ladybird/Userland/Libraries/LibGL/GLContext.cpp

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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Debug.h>
#include <AK/StringBuilder.h>
#include <AK/Vector.h>
#include <LibGL/GLContext.h>
#include <LibGL/Image.h>
#include <LibGPU/Device.h>
#include <LibGPU/Enums.h>
#include <LibGPU/ImageDataLayout.h>
#include <LibGPU/ImageFormat.h>
#include <LibGfx/Bitmap.h>
__attribute__((visibility("hidden"))) GL::GLContext* g_gl_context;
namespace GL {
GLContext::GLContext(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device> device, Gfx::Bitmap& frontbuffer)
: m_driver { driver }
, m_rasterizer { move(device) }
, m_device_info { m_rasterizer->info() }
, m_viewport { frontbuffer.rect() }
, m_frontbuffer { frontbuffer }
{
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.f, 0.f, 0.f, 0.f };
texture_coordinate_generation[0].eye_plane_coefficients = { 1.f, 0.f, 0.f, 0.f };
texture_coordinate_generation[1].object_plane_coefficients = { 0.f, 1.f, 0.f, 0.f };
texture_coordinate_generation[1].eye_plane_coefficients = { 0.f, 1.f, 0.f, 0.f };
texture_coordinate_generation[2].object_plane_coefficients = { 0.f, 0.f, 0.f, 0.f };
texture_coordinate_generation[2].eye_plane_coefficients = { 0.f, 0.f, 0.f, 0.f };
texture_coordinate_generation[3].object_plane_coefficients = { 0.f, 0.f, 0.f, 0.f };
texture_coordinate_generation[3].eye_plane_coefficients = { 0.f, 0.f, 0.f, 0.f };
}
m_extensions = build_extension_string().release_value_but_fixme_should_propagate_errors();
}
GLContext::~GLContext()
{
dbgln_if(GL_DEBUG, "GLContext::~GLContext() {:p}", this);
if (g_gl_context == this)
make_context_current(nullptr);
}
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)
m_rasterizer->clear_color(m_clear_color);
if (mask & GL_DEPTH_BUFFER_BIT)
m_rasterizer->clear_depth(m_clear_depth);
if (mask & GL_STENCIL_BUFFER_BIT)
m_rasterizer->clear_stencil(m_clear_stencil);
}
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(GLfloat 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(depth, 0.f, 1.f);
}
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;
sync_device_config();
GPU::PrimitiveType primitive_type;
switch (m_current_draw_mode) {
case GL_LINE_LOOP:
primitive_type = GPU::PrimitiveType::LineLoop;
break;
case GL_LINE_STRIP:
primitive_type = GPU::PrimitiveType::LineStrip;
break;
case GL_LINES:
primitive_type = GPU::PrimitiveType::Lines;
break;
case GL_POINTS:
primitive_type = GPU::PrimitiveType::Points;
break;
case GL_TRIANGLES:
primitive_type = GPU::PrimitiveType::Triangles;
break;
case GL_TRIANGLE_STRIP:
case GL_QUAD_STRIP:
primitive_type = GPU::PrimitiveType::TriangleStrip;
break;
case GL_TRIANGLE_FAN:
case GL_POLYGON:
primitive_type = GPU::PrimitiveType::TriangleFan;
break;
case GL_QUADS:
primitive_type = GPU::PrimitiveType::Quads;
break;
default:
VERIFY_NOT_REACHED();
}
m_rasterizer->draw_primitives(primitive_type, model_view_matrix(), projection_matrix(), m_vertex_list);
m_vertex_list.clear_with_capacity();
}
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 const* 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*>(m_device_info.vendor_name.characters());
case GL_RENDERER:
return reinterpret_cast<GLubyte const*>(m_device_info.device_name.characters());
case GL_VERSION:
return reinterpret_cast<GLubyte const*>("1.5");
case GL_EXTENSIONS:
return reinterpret_cast<GLubyte const*>(m_extensions.data());
case GL_SHADING_LANGUAGE_VERSION:
return reinterpret_cast<GLubyte const*>("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_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 };
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.viewport = m_viewport;
m_rasterizer->set_options(rasterizer_options);
}
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;
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.front_face = (face == GL_CW) ? GPU::WindingOrder::Clockwise : GPU::WindingOrder::CounterClockwise;
m_rasterizer->set_options(rasterizer_options);
}
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_BACK && cull_mode != GL_FRONT_AND_BACK, GL_INVALID_ENUM);
m_culled_sides = cull_mode;
auto rasterizer_options = m_rasterizer->options();
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;
m_rasterizer->set_options(rasterizer_options);
}
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;
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auto map_gl_blend_factor_to_device = [](GLenum factor) constexpr {
switch (factor) {
case GL_ZERO:
return GPU::BlendFactor::Zero;
case GL_ONE:
return GPU::BlendFactor::One;
case GL_SRC_ALPHA:
return GPU::BlendFactor::SrcAlpha;
case GL_ONE_MINUS_SRC_ALPHA:
return GPU::BlendFactor::OneMinusSrcAlpha;
case GL_SRC_COLOR:
return GPU::BlendFactor::SrcColor;
case GL_ONE_MINUS_SRC_COLOR:
return GPU::BlendFactor::OneMinusSrcColor;
case GL_DST_ALPHA:
return GPU::BlendFactor::DstAlpha;
case GL_ONE_MINUS_DST_ALPHA:
return GPU::BlendFactor::OneMinusDstAlpha;
case GL_DST_COLOR:
return GPU::BlendFactor::DstColor;
case GL_ONE_MINUS_DST_COLOR:
return GPU::BlendFactor::OneMinusDstColor;
case GL_SRC_ALPHA_SATURATE:
return GPU::BlendFactor::SrcAlphaSaturate;
default:
VERIFY_NOT_REACHED();
}
};
auto options = m_rasterizer->options();
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);
m_rasterizer->set_options(options);
}
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;
auto options = m_rasterizer->options();
switch (func) {
case GL_NEVER:
options.alpha_test_func = GPU::AlphaTestFunction::Never;
break;
case GL_ALWAYS:
options.alpha_test_func = GPU::AlphaTestFunction::Always;
break;
case GL_LESS:
options.alpha_test_func = GPU::AlphaTestFunction::Less;
break;
case GL_LEQUAL:
options.alpha_test_func = GPU::AlphaTestFunction::LessOrEqual;
break;
case GL_EQUAL:
options.alpha_test_func = GPU::AlphaTestFunction::Equal;
break;
case GL_NOTEQUAL:
options.alpha_test_func = GPU::AlphaTestFunction::NotEqual;
break;
case GL_GEQUAL:
options.alpha_test_func = GPU::AlphaTestFunction::GreaterOrEqual;
break;
case GL_GREATER:
options.alpha_test_func = GPU::AlphaTestFunction::Greater;
break;
default:
VERIFY_NOT_REACHED();
}
options.alpha_test_ref_value = m_alpha_test_ref_value;
m_rasterizer->set_options(options);
}
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;
auto rasterizer_options = m_rasterizer->options();
// 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;
m_rasterizer->set_options(rasterizer_options);
}
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_NONE || type == GL_NONE, GL_INVALID_ENUM);
auto pixel_type_or_error = get_validated_pixel_type(GL_NONE, GL_NONE, format, type);
RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code());
auto pixel_type = pixel_type_or_error.release_value();
GPU::ImageDataLayout output_layout = {
.pixel_type = pixel_type,
.packing = get_packing_specification(PackingType::Pack),
.dimensions = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
.selection = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
};
if (pixel_type.format == GPU::PixelFormat::DepthComponent) {
// 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);
m_rasterizer->blit_from_depth_buffer(pixels, { x, y }, output_layout);
} else if (pixel_type.format == GPU::PixelFormat::StencilIndex) {
dbgln("gl_read_pixels(): GL_STENCIL_INDEX is not yet supported");
} else {
m_rasterizer->blit_from_color_buffer(pixels, { x, y }, output_layout);
}
}
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);
auto options = m_rasterizer->options();
options.enable_depth_write = (flag != GL_FALSE);
m_rasterizer->set_options(options);
}
void GLContext::gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void const* data)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_pixels, width, height, format, type, data);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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 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(format == GL_NONE || type == GL_NONE, GL_INVALID_ENUM);
auto pixel_type_or_error = get_validated_pixel_type(GL_NONE, GL_NONE, format, type);
RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code());
auto pixel_type = pixel_type_or_error.release_value();
GPU::ImageDataLayout input_layout = {
.pixel_type = pixel_type,
.packing = get_packing_specification(PackingType::Unpack),
.dimensions = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
.selection = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
};
if (pixel_type.format == GPU::PixelFormat::DepthComponent) {
m_rasterizer->blit_to_depth_buffer_at_raster_position(data, input_layout);
} else if (pixel_type.format == GPU::PixelFormat::StencilIndex) {
dbgln("gl_draw_pixels(): GL_STENCIL_INDEX is not yet supported");
} else {
m_rasterizer->blit_to_color_buffer_at_raster_position(data, input_layout);
}
}
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);
auto options = m_rasterizer->options();
options.depth_min = clamp<float>(min, 0.f, 1.f);
options.depth_max = clamp<float>(max, 0.f, 1.f);
m_rasterizer->set_options(options);
}
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);
auto options = m_rasterizer->options();
switch (func) {
case GL_NEVER:
options.depth_func = GPU::DepthTestFunction::Never;
break;
case GL_ALWAYS:
options.depth_func = GPU::DepthTestFunction::Always;
break;
case GL_LESS:
options.depth_func = GPU::DepthTestFunction::Less;
break;
case GL_LEQUAL:
options.depth_func = GPU::DepthTestFunction::LessOrEqual;
break;
case GL_EQUAL:
options.depth_func = GPU::DepthTestFunction::Equal;
break;
case GL_NOTEQUAL:
options.depth_func = GPU::DepthTestFunction::NotEqual;
break;
case GL_GEQUAL:
options.depth_func = GPU::DepthTestFunction::GreaterOrEqual;
break;
case GL_GREATER:
options.depth_func = GPU::DepthTestFunction::Greater;
break;
default:
VERIFY_NOT_REACHED();
}
m_rasterizer->set_options(options);
}
void GLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
auto options = m_rasterizer->options();
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options.color_mask = (red == GL_TRUE ? 0xff : 0)
| (green == GL_TRUE ? 0xff00 : 0)
| (blue == GL_TRUE ? 0xff0000 : 0)
| (alpha == GL_TRUE ? 0xff000000 : 0);
m_rasterizer->set_options(options);
}
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);
auto options = m_rasterizer->options();
// 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;
}
auto map_mode = [](GLenum mode) -> GPU::PolygonMode {
switch (mode) {
case GL_FILL:
return GPU::PolygonMode::Fill;
case GL_LINE:
return GPU::PolygonMode::Line;
case GL_POINT:
return GPU::PolygonMode::Point;
default:
VERIFY_NOT_REACHED();
}
};
options.polygon_mode = map_mode(mode);
m_rasterizer->set_options(options);
}
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);
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.depth_offset_factor = factor;
rasterizer_options.depth_offset_constant = units;
m_rasterizer->set_options(rasterizer_options);
}
void GLContext::gl_fogfv(GLenum pname, GLfloat const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogfv, pname, params);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto options = m_rasterizer->options();
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);
}
m_rasterizer->set_options(options);
}
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);
auto options = m_rasterizer->options();
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);
}
m_rasterizer->set_options(options);
}
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);
auto options = m_rasterizer->options();
switch (pname) {
case GL_FOG_MODE:
switch (param) {
case GL_LINEAR:
options.fog_mode = GPU::FogMode::Linear;
break;
case GL_EXP:
options.fog_mode = GPU::FogMode::Exp;
break;
case GL_EXP2:
options.fog_mode = GPU::FogMode::Exp2;
break;
}
break;
default:
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
m_rasterizer->set_options(options);
}
void GLContext::gl_pixel_storei(GLenum pname, GLint param)
{
auto const is_packing_parameter = (pname >= GL_PACK_SWAP_BYTES && pname <= GL_PACK_ALIGNMENT)
|| pname == GL_PACK_SKIP_IMAGES
|| pname == GL_PACK_IMAGE_HEIGHT;
auto& pixel_parameters = is_packing_parameter ? m_packing_parameters : m_unpacking_parameters;
switch (pname) {
case GL_PACK_ALIGNMENT:
case GL_UNPACK_ALIGNMENT:
RETURN_WITH_ERROR_IF(param != 1 && param != 2 && param != 4 && param != 8, GL_INVALID_VALUE);
pixel_parameters.pack_alignment = param;
break;
case GL_PACK_IMAGE_HEIGHT:
case GL_UNPACK_IMAGE_HEIGHT:
RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
pixel_parameters.image_height = param;
break;
case GL_PACK_LSB_FIRST:
case GL_UNPACK_LSB_FIRST:
pixel_parameters.least_significant_bit_first = (param != 0);
break;
case GL_PACK_ROW_LENGTH:
case GL_UNPACK_ROW_LENGTH:
RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
pixel_parameters.row_length = param;
break;
case GL_PACK_SKIP_IMAGES:
case GL_UNPACK_SKIP_IMAGES:
RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
pixel_parameters.skip_images = param;
break;
case GL_PACK_SKIP_PIXELS:
case GL_UNPACK_SKIP_PIXELS:
RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
pixel_parameters.skip_pixels = param;
break;
case GL_PACK_SKIP_ROWS:
case GL_UNPACK_SKIP_ROWS:
RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
pixel_parameters.skip_rows = param;
break;
case GL_PACK_SWAP_BYTES:
case GL_UNPACK_SWAP_BYTES:
pixel_parameters.swap_bytes = (param != 0);
break;
default:
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
}
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);
auto options = m_rasterizer->options();
options.scissor_box = { x, y, width, height };
m_rasterizer->set_options(options);
}
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);
m_rasterizer->set_raster_position({ x, y, z, w }, model_view_matrix(), projection_matrix());
}
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;
auto options = m_rasterizer->options();
options.line_width = width;
m_rasterizer->set_options(options);
}
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_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);
}
auto raster_position = m_rasterizer->raster_position();
raster_position.window_coordinates += { xmove, ymove, 0.f, 0.f };
m_rasterizer->set_raster_position(raster_position);
}
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);
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);
gl_end();
}
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void GLContext::gl_point_size(GLfloat size)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_point_size, size);
RETURN_WITH_ERROR_IF(size <= 0.f, GL_INVALID_VALUE);
m_point_size = size;
auto rasterizer_options = m_rasterizer->options();
rasterizer_options.point_size = size;
m_rasterizer->set_options(rasterizer_options);
}
void GLContext::present()
{
m_rasterizer->blit_from_color_buffer(*m_frontbuffer);
}
void GLContext::sync_device_config()
{
sync_device_sampler_config();
sync_device_texture_units();
sync_light_state();
sync_stencil_configuration();
sync_clip_planes();
}
ErrorOr<ByteBuffer> GLContext::build_extension_string()
{
Vector<StringView, 6> 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)
TRY(extensions.try_append("GL_ARB_texture_non_power_of_two"sv));
if (m_device_info.num_texture_units > 1)
TRY(extensions.try_append("GL_ARB_multitexture"sv));
if (m_device_info.supports_texture_clamp_to_edge)
TRY(extensions.try_append("GL_EXT_texture_edge_clamp"sv));
if (m_device_info.supports_texture_env_add) {
TRY(extensions.try_append("GL_ARB_texture_env_add"sv));
TRY(extensions.try_append("GL_EXT_texture_env_add"sv));
}
if (m_device_info.max_texture_lod_bias > 0.f)
TRY(extensions.try_append("GL_EXT_texture_lod_bias"sv));
StringBuilder string_builder {};
TRY(string_builder.try_join(' ', extensions));
// Create null-terminated string
auto extensions_bytes = TRY(string_builder.to_byte_buffer());
TRY(extensions_bytes.try_append(0));
return extensions_bytes;
}
ErrorOr<NonnullOwnPtr<GLContext>> create_context(Gfx::Bitmap& bitmap)
{
// FIXME: Make driver selectable. This is currently hardcoded to LibSoftGPU
auto driver = TRY(GPU::Driver::try_create("softgpu"sv));
auto device = TRY(driver->try_create_device(bitmap.size()));
auto context = make<GLContext>(driver, move(device), bitmap);
dbgln_if(GL_DEBUG, "GL::create_context({}) -> {:p}", bitmap.size(), context.ptr());
if (!g_gl_context)
make_context_current(context);
return context;
}
void make_context_current(GLContext* context)
{
if (g_gl_context == context)
return;
dbgln_if(GL_DEBUG, "GL::make_context_current({:p})", context);
g_gl_context = context;
}
}