_rasterizer - > options ( ) ;
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// FIXME: We only have a single draw buffer in SoftGPU at the moment,
// so we simply disable color writes if GL_NONE is selected
rasterizer_options . enable_color_write = m_current_draw_buffer ! = GL_NONE ;
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m_rasterizer - > set_options ( rasterizer_options ) ;
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}
void GLContext : : gl_read_pixels ( GLint x , GLint y , GLsizei width , GLsizei height , GLenum format , GLenum type , GLvoid * pixels )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( width < 0 | | height < 0 , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( format ! = GL_COLOR_INDEX
& & format ! = GL_STENCIL_INDEX
& & format ! = GL_DEPTH_COMPONENT
& & format ! = GL_RED
& & format ! = GL_GREEN
& & format ! = GL_BLUE
& & format ! = GL_ALPHA
& & format ! = GL_RGB
& & format ! = GL_RGBA
& & format ! = GL_LUMINANCE
& & format ! = GL_LUMINANCE_ALPHA ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( type ! = GL_UNSIGNED_BYTE
& & type ! = GL_BYTE
& & type ! = GL_BITMAP
& & type ! = GL_UNSIGNED_SHORT
& & type ! = GL_SHORT
& & type ! = GL_BLUE
& & type ! = GL_UNSIGNED_INT
& & type ! = GL_INT
& & type ! = GL_FLOAT ,
GL_INVALID_ENUM ) ;
// FIXME: We only support RGBA buffers for now.
// Once we add support for indexed color modes do the correct check here
RETURN_WITH_ERROR_IF ( format = = GL_COLOR_INDEX , GL_INVALID_OPERATION ) ;
// FIXME: We do not have stencil buffers yet
// Once we add support for stencil buffers do the correct check here
RETURN_WITH_ERROR_IF ( format = = GL_STENCIL_INDEX , GL_INVALID_OPERATION ) ;
if ( format = = GL_DEPTH_COMPONENT ) {
// FIXME: This check needs to be a bit more sophisticated. Currently the buffers
// are hardcoded. Once we add proper structures for them we need to correct this check
// Error because only back buffer has a depth buffer
RETURN_WITH_ERROR_IF ( m_current_read_buffer = = GL_FRONT
| | m_current_read_buffer = = GL_FRONT_LEFT
| | m_current_read_buffer = = GL_FRONT_RIGHT ,
GL_INVALID_OPERATION ) ;
}
// Some helper functions for converting float values to integer types
auto float_to_i8 = [ ] ( float f ) - > GLchar {
return static_cast < GLchar > ( ( 0x7f * min ( max ( f , 0.0f ) , 1.0f ) - 1 ) / 2 ) ;
} ;
auto float_to_i16 = [ ] ( float f ) - > GLshort {
return static_cast < GLshort > ( ( 0x7fff * min ( max ( f , 0.0f ) , 1.0f ) - 1 ) / 2 ) ;
} ;
auto float_to_i32 = [ ] ( float f ) - > GLint {
return static_cast < GLint > ( ( 0x7fffffff * min ( max ( f , 0.0f ) , 1.0f ) - 1 ) / 2 ) ;
} ;
auto float_to_u8 = [ ] ( float f ) - > GLubyte {
return static_cast < GLubyte > ( 0xff * min ( max ( f , 0.0f ) , 1.0f ) ) ;
} ;
auto float_to_u16 = [ ] ( float f ) - > GLushort {
return static_cast < GLushort > ( 0xffff * min ( max ( f , 0.0f ) , 1.0f ) ) ;
} ;
auto float_to_u32 = [ ] ( float f ) - > GLuint {
return static_cast < GLuint > ( 0xffffffff * min ( max ( f , 0.0f ) , 1.0f ) ) ;
} ;
u8 component_size = 0 ;
switch ( type ) {
case GL_BYTE :
case GL_UNSIGNED_BYTE :
component_size = 1 ;
break ;
case GL_SHORT :
case GL_UNSIGNED_SHORT :
component_size = 2 ;
break ;
case GL_INT :
case GL_UNSIGNED_INT :
case GL_FLOAT :
component_size = 4 ;
break ;
}
if ( format = = GL_DEPTH_COMPONENT ) {
auto const row_stride = ( width * component_size + m_pack_alignment - 1 ) / m_pack_alignment * m_pack_alignment ;
// Read from depth buffer
for ( GLsizei i = 0 ; i < height ; + + i ) {
for ( GLsizei j = 0 ; j < width ; + + j ) {
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float depth = m_rasterizer - > get_depthbuffer_value ( x + j , y + i ) ;
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auto char_ptr = reinterpret_cast < char * > ( pixels ) + i * row_stride + j * component_size ;
switch ( type ) {
case GL_BYTE :
* reinterpret_cast < GLchar * > ( char_ptr ) = float_to_i8 ( depth ) ;
break ;
case GL_SHORT :
* reinterpret_cast < GLshort * > ( char_ptr ) = float_to_i16 ( depth ) ;
break ;
case GL_INT :
* reinterpret_cast < GLint * > ( char_ptr ) = float_to_i32 ( depth ) ;
break ;
case GL_UNSIGNED_BYTE :
* reinterpret_cast < GLubyte * > ( char_ptr ) = float_to_u8 ( depth ) ;
break ;
case GL_UNSIGNED_SHORT :
* reinterpret_cast < GLushort * > ( char_ptr ) = float_to_u16 ( depth ) ;
break ;
case GL_UNSIGNED_INT :
* reinterpret_cast < GLuint * > ( char_ptr ) = float_to_u32 ( depth ) ;
break ;
case GL_FLOAT :
* reinterpret_cast < GLfloat * > ( char_ptr ) = min ( max ( depth , 0.0f ) , 1.0f ) ;
break ;
}
}
}
return ;
}
bool write_red = false ;
bool write_green = false ;
bool write_blue = false ;
bool write_alpha = false ;
size_t component_count = 0 ;
size_t red_offset = 0 ;
size_t green_offset = 0 ;
size_t blue_offset = 0 ;
size_t alpha_offset = 0 ;
char * red_ptr = nullptr ;
char * green_ptr = nullptr ;
char * blue_ptr = nullptr ;
char * alpha_ptr = nullptr ;
switch ( format ) {
case GL_RGB :
write_red = true ;
write_green = true ;
write_blue = true ;
component_count = 3 ;
red_offset = 2 ;
green_offset = 1 ;
blue_offset = 0 ;
break ;
case GL_RGBA :
write_red = true ;
write_green = true ;
write_blue = true ;
write_alpha = true ;
component_count = 4 ;
red_offset = 3 ;
green_offset = 2 ;
blue_offset = 1 ;
alpha_offset = 0 ;
break ;
case GL_RED :
write_red = true ;
component_count = 1 ;
red_offset = 0 ;
break ;
case GL_GREEN :
write_green = true ;
component_count = 1 ;
green_offset = 0 ;
break ;
case GL_BLUE :
write_blue = true ;
component_count = 1 ;
blue_offset = 0 ;
break ;
case GL_ALPHA :
write_alpha = true ;
component_count = 1 ;
alpha_offset = 0 ;
break ;
}
auto const pixel_bytes = component_size * component_count ;
auto const row_alignment_bytes = ( m_pack_alignment - ( ( width * pixel_bytes ) % m_pack_alignment ) ) % m_pack_alignment ;
char * out_ptr = reinterpret_cast < char * > ( pixels ) ;
for ( int i = 0 ; i < ( int ) height ; + + i ) {
for ( int j = 0 ; j < ( int ) width ; + + j ) {
Gfx : : ARGB32 color { } ;
if ( m_current_read_buffer = = GL_FRONT | | m_current_read_buffer = = GL_LEFT | | m_current_read_buffer = = GL_FRONT_LEFT ) {
if ( y + i > = m_frontbuffer - > width ( ) | | x + j > = m_frontbuffer - > height ( ) )
color = 0 ;
else
color = m_frontbuffer - > scanline ( y + i ) [ x + j ] ;
} else {
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color = m_rasterizer - > get_color_buffer_pixel ( x + j , y + i ) ;
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}
float red = ( ( color > > 24 ) & 0xff ) / 255.0f ;
float green = ( ( color > > 16 ) & 0xff ) / 255.0f ;
float blue = ( ( color > > 8 ) & 0xff ) / 255.0f ;
float alpha = ( color & 0xff ) / 255.0f ;
// FIXME: Set up write pointers based on selected endianness (glPixelStore)
red_ptr = out_ptr + ( component_size * red_offset ) ;
green_ptr = out_ptr + ( component_size * green_offset ) ;
blue_ptr = out_ptr + ( component_size * blue_offset ) ;
alpha_ptr = out_ptr + ( component_size * alpha_offset ) ;
switch ( type ) {
case GL_BYTE :
if ( write_red )
* reinterpret_cast < GLchar * > ( red_ptr ) = float_to_i8 ( red ) ;
if ( write_green )
* reinterpret_cast < GLchar * > ( green_ptr ) = float_to_i8 ( green ) ;
if ( write_blue )
* reinterpret_cast < GLchar * > ( blue_ptr ) = float_to_i8 ( blue ) ;
if ( write_alpha )
* reinterpret_cast < GLchar * > ( alpha_ptr ) = float_to_i8 ( alpha ) ;
break ;
case GL_UNSIGNED_BYTE :
if ( write_red )
* reinterpret_cast < GLubyte * > ( red_ptr ) = float_to_u8 ( red ) ;
if ( write_green )
* reinterpret_cast < GLubyte * > ( green_ptr ) = float_to_u8 ( green ) ;
if ( write_blue )
* reinterpret_cast < GLubyte * > ( blue_ptr ) = float_to_u8 ( blue ) ;
if ( write_alpha )
* reinterpret_cast < GLubyte * > ( alpha_ptr ) = float_to_u8 ( alpha ) ;
break ;
case GL_SHORT :
if ( write_red )
* reinterpret_cast < GLshort * > ( red_ptr ) = float_to_i16 ( red ) ;
if ( write_green )
* reinterpret_cast < GLshort * > ( green_ptr ) = float_to_i16 ( green ) ;
if ( write_blue )
* reinterpret_cast < GLshort * > ( blue_ptr ) = float_to_i16 ( blue ) ;
if ( write_alpha )
* reinterpret_cast < GLshort * > ( alpha_ptr ) = float_to_i16 ( alpha ) ;
break ;
case GL_UNSIGNED_SHORT :
if ( write_red )
* reinterpret_cast < GLushort * > ( red_ptr ) = float_to_u16 ( red ) ;
if ( write_green )
* reinterpret_cast < GLushort * > ( green_ptr ) = float_to_u16 ( green ) ;
if ( write_blue )
* reinterpret_cast < GLushort * > ( blue_ptr ) = float_to_u16 ( blue ) ;
if ( write_alpha )
* reinterpret_cast < GLushort * > ( alpha_ptr ) = float_to_u16 ( alpha ) ;
break ;
case GL_INT :
if ( write_red )
* reinterpret_cast < GLint * > ( red_ptr ) = float_to_i32 ( red ) ;
if ( write_green )
* reinterpret_cast < GLint * > ( green_ptr ) = float_to_i32 ( green ) ;
if ( write_blue )
* reinterpret_cast < GLint * > ( blue_ptr ) = float_to_i32 ( blue ) ;
if ( write_alpha )
* reinterpret_cast < GLint * > ( alpha_ptr ) = float_to_i32 ( alpha ) ;
break ;
case GL_UNSIGNED_INT :
if ( write_red )
* reinterpret_cast < GLuint * > ( red_ptr ) = float_to_u32 ( red ) ;
if ( write_green )
* reinterpret_cast < GLuint * > ( green_ptr ) = float_to_u32 ( green ) ;
if ( write_blue )
* reinterpret_cast < GLuint * > ( blue_ptr ) = float_to_u32 ( blue ) ;
if ( write_alpha )
* reinterpret_cast < GLuint * > ( alpha_ptr ) = float_to_u32 ( alpha ) ;
break ;
case GL_FLOAT :
if ( write_red )
* reinterpret_cast < GLfloat * > ( red_ptr ) = min ( max ( red , 0.0f ) , 1.0f ) ;
if ( write_green )
* reinterpret_cast < GLfloat * > ( green_ptr ) = min ( max ( green , 0.0f ) , 1.0f ) ;
if ( write_blue )
* reinterpret_cast < GLfloat * > ( blue_ptr ) = min ( max ( blue , 0.0f ) , 1.0f ) ;
if ( write_alpha )
* reinterpret_cast < GLfloat * > ( alpha_ptr ) = min ( max ( alpha , 0.0f ) , 1.0f ) ;
break ;
}
out_ptr + = pixel_bytes ;
}
out_ptr + = row_alignment_bytes ;
}
}
void GLContext : : gl_bind_texture ( GLenum target , GLuint texture )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( target ! = GL_TEXTURE_1D
& & target ! = GL_TEXTURE_2D
& & target ! = GL_TEXTURE_3D
& & target ! = GL_TEXTURE_1D_ARRAY
& & target ! = GL_TEXTURE_2D_ARRAY
& & target ! = GL_TEXTURE_CUBE_MAP ,
GL_INVALID_ENUM ) ;
// FIXME: We only support GL_TEXTURE_2D for now
if ( target ! = GL_TEXTURE_2D ) {
dbgln ( " gl_bind_texture(target = {:#x}): currently only GL_TEXTURE_2D is supported " , target ) ;
return ;
}
RefPtr < Texture2D > texture_2d ;
if ( texture = = 0 ) {
// Texture name 0 refers to the default texture
texture_2d = get_default_texture < Texture2D > ( target ) ;
} else {
// Find this texture name in our previously allocated textures
auto it = m_allocated_textures . find ( texture ) ;
if ( it ! = m_allocated_textures . end ( ) ) {
auto texture_object = it - > value ;
if ( ! texture_object . is_null ( ) ) {
// Texture must have been created with the same target
RETURN_WITH_ERROR_IF ( ! texture_object - > is_texture_2d ( ) , GL_INVALID_OPERATION ) ;
texture_2d = static_cast < Texture2D * > ( texture_object . ptr ( ) ) ;
}
}
// OpenGL 1.x supports binding texture names that were not previously generated by glGenTextures.
// If there is not an allocated texture, meaning it was not previously generated by glGenTextures,
// we can keep texture_object null to both allocate and bind the texture with the passed in texture name.
// FIXME: Later OpenGL versions such as 4.x enforce that texture names being bound were previously generated
// by glGenTextures.
if ( ! texture_2d ) {
texture_2d = adopt_ref ( * new Texture2D ( ) ) ;
m_allocated_textures . set ( texture , texture_2d ) ;
}
}
m_active_texture_unit - > set_texture_2d_target_texture ( texture_2d ) ;
m_sampler_config_is_dirty = true ;
}
GLboolean GLContext : : gl_is_texture ( GLuint texture )
{
RETURN_VALUE_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION , GL_FALSE ) ;
if ( texture = = 0 )
return GL_FALSE ;
auto it = m_allocated_textures . find ( texture ) ;
if ( it = = m_allocated_textures . end ( ) )
return GL_FALSE ;
return it - > value . is_null ( ) ? GL_FALSE : GL_TRUE ;
}
void GLContext : : gl_active_texture ( GLenum texture )
{
RETURN_WITH_ERROR_IF ( texture < GL_TEXTURE0 | | texture > = GL_TEXTURE0 + m_device_info . num_texture_units , GL_INVALID_ENUM ) ;
m_active_texture_unit_index = texture - GL_TEXTURE0 ;
m_active_texture_unit = & m_texture_units . at ( m_active_texture_unit_index ) ;
}
void GLContext : : gl_get_booleanv ( GLenum pname , GLboolean * data )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
auto optional_parameter = get_context_parameter ( pname ) ;
RETURN_WITH_ERROR_IF ( ! optional_parameter . has_value ( ) , GL_INVALID_ENUM ) ;
auto parameter = optional_parameter . release_value ( ) ;
switch ( parameter . type ) {
case GL_BOOL :
* data = parameter . value . boolean_value ? GL_TRUE : GL_FALSE ;
break ;
case GL_DOUBLE :
* data = ( parameter . value . double_value = = 0.0 ) ? GL_FALSE : GL_TRUE ;
break ;
case GL_INT :
* data = ( parameter . value . integer_value = = 0 ) ? GL_FALSE : GL_TRUE ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
}
void GLContext : : gl_get_doublev ( GLenum pname , GLdouble * params )
{
get_floating_point ( pname , params ) ;
}
void GLContext : : gl_get_floatv ( GLenum pname , GLfloat * params )
{
get_floating_point ( pname , params ) ;
}
template < typename T >
void GLContext : : get_floating_point ( GLenum pname , T * params )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// Handle matrix retrieval first
auto flatten_and_assign_matrix = [ & params ] ( FloatMatrix4x4 const & matrix ) {
auto elements = matrix . elements ( ) ;
for ( size_t i = 0 ; i < 4 ; + + i ) {
for ( size_t j = 0 ; j < 4 ; + + j ) {
// Return transposed matrix since OpenGL defines them as column-major
params [ i * 4 + j ] = static_cast < T > ( elements [ j ] [ i ] ) ;
}
}
} ;
switch ( pname ) {
case GL_MODELVIEW_MATRIX :
flatten_and_assign_matrix ( m_model_view_matrix ) ;
return ;
case GL_PROJECTION_MATRIX :
flatten_and_assign_matrix ( m_projection_matrix ) ;
return ;
}
// Regular parameters
auto optional_parameter = get_context_parameter ( pname ) ;
RETURN_WITH_ERROR_IF ( ! optional_parameter . has_value ( ) , GL_INVALID_ENUM ) ;
auto parameter = optional_parameter . release_value ( ) ;
switch ( parameter . type ) {
case GL_BOOL :
* params = parameter . value . boolean_value ? GL_TRUE : GL_FALSE ;
break ;
case GL_DOUBLE :
for ( size_t i = 0 ; i < parameter . count ; + + i )
params [ i ] = parameter . value . double_list [ i ] ;
break ;
case GL_INT :
for ( size_t i = 0 ; i < parameter . count ; + + i )
params [ i ] = parameter . value . integer_list [ i ] ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
}
void GLContext : : gl_get_integerv ( GLenum pname , GLint * data )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
auto optional_parameter = get_context_parameter ( pname ) ;
RETURN_WITH_ERROR_IF ( ! optional_parameter . has_value ( ) , GL_INVALID_ENUM ) ;
auto parameter = optional_parameter . release_value ( ) ;
switch ( parameter . type ) {
case GL_BOOL :
* data = parameter . value . boolean_value ? GL_TRUE : GL_FALSE ;
break ;
case GL_DOUBLE : {
double const int_range = static_cast < double > ( NumericLimits < GLint > : : max ( ) ) - NumericLimits < GLint > : : min ( ) ;
for ( size_t i = 0 ; i < parameter . count ; + + i ) {
double const result_factor = ( clamp ( parameter . value . double_list [ i ] , - 1.0 , 1.0 ) + 1.0 ) / 2.0 ;
data [ i ] = static_cast < GLint > ( NumericLimits < GLint > : : min ( ) + result_factor * int_range ) ;
}
break ;
}
case GL_INT :
for ( size_t i = 0 ; i < parameter . count ; + + i )
data [ i ] = parameter . value . integer_list [ i ] ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
}
void GLContext : : gl_depth_mask ( GLboolean flag )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_depth_mask , flag ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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auto options = m_rasterizer - > options ( ) ;
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options . enable_depth_write = ( flag ! = GL_FALSE ) ;
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m_rasterizer - > set_options ( options ) ;
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}
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void GLContext : : gl_clip_plane ( GLenum plane , [[maybe_unused]] GLdouble const * equation )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_clip_plane , plane , equation ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ( plane < GL_CLIP_PLANE0 ) | | ( plane > GL_CLIP_PLANE5 ) , GL_INVALID_ENUM ) ;
dbgln_if ( GL_DEBUG , " GLContext FIXME: implement gl_clip_plane() (equation = [{} {} {} {}]) " , equation [ 0 ] , equation [ 1 ] , equation [ 2 ] , equation [ 3 ] ) ;
}
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void GLContext : : gl_enable_client_state ( GLenum cap )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
switch ( cap ) {
case GL_COLOR_ARRAY :
m_client_side_color_array_enabled = true ;
break ;
case GL_NORMAL_ARRAY :
m_client_side_normal_array_enabled = true ;
break ;
case GL_TEXTURE_COORD_ARRAY :
m_client_side_texture_coord_array_enabled [ m_client_active_texture ] = true ;
break ;
case GL_VERTEX_ARRAY :
m_client_side_vertex_array_enabled = true ;
break ;
default :
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
}
void GLContext : : gl_disable_client_state ( GLenum cap )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
switch ( cap ) {
case GL_COLOR_ARRAY :
m_client_side_color_array_enabled = false ;
break ;
case GL_NORMAL_ARRAY :
m_client_side_normal_array_enabled = false ;
break ;
case GL_TEXTURE_COORD_ARRAY :
m_client_side_texture_coord_array_enabled [ m_client_active_texture ] = false ;
break ;
case GL_VERTEX_ARRAY :
m_client_side_vertex_array_enabled = false ;
break ;
default :
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
}
void GLContext : : gl_client_active_texture ( GLenum target )
{
RETURN_WITH_ERROR_IF ( target < GL_TEXTURE0 | | target > = GL_TEXTURE0 + m_device_info . num_texture_units , GL_INVALID_ENUM ) ;
m_client_active_texture = target - GL_TEXTURE0 ;
}
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void GLContext : : gl_vertex_pointer ( GLint size , GLenum type , GLsizei stride , void const * pointer )
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{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( size = = 2 | | size = = 3 | | size = = 4 ) , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( ! ( type = = GL_SHORT | | type = = GL_INT | | type = = GL_FLOAT | | type = = GL_DOUBLE ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( stride < 0 , GL_INVALID_VALUE ) ;
m_client_vertex_pointer = { . size = size , . type = type , . stride = stride , . pointer = pointer } ;
}
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void GLContext : : gl_color_pointer ( GLint size , GLenum type , GLsizei stride , void const * pointer )
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{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( size = = 3 | | size = = 4 ) , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( type ! = GL_BYTE
& & type ! = GL_UNSIGNED_BYTE
& & type ! = GL_SHORT
& & type ! = GL_UNSIGNED_SHORT
& & type ! = GL_INT
& & type ! = GL_UNSIGNED_INT
& & type ! = GL_FLOAT
& & type ! = GL_DOUBLE ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( stride < 0 , GL_INVALID_VALUE ) ;
m_client_color_pointer = { . size = size , . type = type , . stride = stride , . pointer = pointer } ;
}
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void GLContext : : gl_tex_coord_pointer ( GLint size , GLenum type , GLsizei stride , void const * pointer )
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{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( size = = 1 | | size = = 2 | | size = = 3 | | size = = 4 ) , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( ! ( type = = GL_SHORT | | type = = GL_INT | | type = = GL_FLOAT | | type = = GL_DOUBLE ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( stride < 0 , GL_INVALID_VALUE ) ;
auto & tex_coord_pointer = m_client_tex_coord_pointer [ m_client_active_texture ] ;
tex_coord_pointer = { . size = size , . type = type , . stride = stride , . pointer = pointer } ;
}
void GLContext : : gl_normal_pointer ( GLenum type , GLsizei stride , void const * pointer )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( type ! = GL_BYTE
& & type ! = GL_SHORT
& & type ! = GL_INT
& & type ! = GL_FLOAT
& & type ! = GL_DOUBLE ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( stride < 0 , GL_INVALID_VALUE ) ;
m_client_normal_pointer = { . size = 3 , . type = type , . stride = stride , . pointer = pointer } ;
}
void GLContext : : gl_tex_env ( GLenum target , GLenum pname , GLfloat param )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_tex_env , target , pname , param ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: We currently only support a subset of possible target values. Implement the rest!
RETURN_WITH_ERROR_IF ( target ! = GL_TEXTURE_ENV , GL_INVALID_ENUM ) ;
// FIXME: We currently only support a subset of possible pname values. Implement the rest!
RETURN_WITH_ERROR_IF ( pname ! = GL_TEXTURE_ENV_MODE , GL_INVALID_ENUM ) ;
auto param_enum = static_cast < GLenum > ( param ) ;
switch ( param_enum ) {
case GL_MODULATE :
case GL_REPLACE :
case GL_DECAL :
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case GL_ADD :
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m_active_texture_unit - > set_env_mode ( param_enum ) ;
m_sampler_config_is_dirty = true ;
break ;
default :
// FIXME: We currently only support a subset of possible param values. Implement the rest!
dbgln_if ( GL_DEBUG , " gl_tex_env({:#x}, {:#x}, {}): param unimplemented " , target , pname , param ) ;
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
}
void GLContext : : gl_draw_arrays ( GLenum mode , GLint first , GLsizei count )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_draw_arrays , mode , first , count ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
RETURN_WITH_ERROR_IF ( ! ( mode = = GL_TRIANGLE_STRIP
| | mode = = GL_TRIANGLE_FAN
| | mode = = GL_TRIANGLES
| | mode = = GL_QUADS
| | mode = = GL_QUAD_STRIP
| | mode = = GL_POLYGON ) ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( count < 0 , GL_INVALID_VALUE ) ;
// At least the vertex array needs to be enabled
if ( ! m_client_side_vertex_array_enabled )
return ;
auto last = first + count ;
gl_begin ( mode ) ;
for ( int i = first ; i < last ; i + + ) {
if ( m_client_side_color_array_enabled ) {
float color [ 4 ] { 0 , 0 , 0 , 1 } ;
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read_from_vertex_attribute_pointer ( m_client_color_pointer , i , color ) ;
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gl_color ( color [ 0 ] , color [ 1 ] , color [ 2 ] , color [ 3 ] ) ;
}
for ( size_t t = 0 ; t < m_client_tex_coord_pointer . size ( ) ; + + t ) {
if ( m_client_side_texture_coord_array_enabled [ t ] ) {
float tex_coords [ 4 ] { 0 , 0 , 0 , 0 } ;
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read_from_vertex_attribute_pointer ( m_client_tex_coord_pointer [ t ] , i , tex_coords ) ;
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gl_multi_tex_coord ( GL_TEXTURE0 + t , tex_coords [ 0 ] , tex_coords [ 1 ] , tex_coords [ 2 ] , tex_coords [ 3 ] ) ;
}
}
if ( m_client_side_normal_array_enabled ) {
float normal [ 3 ] ;
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read_from_vertex_attribute_pointer ( m_client_normal_pointer , i , normal ) ;
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gl_normal ( normal [ 0 ] , normal [ 1 ] , normal [ 2 ] ) ;
}
float vertex [ 4 ] { 0 , 0 , 0 , 1 } ;
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read_from_vertex_attribute_pointer ( m_client_vertex_pointer , i , vertex ) ;
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gl_vertex ( vertex [ 0 ] , vertex [ 1 ] , vertex [ 2 ] , vertex [ 3 ] ) ;
}
gl_end ( ) ;
}
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void GLContext : : gl_draw_elements ( GLenum mode , GLsizei count , GLenum type , void const * indices )
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{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_draw_elements , mode , count , type , indices ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
RETURN_WITH_ERROR_IF ( ! ( mode = = GL_TRIANGLE_STRIP
| | mode = = GL_TRIANGLE_FAN
| | mode = = GL_TRIANGLES
| | mode = = GL_QUADS
| | mode = = GL_QUAD_STRIP
| | mode = = GL_POLYGON ) ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! ( type = = GL_UNSIGNED_BYTE
| | type = = GL_UNSIGNED_SHORT
| | type = = GL_UNSIGNED_INT ) ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( count < 0 , GL_INVALID_VALUE ) ;
// At least the vertex array needs to be enabled
if ( ! m_client_side_vertex_array_enabled )
return ;
gl_begin ( mode ) ;
for ( int index = 0 ; index < count ; index + + ) {
int i = 0 ;
switch ( type ) {
case GL_UNSIGNED_BYTE :
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i = reinterpret_cast < GLubyte const * > ( indices ) [ index ] ;
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break ;
case GL_UNSIGNED_SHORT :
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i = reinterpret_cast < GLushort const * > ( indices ) [ index ] ;
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break ;
case GL_UNSIGNED_INT :
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i = reinterpret_cast < GLuint const * > ( indices ) [ index ] ;
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break ;
}
if ( m_client_side_color_array_enabled ) {
float color [ 4 ] { 0 , 0 , 0 , 1 } ;
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read_from_vertex_attribute_pointer ( m_client_color_pointer , i , color ) ;
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gl_color ( color [ 0 ] , color [ 1 ] , color [ 2 ] , color [ 3 ] ) ;
}
for ( size_t t = 0 ; t < m_client_tex_coord_pointer . size ( ) ; + + t ) {
if ( m_client_side_texture_coord_array_enabled [ t ] ) {
float tex_coords [ 4 ] { 0 , 0 , 0 , 0 } ;
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read_from_vertex_attribute_pointer ( m_client_tex_coord_pointer [ t ] , i , tex_coords ) ;
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gl_multi_tex_coord ( GL_TEXTURE0 + t , tex_coords [ 0 ] , tex_coords [ 1 ] , tex_coords [ 2 ] , tex_coords [ 3 ] ) ;
}
}
if ( m_client_side_normal_array_enabled ) {
float normal [ 3 ] ;
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read_from_vertex_attribute_pointer ( m_client_normal_pointer , i , normal ) ;
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gl_normal ( normal [ 0 ] , normal [ 1 ] , normal [ 2 ] ) ;
}
float vertex [ 4 ] { 0 , 0 , 0 , 1 } ;
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read_from_vertex_attribute_pointer ( m_client_vertex_pointer , i , vertex ) ;
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gl_vertex ( vertex [ 0 ] , vertex [ 1 ] , vertex [ 2 ] , vertex [ 3 ] ) ;
}
gl_end ( ) ;
}
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void GLContext : : gl_draw_pixels ( GLsizei width , GLsizei height , GLenum format , GLenum type , void const * data )
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{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_draw_pixels , width , height , format , type , data ) ;
RETURN_WITH_ERROR_IF ( format < GL_COLOR_INDEX | | format > GL_BGRA , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ( type < GL_BYTE | | type > GL_FLOAT )
& & ( type < GL_UNSIGNED_BYTE_3_3_2 | | type > GL_UNSIGNED_INT_10_10_10_2 )
& & ( type < GL_UNSIGNED_BYTE_2_3_3_REV | | type > GL_UNSIGNED_INT_2_10_10_10_REV ) ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( type = = GL_BITMAP & & ! ( format = = GL_COLOR_INDEX | | format = = GL_STENCIL_INDEX ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( width < 0 | | height < 0 , GL_INVALID_VALUE ) ;
// FIXME: GL_INVALID_OPERATION is generated if format is GL_STENCIL_INDEX and there is no stencil buffer
// FIXME: GL_INVALID_OPERATION is generated if format is GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA,
// GL_BGR, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA, and the GL is in color index mode
RETURN_WITH_ERROR_IF ( format ! = GL_RGB
& & ( type = = GL_UNSIGNED_BYTE_3_3_2
| | type = = GL_UNSIGNED_BYTE_2_3_3_REV
| | type = = GL_UNSIGNED_SHORT_5_6_5
| | type = = GL_UNSIGNED_SHORT_5_6_5_REV ) ,
GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( format = = GL_RGBA | | format = = GL_BGRA )
& & ( type = = GL_UNSIGNED_SHORT_4_4_4_4
| | type = = GL_UNSIGNED_SHORT_4_4_4_4_REV
| | type = = GL_UNSIGNED_SHORT_5_5_5_1
| | type = = GL_UNSIGNED_SHORT_1_5_5_5_REV
| | type = = GL_UNSIGNED_INT_8_8_8_8
| | type = = GL_UNSIGNED_INT_8_8_8_8_REV
| | type = = GL_UNSIGNED_INT_10_10_10_2
| | type = = GL_UNSIGNED_INT_2_10_10_10_REV ) ,
GL_INVALID_OPERATION ) ;
// FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
// target and the buffer object's data store is currently mapped.
// FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
// target and the data would be unpacked from the buffer object such that the memory reads required would
// exceed the data store size.
// FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
// target and data is not evenly divisible into the number of bytes needed to store in memory a datum
// indicated by type.
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: we only support RGBA + UNSIGNED_BYTE and DEPTH_COMPONENT + UNSIGNED_SHORT, implement all combinations!
if ( ! ( ( format = = GL_RGBA & & type = = GL_UNSIGNED_BYTE ) | | ( format = = GL_DEPTH_COMPONENT & & type = = GL_UNSIGNED_SHORT ) ) ) {
dbgln_if ( GL_DEBUG , " gl_draw_pixels(): support for format {:#x} and/or type {:#x} not implemented " , format , type ) ;
return ;
}
// FIXME: implement support for pixel parameters such as GL_UNPACK_ALIGNMENT
if ( format = = GL_RGBA ) {
auto bitmap_or_error = Gfx : : Bitmap : : try_create ( Gfx : : BitmapFormat : : BGRA8888 , { width , height } ) ;
RETURN_WITH_ERROR_IF ( bitmap_or_error . is_error ( ) , GL_OUT_OF_MEMORY ) ;
auto bitmap = bitmap_or_error . release_value ( ) ;
auto pixel_data = static_cast < u32 const * > ( data ) ;
for ( int y = 0 ; y < height ; + + y )
for ( int x = 0 ; x < width ; + + x )
bitmap - > set_pixel ( x , y , Color : : from_argb ( * ( pixel_data + + ) ) ) ;
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m_rasterizer - > blit_to_color_buffer_at_raster_position ( bitmap ) ;
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} else if ( format = = GL_DEPTH_COMPONENT ) {
Vector < float > depth_values ;
depth_values . ensure_capacity ( width * height ) ;
auto depth_data = static_cast < u16 const * > ( data ) ;
for ( int y = 0 ; y < height ; + + y ) {
for ( int x = 0 ; x < width ; + + x ) {
auto u16_value = * ( depth_data + + ) ;
auto float_value = static_cast < float > ( u16_value ) / NumericLimits < u16 > : : max ( ) ;
depth_values . append ( float_value ) ;
}
}
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m_rasterizer - > blit_to_depth_buffer_at_raster_position ( depth_values , width , height ) ;
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} else {
VERIFY_NOT_REACHED ( ) ;
}
}
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void GLContext : : gl_array_element ( GLint i )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_array_element , i ) ;
RETURN_WITH_ERROR_IF ( i < 0 , GL_INVALID_VALUE ) ;
// This is effectively the same as `gl_draw_elements`, except we only output a single
// vertex (this is done between a `gl_begin/end` call) that is to be rendered.
if ( ! m_client_side_vertex_array_enabled )
return ;
if ( m_client_side_color_array_enabled ) {
float color [ 4 ] { 0 , 0 , 0 , 1 } ;
read_from_vertex_attribute_pointer ( m_client_color_pointer , i , color ) ;
gl_color ( color [ 0 ] , color [ 1 ] , color [ 2 ] , color [ 3 ] ) ;
}
for ( size_t t = 0 ; t < m_client_tex_coord_pointer . size ( ) ; + + t ) {
if ( m_client_side_texture_coord_array_enabled [ t ] ) {
float tex_coords [ 4 ] { 0 , 0 , 0 , 0 } ;
read_from_vertex_attribute_pointer ( m_client_tex_coord_pointer [ t ] , i , tex_coords ) ;
gl_multi_tex_coord ( GL_TEXTURE0 + t , tex_coords [ 0 ] , tex_coords [ 1 ] , tex_coords [ 2 ] , tex_coords [ 3 ] ) ;
}
}
if ( m_client_side_normal_array_enabled ) {
float normal [ 3 ] ;
read_from_vertex_attribute_pointer ( m_client_normal_pointer , i , normal ) ;
gl_normal ( normal [ 0 ] , normal [ 1 ] , normal [ 2 ] ) ;
}
float vertex [ 4 ] { 0 , 0 , 0 , 1 } ;
read_from_vertex_attribute_pointer ( m_client_vertex_pointer , i , vertex ) ;
gl_vertex ( vertex [ 0 ] , vertex [ 1 ] , vertex [ 2 ] , vertex [ 3 ] ) ;
}
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void GLContext : : gl_depth_range ( GLdouble min , GLdouble max )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_depth_range , min , max ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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auto options = m_rasterizer - > options ( ) ;
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options . depth_min = clamp < float > ( min , 0.f , 1.f ) ;
options . depth_max = clamp < float > ( max , 0.f , 1.f ) ;
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_depth_func ( GLenum func )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_depth_func , func ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( func = = GL_NEVER
| | func = = GL_LESS
| | func = = GL_EQUAL
| | func = = GL_LEQUAL
| | func = = GL_GREATER
| | func = = GL_NOTEQUAL
| | func = = GL_GEQUAL
| | func = = GL_ALWAYS ) ,
GL_INVALID_ENUM ) ;
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auto options = m_rasterizer - > options ( ) ;
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switch ( func ) {
case GL_NEVER :
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options . depth_func = GPU : : DepthTestFunction : : Never ;
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break ;
case GL_ALWAYS :
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options . depth_func = GPU : : DepthTestFunction : : Always ;
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break ;
case GL_LESS :
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options . depth_func = GPU : : DepthTestFunction : : Less ;
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break ;
case GL_LEQUAL :
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options . depth_func = GPU : : DepthTestFunction : : LessOrEqual ;
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break ;
case GL_EQUAL :
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options . depth_func = GPU : : DepthTestFunction : : Equal ;
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break ;
case GL_NOTEQUAL :
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options . depth_func = GPU : : DepthTestFunction : : NotEqual ;
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break ;
case GL_GEQUAL :
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options . depth_func = GPU : : DepthTestFunction : : GreaterOrEqual ;
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break ;
case GL_GREATER :
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options . depth_func = GPU : : DepthTestFunction : : Greater ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
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m_rasterizer - > set_options ( options ) ;
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}
// General helper function to read arbitrary vertex attribute data into a float array
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void GLContext : : read_from_vertex_attribute_pointer ( VertexAttribPointer const & attrib , int index , float * elements )
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{
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auto byte_ptr = reinterpret_cast < char const * > ( attrib . pointer ) ;
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auto normalize = attrib . normalize ;
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size_t stride = attrib . stride ;
switch ( attrib . type ) {
case GL_BYTE : {
if ( stride = = 0 )
stride = sizeof ( GLbyte ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + ) {
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elements [ i ] = * ( reinterpret_cast < GLbyte const * > ( byte_ptr + stride * index ) + i ) ;
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if ( normalize )
elements [ i ] / = 0x80 ;
}
break ;
}
case GL_UNSIGNED_BYTE : {
if ( stride = = 0 )
stride = sizeof ( GLubyte ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + ) {
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elements [ i ] = * ( reinterpret_cast < GLubyte const * > ( byte_ptr + stride * index ) + i ) ;
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if ( normalize )
elements [ i ] / = 0xff ;
}
break ;
}
case GL_SHORT : {
if ( stride = = 0 )
stride = sizeof ( GLshort ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + ) {
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elements [ i ] = * ( reinterpret_cast < GLshort const * > ( byte_ptr + stride * index ) + i ) ;
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if ( normalize )
elements [ i ] / = 0x8000 ;
}
break ;
}
case GL_UNSIGNED_SHORT : {
if ( stride = = 0 )
stride = sizeof ( GLushort ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + ) {
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elements [ i ] = * ( reinterpret_cast < GLushort const * > ( byte_ptr + stride * index ) + i ) ;
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if ( normalize )
elements [ i ] / = 0xffff ;
}
break ;
}
case GL_INT : {
if ( stride = = 0 )
stride = sizeof ( GLint ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + ) {
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elements [ i ] = * ( reinterpret_cast < GLint const * > ( byte_ptr + stride * index ) + i ) ;
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if ( normalize )
elements [ i ] / = 0x80000000 ;
}
break ;
}
case GL_UNSIGNED_INT : {
if ( stride = = 0 )
stride = sizeof ( GLuint ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + ) {
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elements [ i ] = * ( reinterpret_cast < GLuint const * > ( byte_ptr + stride * index ) + i ) ;
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if ( normalize )
elements [ i ] / = 0xffffffff ;
}
break ;
}
case GL_FLOAT : {
if ( stride = = 0 )
stride = sizeof ( GLfloat ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + )
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elements [ i ] = * ( reinterpret_cast < GLfloat const * > ( byte_ptr + stride * index ) + i ) ;
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break ;
}
case GL_DOUBLE : {
if ( stride = = 0 )
stride = sizeof ( GLdouble ) * attrib . size ;
for ( int i = 0 ; i < attrib . size ; i + + )
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elements [ i ] = static_cast < float > ( * ( reinterpret_cast < GLdouble const * > ( byte_ptr + stride * index ) + i ) ) ;
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break ;
}
}
}
void GLContext : : gl_color_mask ( GLboolean red , GLboolean green , GLboolean blue , GLboolean alpha )
{
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auto options = m_rasterizer - > options ( ) ;
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auto mask = options . color_mask ;
if ( ! red )
mask & = ~ 0x000000ff ;
else
mask | = 0x000000ff ;
if ( ! green )
mask & = ~ 0x0000ff00 ;
else
mask | = 0x0000ff00 ;
if ( ! blue )
mask & = ~ 0x00ff0000 ;
else
mask | = 0x00ff0000 ;
if ( ! alpha )
mask & = ~ 0xff000000 ;
else
mask | = 0xff000000 ;
options . color_mask = mask ;
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_polygon_mode ( GLenum face , GLenum mode )
{
RETURN_WITH_ERROR_IF ( ! ( face = = GL_BACK | | face = = GL_FRONT | | face = = GL_FRONT_AND_BACK ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! ( mode = = GL_POINT | | mode = = GL_LINE | | mode = = GL_FILL ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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auto options = m_rasterizer - > options ( ) ;
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// FIXME: This must support different polygon modes for front- and backside
if ( face = = GL_BACK ) {
dbgln_if ( GL_DEBUG , " gl_polygon_mode(GL_BACK, {:#x}): unimplemented " , mode ) ;
return ;
}
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auto map_mode = [ ] ( GLenum mode ) - > GPU : : PolygonMode {
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switch ( mode ) {
case GL_FILL :
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return GPU : : PolygonMode : : Fill ;
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case GL_LINE :
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return GPU : : PolygonMode : : Line ;
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case GL_POINT :
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return GPU : : PolygonMode : : Point ;
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default :
VERIFY_NOT_REACHED ( ) ;
}
} ;
options . polygon_mode = map_mode ( mode ) ;
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_polygon_offset ( GLfloat factor , GLfloat units )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_polygon_offset , factor , units ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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auto rasterizer_options = m_rasterizer - > options ( ) ;
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rasterizer_options . depth_offset_factor = factor ;
rasterizer_options . depth_offset_constant = units ;
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m_rasterizer - > set_options ( rasterizer_options ) ;
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}
void GLContext : : gl_fogfv ( GLenum pname , GLfloat * params )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_fogfv , pname , params ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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auto options = m_rasterizer - > options ( ) ;
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switch ( pname ) {
case GL_FOG_COLOR :
options . fog_color = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
default :
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_fogf ( GLenum pname , GLfloat param )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_fogf , pname , param ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( param < 0.0f , GL_INVALID_VALUE ) ;
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auto options = m_rasterizer - > options ( ) ;
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switch ( pname ) {
case GL_FOG_DENSITY :
options . fog_density = param ;
break ;
case GL_FOG_END :
options . fog_end = param ;
break ;
case GL_FOG_START :
options . fog_start = param ;
break ;
default :
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_fogi ( GLenum pname , GLint param )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_fogi , pname , param ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( param ! = GL_LINEAR & & param ! = GL_EXP & & param ! = GL_EXP2 , GL_INVALID_ENUM ) ;
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auto options = m_rasterizer - > options ( ) ;
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switch ( pname ) {
case GL_FOG_MODE :
switch ( param ) {
case GL_LINEAR :
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options . fog_mode = GPU : : FogMode : : Linear ;
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break ;
case GL_EXP :
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options . fog_mode = GPU : : FogMode : : Exp ;
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break ;
case GL_EXP2 :
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options . fog_mode = GPU : : FogMode : : Exp2 ;
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break ;
}
break ;
default :
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
}
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_pixel_storei ( GLenum pname , GLint param )
{
// FIXME: Implement missing parameters
switch ( pname ) {
case GL_PACK_ALIGNMENT :
RETURN_WITH_ERROR_IF ( param ! = 1 & & param ! = 2 & & param ! = 4 & & param ! = 8 , GL_INVALID_VALUE ) ;
m_pack_alignment = param ;
break ;
case GL_UNPACK_ROW_LENGTH :
RETURN_WITH_ERROR_IF ( param < 0 , GL_INVALID_VALUE ) ;
m_unpack_row_length = static_cast < size_t > ( param ) ;
break ;
case GL_UNPACK_ALIGNMENT :
RETURN_WITH_ERROR_IF ( param ! = 1 & & param ! = 2 & & param ! = 4 & & param ! = 8 , GL_INVALID_VALUE ) ;
m_unpack_alignment = param ;
break ;
default :
RETURN_WITH_ERROR_IF ( true , GL_INVALID_ENUM ) ;
break ;
}
}
void GLContext : : gl_scissor ( GLint x , GLint y , GLsizei width , GLsizei height )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_scissor , x , y , width , height ) ;
RETURN_WITH_ERROR_IF ( width < 0 | | height < 0 , GL_INVALID_VALUE ) ;
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auto options = m_rasterizer - > options ( ) ;
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options . scissor_box = { x , y , width , height } ;
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : gl_stencil_func_separate ( GLenum face , GLenum func , GLint ref , GLuint mask )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_stencil_func_separate , face , func , ref , mask ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( face = = GL_FRONT | | face = = GL_BACK | | face = = GL_FRONT_AND_BACK ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! ( func = = GL_NEVER
| | func = = GL_LESS
| | func = = GL_LEQUAL
| | func = = GL_GREATER
| | func = = GL_GEQUAL
| | func = = GL_EQUAL
| | func = = GL_NOTEQUAL
| | func = = GL_ALWAYS ) ,
GL_INVALID_ENUM ) ;
ref = clamp ( ref , 0 , ( 1 < < m_device_info . stencil_bits ) - 1 ) ;
StencilFunctionOptions new_options = { func , ref , mask } ;
if ( face = = GL_FRONT | | face = = GL_FRONT_AND_BACK )
m_stencil_function [ Face : : Front ] = new_options ;
if ( face = = GL_BACK | | face = = GL_FRONT_AND_BACK )
m_stencil_function [ Face : : Back ] = new_options ;
m_stencil_configuration_dirty = true ;
}
void GLContext : : gl_stencil_mask_separate ( GLenum face , GLuint mask )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_stencil_mask_separate , face , mask ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
if ( face = = GL_FRONT | | face = = GL_FRONT_AND_BACK )
m_stencil_operation [ Face : : Front ] . write_mask = mask ;
if ( face = = GL_BACK | | face = = GL_FRONT_AND_BACK )
m_stencil_operation [ Face : : Back ] . write_mask = mask ;
m_stencil_configuration_dirty = true ;
}
void GLContext : : gl_stencil_op_separate ( GLenum face , GLenum sfail , GLenum dpfail , GLenum dppass )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_stencil_op_separate , face , sfail , dpfail , dppass ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( face = = GL_FRONT | | face = = GL_BACK | | face = = GL_FRONT_AND_BACK ) , GL_INVALID_ENUM ) ;
auto is_valid_op = [ ] ( GLenum op ) - > bool {
return op = = GL_KEEP | | op = = GL_ZERO | | op = = GL_REPLACE | | op = = GL_INCR | | op = = GL_INCR_WRAP
| | op = = GL_DECR | | op = = GL_DECR_WRAP | | op = = GL_INVERT ;
} ;
RETURN_WITH_ERROR_IF ( ! is_valid_op ( sfail ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! is_valid_op ( dpfail ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! is_valid_op ( dppass ) , GL_INVALID_ENUM ) ;
auto update_stencil_operation = [ & ] ( Face face , GLenum sfail , GLenum dpfail , GLenum dppass ) {
auto & stencil_operation = m_stencil_operation [ face ] ;
stencil_operation . op_fail = sfail ;
stencil_operation . op_depth_fail = dpfail ;
stencil_operation . op_pass = dppass ;
} ;
if ( face = = GL_FRONT | | face = = GL_FRONT_AND_BACK )
update_stencil_operation ( Face : : Front , sfail , dpfail , dppass ) ;
if ( face = = GL_BACK | | face = = GL_FRONT_AND_BACK )
update_stencil_operation ( Face : : Back , sfail , dpfail , dppass ) ;
m_stencil_configuration_dirty = true ;
}
void GLContext : : gl_normal ( GLfloat nx , GLfloat ny , GLfloat nz )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_normal , nx , ny , nz ) ;
m_current_vertex_normal = { nx , ny , nz } ;
}
void GLContext : : gl_raster_pos ( GLfloat x , GLfloat y , GLfloat z , GLfloat w )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_raster_pos , x , y , z , w ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
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m_rasterizer - > set_raster_position ( { x , y , z , w } , m_model_view_matrix , m_projection_matrix ) ;
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}
void GLContext : : gl_line_width ( GLfloat width )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_line_width , width ) ;
RETURN_WITH_ERROR_IF ( width < = 0 , GL_INVALID_VALUE ) ;
m_line_width = width ;
}
void GLContext : : gl_push_attrib ( GLbitfield mask )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_push_attrib , mask ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: implement
dbgln_if ( GL_DEBUG , " GLContext FIXME: implement gl_push_attrib({}) " , mask ) ;
}
void GLContext : : gl_pop_attrib ( )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_pop_attrib ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: implement
dbgln_if ( GL_DEBUG , " GLContext FIXME: implement gl_pop_attrib() " ) ;
}
void GLContext : : gl_light_model ( GLenum pname , GLfloat x , GLfloat y , GLfloat z , GLfloat w )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_light_model , pname , x , y , z , w ) ;
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RETURN_WITH_ERROR_IF ( pname ! = GL_LIGHT_MODEL_AMBIENT
& & pname ! = GL_LIGHT_MODEL_COLOR_CONTROL
& & pname ! = GL_LIGHT_MODEL_LOCAL_VIEWER
& & pname ! = GL_LIGHT_MODEL_TWO_SIDE ,
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GL_INVALID_ENUM ) ;
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auto lighting_params = m_rasterizer - > light_model ( ) ;
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switch ( pname ) {
case GL_LIGHT_MODEL_AMBIENT :
lighting_params . scene_ambient_color = { x , y , z , w } ;
break ;
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case GL_LIGHT_MODEL_COLOR_CONTROL : {
GLenum color_control = static_cast < GLenum > ( x ) ;
RETURN_WITH_ERROR_IF ( color_control ! = GL_SINGLE_COLOR & & color_control ! = GL_SEPARATE_SPECULAR_COLOR , GL_INVALID_ENUM ) ;
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lighting_params . color_control = ( color_control = = GL_SINGLE_COLOR ) ? GPU : : ColorControl : : SingleColor : GPU : : ColorControl : : SeparateSpecularColor ;
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break ;
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}
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case GL_LIGHT_MODEL_LOCAL_VIEWER :
// 0 means the viewer is at infinity
// 1 means they're in local (eye) space
lighting_params . viewer_at_infinity = ( x ! = 1.0f ) ;
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break ;
case GL_LIGHT_MODEL_TWO_SIDE :
VERIFY ( y = = 0.0f & & z = = 0.0f & & w = = 0.0f ) ;
lighting_params . two_sided_lighting = x ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
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m_rasterizer - > set_light_model_params ( lighting_params ) ;
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}
void GLContext : : gl_bitmap ( GLsizei width , GLsizei height , GLfloat xorig , GLfloat yorig , GLfloat xmove , GLfloat ymove , GLubyte const * bitmap )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_bitmap , width , height , xorig , yorig , xmove , ymove , bitmap ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
if ( bitmap ! = nullptr ) {
// FIXME: implement
dbgln_if ( GL_DEBUG , " gl_bitmap({}, {}, {}, {}, {}, {}, {}): unimplemented " , width , height , xorig , yorig , xmove , ymove , bitmap ) ;
}
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auto raster_position = m_rasterizer - > raster_position ( ) ;
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raster_position . window_coordinates + = { xmove , ymove , 0.f , 0.f } ;
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m_rasterizer - > set_raster_position ( raster_position ) ;
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}
void GLContext : : gl_copy_tex_image_2d ( GLenum target , GLint level , GLenum internalformat , GLint x , GLint y , GLsizei width , GLsizei height , GLint border )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_copy_tex_image_2d , target , level , internalformat , x , y , width , height , border ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: implement
dbgln_if ( GL_DEBUG , " GLContext FIXME: implement gl_copy_tex_image_2d({:#x}, {}, {:#x}, {}, {}, {}, {}, {}) " ,
target , level , internalformat , x , y , width , height , border ) ;
}
void GLContext : : gl_get_tex_parameter_integerv ( GLenum target , GLint level , GLenum pname , GLint * params )
{
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: support targets other than GL_TEXTURE_2D
RETURN_WITH_ERROR_IF ( target ! = GL_TEXTURE_2D , GL_INVALID_ENUM ) ;
// FIXME: support other parameter names
RETURN_WITH_ERROR_IF ( pname < GL_TEXTURE_WIDTH | | pname > GL_TEXTURE_HEIGHT , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( level < 0 | | level > Texture2D : : LOG2_MAX_TEXTURE_SIZE , GL_INVALID_VALUE ) ;
// FIXME: GL_INVALID_VALUE is generated if target is GL_TEXTURE_BUFFER and level is not zero
// 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
VERIFY ( ! m_active_texture_unit - > texture_2d_target_texture ( ) . is_null ( ) ) ;
auto const texture_2d = m_active_texture_unit - > texture_2d_target_texture ( ) ;
switch ( pname ) {
case GL_TEXTURE_HEIGHT :
* params = texture_2d - > height_at_lod ( level ) ;
break ;
case GL_TEXTURE_WIDTH :
* params = texture_2d - > width_at_lod ( level ) ;
break ;
}
}
void GLContext : : gl_rect ( GLdouble x1 , GLdouble y1 , GLdouble x2 , GLdouble y2 )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_rect , x1 , y1 , x2 , y2 ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
gl_begin ( GL_POLYGON ) ;
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gl_vertex ( x1 , y1 , 0.0 , 1.0 ) ;
gl_vertex ( x2 , y1 , 0.0 , 1.0 ) ;
gl_vertex ( x2 , y2 , 0.0 , 1.0 ) ;
gl_vertex ( x1 , y2 , 0.0 , 1.0 ) ;
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gl_end ( ) ;
}
void GLContext : : gl_tex_gen ( GLenum coord , GLenum pname , GLint param )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_tex_gen , coord , pname , param ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( coord < GL_S | | coord > GL_Q , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( pname ! = GL_TEXTURE_GEN_MODE , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( param ! = GL_EYE_LINEAR
& & param ! = GL_OBJECT_LINEAR
& & param ! = GL_SPHERE_MAP
& & param ! = GL_NORMAL_MAP
& & param ! = GL_REFLECTION_MAP ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ( coord = = GL_R | | coord = = GL_Q ) & & param = = GL_SPHERE_MAP , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( coord = = GL_Q & & ( param = = GL_REFLECTION_MAP | | param = = GL_NORMAL_MAP ) , GL_INVALID_ENUM ) ;
GLenum const capability = GL_TEXTURE_GEN_S + ( coord - GL_S ) ;
texture_coordinate_generation ( m_active_texture_unit_index , capability ) . generation_mode = param ;
m_texcoord_generation_dirty = true ;
}
void GLContext : : gl_tex_gen_floatv ( GLenum coord , GLenum pname , GLfloat const * params )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_tex_gen_floatv , coord , pname , params ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( coord < GL_S | | coord > GL_Q , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( pname ! = GL_TEXTURE_GEN_MODE
& & pname ! = GL_OBJECT_PLANE
& & pname ! = GL_EYE_PLANE ,
GL_INVALID_ENUM ) ;
GLenum const capability = GL_TEXTURE_GEN_S + ( coord - GL_S ) ;
switch ( pname ) {
case GL_TEXTURE_GEN_MODE : {
auto param = static_cast < GLenum > ( params [ 0 ] ) ;
RETURN_WITH_ERROR_IF ( param ! = GL_EYE_LINEAR
& & param ! = GL_OBJECT_LINEAR
& & param ! = GL_SPHERE_MAP
& & param ! = GL_NORMAL_MAP
& & param ! = GL_REFLECTION_MAP ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ( coord = = GL_R | | coord = = GL_Q ) & & param = = GL_SPHERE_MAP , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( coord = = GL_Q & & ( param = = GL_REFLECTION_MAP | | param = = GL_NORMAL_MAP ) , GL_INVALID_ENUM ) ;
texture_coordinate_generation ( m_active_texture_unit_index , capability ) . generation_mode = param ;
break ;
}
case GL_OBJECT_PLANE :
texture_coordinate_generation ( m_active_texture_unit_index , capability ) . object_plane_coefficients = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_EYE_PLANE : {
auto const & inverse_model_view = m_model_view_matrix . inverse ( ) ;
auto input_coefficients = FloatVector4 { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
// Note: we are allowed to store transformed coefficients here, according to the documentation on
// `glGetTexGen`:
//
// "The returned values are those maintained in eye coordinates. They are not equal to the values
// specified using glTexGen, unless the modelview matrix was identity when glTexGen was called."
texture_coordinate_generation ( m_active_texture_unit_index , capability ) . eye_plane_coefficients = inverse_model_view * input_coefficients ;
break ;
}
default :
VERIFY_NOT_REACHED ( ) ;
}
m_texcoord_generation_dirty = true ;
}
void GLContext : : present ( )
{
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m_rasterizer - > blit_color_buffer_to ( * m_frontbuffer ) ;
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}
void GLContext : : sync_device_config ( )
{
sync_device_sampler_config ( ) ;
sync_device_texcoord_config ( ) ;
sync_light_state ( ) ;
sync_stencil_configuration ( ) ;
}
void GLContext : : sync_device_sampler_config ( )
{
if ( ! m_sampler_config_is_dirty )
return ;
m_sampler_config_is_dirty = false ;
for ( unsigned i = 0 ; i < m_texture_units . size ( ) ; + + i ) {
auto const & texture_unit = m_texture_units [ i ] ;
if ( ! texture_unit . texture_2d_enabled ( ) )
continue ;
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GPU : : SamplerConfig config ;
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auto texture_2d = texture_unit . texture_2d_target_texture ( ) ;
if ( texture_2d . is_null ( ) ) {
config . bound_image = nullptr ;
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m_rasterizer - > set_sampler_config ( i , config ) ;
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continue ;
}
config . bound_image = texture_2d - > device_image ( ) ;
auto const & sampler = texture_2d - > sampler ( ) ;
switch ( sampler . min_filter ( ) ) {
case GL_NEAREST :
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config . texture_min_filter = GPU : : TextureFilter : : Nearest ;
config . mipmap_filter = GPU : : MipMapFilter : : None ;
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break ;
case GL_LINEAR :
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config . texture_min_filter = GPU : : TextureFilter : : Linear ;
config . mipmap_filter = GPU : : MipMapFilter : : None ;
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break ;
case GL_NEAREST_MIPMAP_NEAREST :
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config . texture_min_filter = GPU : : TextureFilter : : Nearest ;
config . mipmap_filter = GPU : : MipMapFilter : : Nearest ;
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break ;
case GL_LINEAR_MIPMAP_NEAREST :
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config . texture_min_filter = GPU : : TextureFilter : : Linear ;
config . mipmap_filter = GPU : : MipMapFilter : : Nearest ;
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break ;
case GL_NEAREST_MIPMAP_LINEAR :
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config . texture_min_filter = GPU : : TextureFilter : : Nearest ;
config . mipmap_filter = GPU : : MipMapFilter : : Linear ;
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break ;
case GL_LINEAR_MIPMAP_LINEAR :
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config . texture_min_filter = GPU : : TextureFilter : : Linear ;
config . mipmap_filter = GPU : : MipMapFilter : : Linear ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
switch ( sampler . mag_filter ( ) ) {
case GL_NEAREST :
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config . texture_mag_filter = GPU : : TextureFilter : : Nearest ;
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break ;
case GL_LINEAR :
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config . texture_mag_filter = GPU : : TextureFilter : : Linear ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
switch ( sampler . wrap_s_mode ( ) ) {
case GL_CLAMP :
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config . texture_wrap_u = GPU : : TextureWrapMode : : Clamp ;
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break ;
case GL_CLAMP_TO_BORDER :
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config . texture_wrap_u = GPU : : TextureWrapMode : : ClampToBorder ;
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break ;
case GL_CLAMP_TO_EDGE :
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config . texture_wrap_u = GPU : : TextureWrapMode : : ClampToEdge ;
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break ;
case GL_REPEAT :
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config . texture_wrap_u = GPU : : TextureWrapMode : : Repeat ;
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break ;
case GL_MIRRORED_REPEAT :
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config . texture_wrap_u = GPU : : TextureWrapMode : : MirroredRepeat ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
switch ( sampler . wrap_t_mode ( ) ) {
case GL_CLAMP :
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config . texture_wrap_v = GPU : : TextureWrapMode : : Clamp ;
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break ;
case GL_CLAMP_TO_BORDER :
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config . texture_wrap_v = GPU : : TextureWrapMode : : ClampToBorder ;
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break ;
case GL_CLAMP_TO_EDGE :
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config . texture_wrap_v = GPU : : TextureWrapMode : : ClampToEdge ;
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break ;
case GL_REPEAT :
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config . texture_wrap_v = GPU : : TextureWrapMode : : Repeat ;
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break ;
case GL_MIRRORED_REPEAT :
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config . texture_wrap_v = GPU : : TextureWrapMode : : MirroredRepeat ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
switch ( texture_unit . env_mode ( ) ) {
case GL_MODULATE :
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config . fixed_function_texture_env_mode = GPU : : TextureEnvMode : : Modulate ;
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break ;
case GL_REPLACE :
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config . fixed_function_texture_env_mode = GPU : : TextureEnvMode : : Replace ;
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break ;
case GL_DECAL :
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config . fixed_function_texture_env_mode = GPU : : TextureEnvMode : : Decal ;
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break ;
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case GL_ADD :
config . fixed_function_texture_env_mode = GPU : : TextureEnvMode : : Add ;
break ;
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default :
VERIFY_NOT_REACHED ( ) ;
}
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config . border_color = sampler . border_color ( ) ;
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m_rasterizer - > set_sampler_config ( i , config ) ;
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}
}
void GLContext : : sync_light_state ( )
{
if ( ! m_light_state_is_dirty )
return ;
m_light_state_is_dirty = false ;
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auto options = m_rasterizer - > options ( ) ;
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options . color_material_enabled = m_color_material_enabled ;
switch ( m_color_material_face ) {
case GL_BACK :
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options . color_material_face = GPU : : ColorMaterialFace : : Back ;
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break ;
case GL_FRONT :
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options . color_material_face = GPU : : ColorMaterialFace : : Front ;
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break ;
case GL_FRONT_AND_BACK :
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options . color_material_face = GPU : : ColorMaterialFace : : FrontAndBack ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
switch ( m_color_material_mode ) {
case GL_AMBIENT :
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options . color_material_mode = GPU : : ColorMaterialMode : : Ambient ;
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break ;
case GL_AMBIENT_AND_DIFFUSE :
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options . color_material_mode = GPU : : ColorMaterialMode : : Ambient ;
options . color_material_mode = GPU : : ColorMaterialMode : : Diffuse ;
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break ;
case GL_DIFFUSE :
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options . color_material_mode = GPU : : ColorMaterialMode : : Diffuse ;
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break ;
case GL_EMISSION :
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options . color_material_mode = GPU : : ColorMaterialMode : : Emissive ;
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break ;
case GL_SPECULAR :
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options . color_material_mode = GPU : : ColorMaterialMode : : Specular ;
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break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
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m_rasterizer - > set_options ( options ) ;
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for ( auto light_id = 0u ; light_id < m_device_info . num_lights ; light_id + + ) {
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auto const & current_light_state = m_light_states . at ( light_id ) ;
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m_rasterizer - > set_light_state ( light_id , current_light_state ) ;
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}
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m_rasterizer - > set_material_state ( GPU : : Face : : Front , m_material_states [ Face : : Front ] ) ;
m_rasterizer - > set_material_state ( GPU : : Face : : Back , m_material_states [ Face : : Back ] ) ;
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}
void GLContext : : sync_device_texcoord_config ( )
{
if ( ! m_texcoord_generation_dirty )
return ;
m_texcoord_generation_dirty = false ;
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auto options = m_rasterizer - > options ( ) ;
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for ( size_t i = 0 ; i < m_device_info . num_texture_units ; + + i ) {
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u8 enabled_coordinates = GPU : : TexCoordGenerationCoordinate : : None ;
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for ( GLenum capability = GL_TEXTURE_GEN_S ; capability < = GL_TEXTURE_GEN_Q ; + + capability ) {
auto const context_coordinate_config = texture_coordinate_generation ( i , capability ) ;
if ( ! context_coordinate_config . enabled )
continue ;
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GPU : : TexCoordGenerationConfig * texcoord_generation_config ;
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switch ( capability ) {
case GL_TEXTURE_GEN_S :
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enabled_coordinates | = GPU : : TexCoordGenerationCoordinate : : S ;
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texcoord_generation_config = & options . texcoord_generation_config [ i ] [ 0 ] ;
break ;
case GL_TEXTURE_GEN_T :
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enabled_coordinates | = GPU : : TexCoordGenerationCoordinate : : T ;
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texcoord_generation_config = & options . texcoord_generation_config [ i ] [ 1 ] ;
break ;
case GL_TEXTURE_GEN_R :
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enabled_coordinates | = GPU : : TexCoordGenerationCoordinate : : R ;
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texcoord_generation_config = & options . texcoord_generation_config [ i ] [ 2 ] ;
break ;
case GL_TEXTURE_GEN_Q :
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enabled_coordinates | = GPU : : TexCoordGenerationCoordinate : : Q ;
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texcoord_generation_config = & options . texcoord_generation_config [ i ] [ 3 ] ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
switch ( context_coordinate_config . generation_mode ) {
case GL_OBJECT_LINEAR :
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texcoord_generation_config - > mode = GPU : : TexCoordGenerationMode : : ObjectLinear ;
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texcoord_generation_config - > coefficients = context_coordinate_config . object_plane_coefficients ;
break ;
case GL_EYE_LINEAR :
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texcoord_generation_config - > mode = GPU : : TexCoordGenerationMode : : EyeLinear ;
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texcoord_generation_config - > coefficients = context_coordinate_config . eye_plane_coefficients ;
break ;
case GL_SPHERE_MAP :
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texcoord_generation_config - > mode = GPU : : TexCoordGenerationMode : : SphereMap ;
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break ;
case GL_REFLECTION_MAP :
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texcoord_generation_config - > mode = GPU : : TexCoordGenerationMode : : ReflectionMap ;
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break ;
case GL_NORMAL_MAP :
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texcoord_generation_config - > mode = GPU : : TexCoordGenerationMode : : NormalMap ;
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break ;
}
}
options . texcoord_generation_enabled_coordinates [ i ] = enabled_coordinates ;
}
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m_rasterizer - > set_options ( options ) ;
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}
void GLContext : : sync_stencil_configuration ( )
{
if ( ! m_stencil_configuration_dirty )
return ;
m_stencil_configuration_dirty = false ;
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auto set_device_stencil = [ & ] ( GPU : : Face face , StencilFunctionOptions func , StencilOperationOptions op ) {
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GPU : : StencilConfiguration device_configuration ;
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// Stencil test function
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auto map_func = [ ] ( GLenum func ) - > GPU : : StencilTestFunction {
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switch ( func ) {
case GL_ALWAYS :
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return GPU : : StencilTestFunction : : Always ;
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case GL_EQUAL :
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return GPU : : StencilTestFunction : : Equal ;
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case GL_GEQUAL :
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return GPU : : StencilTestFunction : : GreaterOrEqual ;
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case GL_GREATER :
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return GPU : : StencilTestFunction : : Greater ;
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case GL_LESS :
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return GPU : : StencilTestFunction : : Less ;
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case GL_LEQUAL :
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return GPU : : StencilTestFunction : : LessOrEqual ;
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case GL_NEVER :
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return GPU : : StencilTestFunction : : Never ;
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case GL_NOTEQUAL :
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return GPU : : StencilTestFunction : : NotEqual ;
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}
VERIFY_NOT_REACHED ( ) ;
} ;
device_configuration . test_function = map_func ( func . func ) ;
device_configuration . reference_value = func . reference_value ;
device_configuration . test_mask = func . mask ;
// Stencil operation
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auto map_operation = [ ] ( GLenum operation ) - > GPU : : StencilOperation {
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switch ( operation ) {
case GL_DECR :
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return GPU : : StencilOperation : : Decrement ;
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case GL_DECR_WRAP :
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return GPU : : StencilOperation : : DecrementWrap ;
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case GL_INCR :
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return GPU : : StencilOperation : : Increment ;
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case GL_INCR_WRAP :
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return GPU : : StencilOperation : : IncrementWrap ;
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case GL_INVERT :
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return GPU : : StencilOperation : : Invert ;
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case GL_KEEP :
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return GPU : : StencilOperation : : Keep ;
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case GL_REPLACE :
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return GPU : : StencilOperation : : Replace ;
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case GL_ZERO :
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return GPU : : StencilOperation : : Zero ;
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}
VERIFY_NOT_REACHED ( ) ;
} ;
device_configuration . on_stencil_test_fail = map_operation ( op . op_fail ) ;
device_configuration . on_depth_test_fail = map_operation ( op . op_depth_fail ) ;
device_configuration . on_pass = map_operation ( op . op_pass ) ;
device_configuration . write_mask = op . write_mask ;
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m_rasterizer - > set_stencil_configuration ( face , device_configuration ) ;
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} ;
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set_device_stencil ( GPU : : Face : : Front , m_stencil_function [ Face : : Front ] , m_stencil_operation [ Face : : Front ] ) ;
set_device_stencil ( GPU : : Face : : Back , m_stencil_function [ Face : : Back ] , m_stencil_operation [ Face : : Back ] ) ;
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}
void GLContext : : build_extension_string ( )
{
Vector < StringView > extensions ;
// FIXME: npot texture support became a required core feature starting with OpenGL 2.0 (https://www.khronos.org/opengl/wiki/NPOT_Texture)
// Ideally we would verify if the selected device adheres to the requested OpenGL context version before context creation
// and refuse to create a context if it doesn't.
if ( m_device_info . supports_npot_textures )
extensions . append ( " GL_ARB_texture_non_power_of_two " ) ;
if ( m_device_info . num_texture_units > 1 )
extensions . append ( " GL_ARB_multitexture " ) ;
m_extensions = String : : join ( " " , extensions ) ;
}
void GLContext : : gl_lightf ( GLenum light , GLenum pname , GLfloat param )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_lightf , light , pname , param ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( light < GL_LIGHT0 | | light > = ( GL_LIGHT0 + m_device_info . num_lights ) , GL_INVALID_ENUM ) ;
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 ) ;
RETURN_WITH_ERROR_IF ( param < 0.f , GL_INVALID_VALUE ) ;
auto & light_state = m_light_states . at ( light - GL_LIGHT0 ) ;
switch ( pname ) {
case GL_CONSTANT_ATTENUATION :
light_state . constant_attenuation = param ;
break ;
case GL_LINEAR_ATTENUATION :
light_state . linear_attenuation = param ;
break ;
case GL_QUADRATIC_ATTENUATION :
light_state . quadratic_attenuation = param ;
break ;
case GL_SPOT_EXPONENT :
RETURN_WITH_ERROR_IF ( param > 128.f , GL_INVALID_VALUE ) ;
light_state . spotlight_exponent = param ;
break ;
case GL_SPOT_CUTOFF :
RETURN_WITH_ERROR_IF ( param > 90.f & & param ! = 180.f , GL_INVALID_VALUE ) ;
light_state . spotlight_cutoff_angle = param ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
m_light_state_is_dirty = true ;
}
void GLContext : : gl_lightfv ( GLenum light , GLenum pname , GLfloat const * params )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_lightfv , light , pname , params ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( light < GL_LIGHT0 | | light > = ( GL_LIGHT0 + m_device_info . num_lights ) , GL_INVALID_ENUM ) ;
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 ) ;
auto & light_state = m_light_states . at ( light - GL_LIGHT0 ) ;
switch ( pname ) {
case GL_AMBIENT :
light_state . ambient_intensity = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_DIFFUSE :
light_state . diffuse_intensity = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_SPECULAR :
light_state . specular_intensity = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_POSITION :
light_state . position = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
light_state . position = m_model_view_matrix * light_state . position ;
break ;
case GL_CONSTANT_ATTENUATION :
RETURN_WITH_ERROR_IF ( params [ 0 ] < 0.f , GL_INVALID_VALUE ) ;
light_state . constant_attenuation = params [ 0 ] ;
break ;
case GL_LINEAR_ATTENUATION :
RETURN_WITH_ERROR_IF ( params [ 0 ] < 0.f , GL_INVALID_VALUE ) ;
light_state . linear_attenuation = params [ 0 ] ;
break ;
case GL_QUADRATIC_ATTENUATION :
RETURN_WITH_ERROR_IF ( params [ 0 ] < 0.f , GL_INVALID_VALUE ) ;
light_state . quadratic_attenuation = params [ 0 ] ;
break ;
case GL_SPOT_EXPONENT : {
auto exponent = params [ 0 ] ;
RETURN_WITH_ERROR_IF ( exponent < 0.f | | exponent > 128.f , GL_INVALID_VALUE ) ;
light_state . spotlight_exponent = exponent ;
break ;
}
case GL_SPOT_CUTOFF : {
auto cutoff = params [ 0 ] ;
RETURN_WITH_ERROR_IF ( ( cutoff < 0.f | | cutoff > 90.f ) & & cutoff ! = 180.f , GL_INVALID_VALUE ) ;
light_state . spotlight_cutoff_angle = cutoff ;
break ;
}
case GL_SPOT_DIRECTION : {
FloatVector4 direction_vector = { params [ 0 ] , params [ 1 ] , params [ 2 ] , 0.f } ;
direction_vector = m_model_view_matrix * direction_vector ;
light_state . spotlight_direction = direction_vector . xyz ( ) ;
break ;
}
default :
VERIFY_NOT_REACHED ( ) ;
}
m_light_state_is_dirty = true ;
}
void GLContext : : gl_lightiv ( GLenum light , GLenum pname , GLint const * params )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_lightiv , light , pname , params ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( light < GL_LIGHT0 | | light > = ( GL_LIGHT0 + m_device_info . num_lights ) , GL_INVALID_ENUM ) ;
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 ) ;
auto & light_state = m_light_states [ light - GL_LIGHT0 ] ;
auto const to_float_vector = [ ] ( GLfloat x , GLfloat y , GLfloat z , GLfloat w ) {
return FloatVector4 ( x , y , z , w ) ;
} ;
switch ( pname ) {
case GL_AMBIENT :
light_state . ambient_intensity = to_float_vector ( params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] ) ;
break ;
case GL_DIFFUSE :
light_state . diffuse_intensity = to_float_vector ( params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] ) ;
break ;
case GL_SPECULAR :
light_state . specular_intensity = to_float_vector ( params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] ) ;
break ;
case GL_POSITION :
light_state . position = to_float_vector ( params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] ) ;
light_state . position = m_model_view_matrix * light_state . position ;
break ;
case GL_CONSTANT_ATTENUATION :
RETURN_WITH_ERROR_IF ( params [ 0 ] < 0 , GL_INVALID_VALUE ) ;
light_state . constant_attenuation = static_cast < float > ( params [ 0 ] ) ;
break ;
case GL_LINEAR_ATTENUATION :
RETURN_WITH_ERROR_IF ( params [ 0 ] < 0 , GL_INVALID_VALUE ) ;
light_state . linear_attenuation = static_cast < float > ( params [ 0 ] ) ;
break ;
case GL_QUADRATIC_ATTENUATION :
RETURN_WITH_ERROR_IF ( params [ 0 ] < 0 , GL_INVALID_VALUE ) ;
light_state . quadratic_attenuation = static_cast < float > ( params [ 0 ] ) ;
break ;
case GL_SPOT_EXPONENT : {
auto exponent = static_cast < float > ( params [ 0 ] ) ;
RETURN_WITH_ERROR_IF ( exponent < 0.f | | exponent > 128.f , GL_INVALID_VALUE ) ;
light_state . spotlight_exponent = exponent ;
break ;
}
case GL_SPOT_CUTOFF : {
auto cutoff = static_cast < float > ( params [ 0 ] ) ;
RETURN_WITH_ERROR_IF ( ( cutoff < 0.f | | cutoff > 90.f ) & & cutoff ! = 180.f , GL_INVALID_VALUE ) ;
light_state . spotlight_cutoff_angle = cutoff ;
break ;
}
case GL_SPOT_DIRECTION : {
auto direction_vector = to_float_vector ( params [ 0 ] , params [ 1 ] , params [ 2 ] , 0.0f ) ;
direction_vector = m_model_view_matrix * direction_vector ;
light_state . spotlight_direction = direction_vector . xyz ( ) ;
break ;
}
default :
VERIFY_NOT_REACHED ( ) ;
}
m_light_state_is_dirty = true ;
}
void GLContext : : gl_materialf ( GLenum face , GLenum pname , GLfloat param )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_materialf , face , pname , param ) ;
RETURN_WITH_ERROR_IF ( ! ( face = = GL_FRONT | | face = = GL_BACK | | face = = GL_FRONT_AND_BACK ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( pname ! = GL_SHININESS , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( param > 128.0f , GL_INVALID_VALUE ) ;
switch ( face ) {
case GL_FRONT :
m_material_states [ Face : : Front ] . shininess = param ;
break ;
case GL_BACK :
m_material_states [ Face : : Back ] . shininess = param ;
break ;
case GL_FRONT_AND_BACK :
m_material_states [ Face : : Front ] . shininess = param ;
m_material_states [ Face : : Back ] . shininess = param ;
break ;
default :
VERIFY_NOT_REACHED ( ) ;
}
m_light_state_is_dirty = true ;
}
void GLContext : : gl_materialfv ( GLenum face , GLenum pname , GLfloat const * params )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_materialfv , face , pname , params ) ;
RETURN_WITH_ERROR_IF ( ! ( face = = GL_FRONT | | face = = GL_BACK | | face = = GL_FRONT_AND_BACK ) , GL_INVALID_ENUM ) ;
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 ) ;
RETURN_WITH_ERROR_IF ( ( pname = = GL_SHININESS & & * params > 128.0f ) , GL_INVALID_VALUE ) ;
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auto update_material = [ ] ( GPU : : Material & material , GLenum pname , GLfloat const * params ) {
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switch ( pname ) {
case GL_AMBIENT :
material . ambient = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_DIFFUSE :
material . diffuse = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_SPECULAR :
material . specular = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_EMISSION :
material . emissive = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
case GL_SHININESS :
material . shininess = * params ;
break ;
case GL_AMBIENT_AND_DIFFUSE :
material . ambient = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
material . diffuse = { params [ 0 ] , params [ 1 ] , params [ 2 ] , params [ 3 ] } ;
break ;
}
} ;
switch ( face ) {
case GL_FRONT :
update_material ( m_material_states [ Face : : Front ] , pname , params ) ;
break ;
case GL_BACK :
update_material ( m_material_states [ Face : : Back ] , pname , params ) ;
break ;
case GL_FRONT_AND_BACK :
update_material ( m_material_states [ Face : : Front ] , pname , params ) ;
update_material ( m_material_states [ Face : : Back ] , pname , params ) ;
break ;
}
m_light_state_is_dirty = true ;
}
void GLContext : : gl_materialiv ( GLenum face , GLenum pname , GLint const * params )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_materialiv , face , pname , params ) ;
RETURN_WITH_ERROR_IF ( ! ( face = = GL_FRONT | | face = = GL_BACK | | face = = GL_FRONT_AND_BACK ) , GL_INVALID_ENUM ) ;
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 ) ;
RETURN_WITH_ERROR_IF ( ( pname = = GL_SHININESS & & * params > 128 ) , GL_INVALID_VALUE ) ;
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auto update_material = [ ] ( GPU : : Material & material , GLenum pname , GLint const * params ) {
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switch ( pname ) {
case GL_AMBIENT :
material . ambient = { static_cast < float > ( params [ 0 ] ) , static_cast < float > ( params [ 1 ] ) , static_cast < float > ( params [ 2 ] ) , static_cast < float > ( params [ 3 ] ) } ;
break ;
case GL_DIFFUSE :
material . diffuse = { static_cast < float > ( params [ 0 ] ) , static_cast < float > ( params [ 1 ] ) , static_cast < float > ( params [ 2 ] ) , static_cast < float > ( params [ 3 ] ) } ;
break ;
case GL_SPECULAR :
material . specular = { static_cast < float > ( params [ 0 ] ) , static_cast < float > ( params [ 1 ] ) , static_cast < float > ( params [ 2 ] ) , static_cast < float > ( params [ 3 ] ) } ;
break ;
case GL_EMISSION :
material . emissive = { static_cast < float > ( params [ 0 ] ) , static_cast < float > ( params [ 1 ] ) , static_cast < float > ( params [ 2 ] ) , static_cast < float > ( params [ 3 ] ) } ;
break ;
case GL_SHININESS :
material . shininess = static_cast < float > ( params [ 0 ] ) ;
break ;
case GL_AMBIENT_AND_DIFFUSE :
material . ambient = { static_cast < float > ( params [ 0 ] ) , static_cast < float > ( params [ 1 ] ) , static_cast < float > ( params [ 2 ] ) , static_cast < float > ( params [ 3 ] ) } ;
material . diffuse = { static_cast < float > ( params [ 0 ] ) , static_cast < float > ( params [ 1 ] ) , static_cast < float > ( params [ 2 ] ) , static_cast < float > ( params [ 3 ] ) } ;
break ;
}
} ;
switch ( face ) {
case GL_FRONT :
update_material ( m_material_states [ Face : : Front ] , pname , params ) ;
break ;
case GL_BACK :
update_material ( m_material_states [ Face : : Back ] , pname , params ) ;
break ;
case GL_FRONT_AND_BACK :
update_material ( m_material_states [ Face : : Front ] , pname , params ) ;
update_material ( m_material_states [ Face : : Back ] , pname , params ) ;
break ;
}
m_light_state_is_dirty = true ;
}
void GLContext : : gl_color_material ( GLenum face , GLenum mode )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_color_material , face , mode ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( face ! = GL_FRONT
& & face ! = GL_BACK
& & face ! = GL_FRONT_AND_BACK ,
GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( mode ! = GL_EMISSION
& & mode ! = GL_AMBIENT
& & mode ! = GL_DIFFUSE
& & mode ! = GL_SPECULAR
& & mode ! = GL_AMBIENT_AND_DIFFUSE ,
GL_INVALID_ENUM ) ;
m_color_material_face = face ;
m_color_material_mode = mode ;
m_light_state_is_dirty = true ;
}
void GLContext : : gl_get_light ( GLenum light , GLenum pname , void * params , GLenum type )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_get_light , light , pname , params , type ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( light < GL_LIGHT0 | | light > GL_LIGHT0 + m_device_info . num_lights , GL_INVALID_ENUM ) ;
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 ) ;
if ( type = = GL_FLOAT )
get_light_param < GLfloat > ( light , pname , static_cast < GLfloat * > ( params ) ) ;
else if ( type = = GL_INT )
get_light_param < GLint > ( light , pname , static_cast < GLint * > ( params ) ) ;
else
VERIFY_NOT_REACHED ( ) ;
}
template < typename T >
void GLContext : : get_light_param ( GLenum light , GLenum pname , T * params )
{
auto const & light_state = m_light_states [ light - GL_LIGHT0 ] ;
switch ( pname ) {
case GL_AMBIENT :
params [ 0 ] = light_state . ambient_intensity . x ( ) ;
params [ 1 ] = light_state . ambient_intensity . y ( ) ;
params [ 2 ] = light_state . ambient_intensity . z ( ) ;
params [ 3 ] = light_state . ambient_intensity . w ( ) ;
break ;
case GL_DIFFUSE :
params [ 0 ] = light_state . diffuse_intensity . x ( ) ;
params [ 1 ] = light_state . diffuse_intensity . y ( ) ;
params [ 2 ] = light_state . diffuse_intensity . z ( ) ;
params [ 3 ] = light_state . diffuse_intensity . w ( ) ;
break ;
case GL_SPECULAR :
params [ 0 ] = light_state . specular_intensity . x ( ) ;
params [ 1 ] = light_state . specular_intensity . y ( ) ;
params [ 2 ] = light_state . specular_intensity . z ( ) ;
params [ 3 ] = light_state . specular_intensity . w ( ) ;
break ;
case GL_SPOT_DIRECTION :
params [ 0 ] = light_state . spotlight_direction . x ( ) ;
params [ 1 ] = light_state . spotlight_direction . y ( ) ;
params [ 2 ] = light_state . spotlight_direction . z ( ) ;
break ;
case GL_SPOT_EXPONENT :
* params = light_state . spotlight_exponent ;
break ;
case GL_SPOT_CUTOFF :
* params = light_state . spotlight_cutoff_angle ;
break ;
case GL_CONSTANT_ATTENUATION :
* params = light_state . constant_attenuation ;
break ;
case GL_LINEAR_ATTENUATION :
* params = light_state . linear_attenuation ;
break ;
case GL_QUADRATIC_ATTENUATION :
* params = light_state . quadratic_attenuation ;
break ;
}
}
void GLContext : : gl_get_material ( GLenum face , GLenum pname , void * params , GLenum type )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_get_material , face , pname , params , type ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
RETURN_WITH_ERROR_IF ( ! ( pname = = GL_AMBIENT | | pname = = GL_DIFFUSE | | pname = = GL_SPECULAR | | pname = = GL_EMISSION ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( ! ( face = = GL_FRONT | | face = = GL_BACK ) , GL_INVALID_ENUM ) ;
Face material_face = Front ;
switch ( face ) {
case GL_FRONT :
material_face = Front ;
break ;
case GL_BACK :
material_face = Back ;
break ;
}
if ( type = = GL_FLOAT )
get_material_param < GLfloat > ( material_face , pname , static_cast < GLfloat * > ( params ) ) ;
else if ( type = = GL_INT )
get_material_param < GLint > ( material_face , pname , static_cast < GLint * > ( params ) ) ;
else
VERIFY_NOT_REACHED ( ) ;
}
template < typename T >
void GLContext : : get_material_param ( Face face , GLenum pname , T * params )
{
auto const & material = m_material_states [ face ] ;
switch ( pname ) {
case GL_AMBIENT :
params [ 0 ] = static_cast < T > ( material . ambient . x ( ) ) ;
params [ 1 ] = static_cast < T > ( material . ambient . y ( ) ) ;
params [ 2 ] = static_cast < T > ( material . ambient . z ( ) ) ;
params [ 3 ] = static_cast < T > ( material . ambient . w ( ) ) ;
break ;
case GL_DIFFUSE :
params [ 0 ] = static_cast < T > ( material . diffuse . x ( ) ) ;
params [ 1 ] = static_cast < T > ( material . diffuse . y ( ) ) ;
params [ 2 ] = static_cast < T > ( material . diffuse . z ( ) ) ;
params [ 3 ] = static_cast < T > ( material . diffuse . w ( ) ) ;
break ;
case GL_SPECULAR :
params [ 0 ] = static_cast < T > ( material . specular . x ( ) ) ;
params [ 1 ] = static_cast < T > ( material . specular . y ( ) ) ;
params [ 2 ] = static_cast < T > ( material . specular . z ( ) ) ;
params [ 3 ] = static_cast < T > ( material . specular . w ( ) ) ;
break ;
case GL_EMISSION :
params [ 0 ] = static_cast < T > ( material . emissive . x ( ) ) ;
params [ 1 ] = static_cast < T > ( material . emissive . y ( ) ) ;
params [ 2 ] = static_cast < T > ( material . emissive . z ( ) ) ;
params [ 3 ] = static_cast < T > ( material . emissive . w ( ) ) ;
break ;
case GL_SHININESS :
* params = material . shininess ;
break ;
}
}
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void GLContext : : gl_copy_tex_sub_image_2d ( GLenum target , GLint level , GLint xoffset , GLint yoffset , GLint x , GLint y , GLsizei width , GLsizei height )
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED ( gl_copy_tex_sub_image_2d , target , level , xoffset , yoffset , x , y , width , height ) ;
RETURN_WITH_ERROR_IF ( ! ( target = = GL_TEXTURE_2D | | target = = GL_TEXTURE_1D_ARRAY ) , GL_INVALID_ENUM ) ;
RETURN_WITH_ERROR_IF ( level < 0 , GL_INVALID_VALUE ) ;
RETURN_WITH_ERROR_IF ( m_in_draw_state , GL_INVALID_OPERATION ) ;
// FIXME: implement
dbgln_if ( GL_DEBUG , " GLContext FIXME: implement gl_copy_tex_sub_image_2d({:#x}, {}, {}, {}, {}, {}, {}, {}) " ,
target , level , xoffset , yoffset , x , y , width , height ) ;
}
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NonnullOwnPtr < GLContext > create_context ( Gfx : : Bitmap & bitmap )
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{
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// FIXME: Make driver selectable. This is currently hardcoded to LibSoftGPU
auto driver = MUST ( GPU : : Driver : : try_create ( " softgpu " ) ) ;
auto device = MUST ( driver - > try_create_device ( bitmap . size ( ) ) ) ;
auto context = make < GLContext > ( driver , move ( device ) , bitmap ) ;
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dbgln_if ( GL_DEBUG , " GL::create_context({}) -> {:p} " , bitmap . size ( ) , context . ptr ( ) ) ;
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if ( ! g_gl_context )
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make_context_current ( context ) ;
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return context ;
}
void make_context_current ( GLContext * context )
{
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if ( g_gl_context = = context )
return ;
dbgln_if ( GL_DEBUG , " GL::make_context_current({:p}) " , context ) ;
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g_gl_context = context ;
}
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void present_context ( GLContext * context )
{
context - > present ( ) ;
}
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}