blob: 82c9a8cdcb28e76fbb97fd31336843c5fdef04ea [file] [log] [blame]
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000016#include "Context.h"
17#include "main.h"
18#include "Program.h"
19#include "Shader.h"
20#include "Buffer.h"
21#include "Texture.h"
22#include "Renderbuffer.h"
23#include "Framebuffer.h"
24#include "mathutil.h"
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000025#include "common/debug.h"
daniel@transgaming.com00c75962010-03-11 20:36:15 +000026#include "utilities.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000027
28extern "C"
29{
30
31void __stdcall glActiveTexture(GLenum texture)
32{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000033 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034
35 try
36 {
37 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
38 {
39 return error(GL_INVALID_ENUM);
40 }
41
42 gl::Context *context = gl::getContext();
43
44 if (context)
45 {
46 context->activeSampler = texture - GL_TEXTURE0;
47 }
48 }
49 catch(std::bad_alloc&)
50 {
51 return error(GL_OUT_OF_MEMORY);
52 }
53}
54
55void __stdcall glAttachShader(GLuint program, GLuint shader)
56{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000057 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000058
59 try
60 {
61 gl::Context *context = gl::getContext();
62
63 if (context)
64 {
65 gl::Program *programObject = context->getProgram(program);
66 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000067
daniel@transgaming.come2b22122010-03-11 19:22:14 +000068 if (!programObject || !shaderObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000069 {
70 return error(GL_INVALID_VALUE);
71 }
72
73 if (!programObject->attachShader(shaderObject))
74 {
75 return error(GL_INVALID_OPERATION);
76 }
77 }
78 }
79 catch(std::bad_alloc&)
80 {
81 return error(GL_OUT_OF_MEMORY);
82 }
83}
84
85void __stdcall glBindAttribLocation(GLuint program, GLuint index, const char* name)
86{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000087 TRACE("(GLuint program = %d, GLuint index = %d, const char* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000088
89 try
90 {
91 if (index >= gl::MAX_VERTEX_ATTRIBS)
92 {
93 return error(GL_INVALID_VALUE);
94 }
95
96 gl::Context *context = gl::getContext();
97
98 if (context)
99 {
100 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000101
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000102 if (!programObject)
103 {
104 return error(GL_INVALID_VALUE);
105 }
106
107 programObject->bindAttributeLocation(index, name);
108 }
109 }
110 catch(std::bad_alloc&)
111 {
112 return error(GL_OUT_OF_MEMORY);
113 }
114}
115
116void __stdcall glBindBuffer(GLenum target, GLuint buffer)
117{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000118 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000119
120 try
121 {
122 gl::Context *context = gl::getContext();
123
124 if (context)
125 {
126 switch (target)
127 {
128 case GL_ARRAY_BUFFER:
129 context->bindArrayBuffer(buffer);
130 return;
131 case GL_ELEMENT_ARRAY_BUFFER:
132 context->bindElementArrayBuffer(buffer);
133 return;
134 default:
135 return error(GL_INVALID_ENUM);
136 }
137 }
138 }
139 catch(std::bad_alloc&)
140 {
141 return error(GL_OUT_OF_MEMORY);
142 }
143}
144
145void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
146{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000147 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000148
149 try
150 {
151 if (target != GL_FRAMEBUFFER)
152 {
153 return error(GL_INVALID_ENUM);
154 }
155
156 gl::Context *context = gl::getContext();
157
158 if (context)
159 {
160 context->bindFramebuffer(framebuffer);
161 }
162 }
163 catch(std::bad_alloc&)
164 {
165 return error(GL_OUT_OF_MEMORY);
166 }
167}
168
169void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
170{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000171 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172
173 try
174 {
175 if (target != GL_RENDERBUFFER)
176 {
177 return error(GL_INVALID_ENUM);
178 }
179
180 gl::Context *context = gl::getContext();
181
182 if (context)
183 {
184 context->bindRenderbuffer(renderbuffer);
185 }
186 }
187 catch(std::bad_alloc&)
188 {
189 return error(GL_OUT_OF_MEMORY);
190 }
191}
192
193void __stdcall glBindTexture(GLenum target, GLuint texture)
194{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000195 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000196
197 try
198 {
199 gl::Context *context = gl::getContext();
200
201 if (context)
202 {
203 gl::Texture *textureObject = context->getTexture(texture);
204
205 if (textureObject && textureObject->getTarget() != target && texture != 0)
206 {
207 return error(GL_INVALID_OPERATION);
208 }
209
210 switch (target)
211 {
212 case GL_TEXTURE_2D:
213 context->bindTexture2D(texture);
214 return;
215 case GL_TEXTURE_CUBE_MAP:
216 context->bindTextureCubeMap(texture);
217 return;
218 default:
219 return error(GL_INVALID_ENUM);
220 }
221 }
222 }
223 catch(std::bad_alloc&)
224 {
225 return error(GL_OUT_OF_MEMORY);
226 }
227}
228
229void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
230{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000231 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
232 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000233
234 try
235 {
236 gl::Context* context = gl::getContext();
237
238 if (context)
239 {
240 context->blendColor.red = gl::clamp01(red);
241 context->blendColor.blue = gl::clamp01(blue);
242 context->blendColor.green = gl::clamp01(green);
243 context->blendColor.alpha = gl::clamp01(alpha);
244 }
245 }
246 catch(std::bad_alloc&)
247 {
248 return error(GL_OUT_OF_MEMORY);
249 }
250}
251
252void __stdcall glBlendEquation(GLenum mode)
253{
254 glBlendEquationSeparate(mode, mode);
255}
256
257void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
258{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000259 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000260
261 try
262 {
263 switch (modeRGB)
264 {
265 case GL_FUNC_ADD:
266 case GL_FUNC_SUBTRACT:
267 case GL_FUNC_REVERSE_SUBTRACT:
268 break;
269 default:
270 return error(GL_INVALID_ENUM);
271 }
272
273 switch (modeAlpha)
274 {
275 case GL_FUNC_ADD:
276 case GL_FUNC_SUBTRACT:
277 case GL_FUNC_REVERSE_SUBTRACT:
278 break;
279 default:
280 return error(GL_INVALID_ENUM);
281 }
282
283 gl::Context *context = gl::getContext();
284
285 if (context)
286 {
287 context->blendEquationRGB = modeRGB;
288 context->blendEquationAlpha = modeAlpha;
289 }
290 }
291 catch(std::bad_alloc&)
292 {
293 return error(GL_OUT_OF_MEMORY);
294 }
295}
296
297void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
298{
299 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
300}
301
302void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
303{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000304 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
305 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000306
307 try
308 {
309 switch (srcRGB)
310 {
311 case GL_ZERO:
312 case GL_ONE:
313 case GL_SRC_COLOR:
314 case GL_ONE_MINUS_SRC_COLOR:
315 case GL_DST_COLOR:
316 case GL_ONE_MINUS_DST_COLOR:
317 case GL_SRC_ALPHA:
318 case GL_ONE_MINUS_SRC_ALPHA:
319 case GL_DST_ALPHA:
320 case GL_ONE_MINUS_DST_ALPHA:
321 case GL_CONSTANT_COLOR:
322 case GL_ONE_MINUS_CONSTANT_COLOR:
323 case GL_CONSTANT_ALPHA:
324 case GL_ONE_MINUS_CONSTANT_ALPHA:
325 case GL_SRC_ALPHA_SATURATE:
326 break;
327 default:
328 return error(GL_INVALID_ENUM);
329 }
330
331 switch (dstRGB)
332 {
333 case GL_ZERO:
334 case GL_ONE:
335 case GL_SRC_COLOR:
336 case GL_ONE_MINUS_SRC_COLOR:
337 case GL_DST_COLOR:
338 case GL_ONE_MINUS_DST_COLOR:
339 case GL_SRC_ALPHA:
340 case GL_ONE_MINUS_SRC_ALPHA:
341 case GL_DST_ALPHA:
342 case GL_ONE_MINUS_DST_ALPHA:
343 case GL_CONSTANT_COLOR:
344 case GL_ONE_MINUS_CONSTANT_COLOR:
345 case GL_CONSTANT_ALPHA:
346 case GL_ONE_MINUS_CONSTANT_ALPHA:
347 break;
348 default:
349 return error(GL_INVALID_ENUM);
350 }
351
352 switch (srcAlpha)
353 {
354 case GL_ZERO:
355 case GL_ONE:
356 case GL_SRC_COLOR:
357 case GL_ONE_MINUS_SRC_COLOR:
358 case GL_DST_COLOR:
359 case GL_ONE_MINUS_DST_COLOR:
360 case GL_SRC_ALPHA:
361 case GL_ONE_MINUS_SRC_ALPHA:
362 case GL_DST_ALPHA:
363 case GL_ONE_MINUS_DST_ALPHA:
364 case GL_CONSTANT_COLOR:
365 case GL_ONE_MINUS_CONSTANT_COLOR:
366 case GL_CONSTANT_ALPHA:
367 case GL_ONE_MINUS_CONSTANT_ALPHA:
368 case GL_SRC_ALPHA_SATURATE:
369 break;
370 default:
371 return error(GL_INVALID_ENUM);
372 }
373
374 switch (dstAlpha)
375 {
376 case GL_ZERO:
377 case GL_ONE:
378 case GL_SRC_COLOR:
379 case GL_ONE_MINUS_SRC_COLOR:
380 case GL_DST_COLOR:
381 case GL_ONE_MINUS_DST_COLOR:
382 case GL_SRC_ALPHA:
383 case GL_ONE_MINUS_SRC_ALPHA:
384 case GL_DST_ALPHA:
385 case GL_ONE_MINUS_DST_ALPHA:
386 case GL_CONSTANT_COLOR:
387 case GL_ONE_MINUS_CONSTANT_COLOR:
388 case GL_CONSTANT_ALPHA:
389 case GL_ONE_MINUS_CONSTANT_ALPHA:
390 break;
391 default:
392 return error(GL_INVALID_ENUM);
393 }
394
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000395 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
396 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
397
398 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
399 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
400
401 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000402 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000403 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
404 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000405 }
406
407 gl::Context *context = gl::getContext();
408
409 if (context)
410 {
411 context->sourceBlendRGB = srcRGB;
412 context->sourceBlendAlpha = srcAlpha;
413 context->destBlendRGB = dstRGB;
414 context->destBlendAlpha = dstAlpha;
415 }
416 }
417 catch(std::bad_alloc&)
418 {
419 return error(GL_OUT_OF_MEMORY);
420 }
421}
422
423void __stdcall glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage)
424{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000425 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const void* data = 0x%0.8p, GLenum usage = %d)",
426 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000427
428 try
429 {
430 if (size < 0)
431 {
432 return error(GL_INVALID_VALUE);
433 }
434
435 switch (usage)
436 {
437 case GL_STREAM_DRAW:
438 case GL_STATIC_DRAW:
439 case GL_DYNAMIC_DRAW:
440 break;
441 default:
442 return error(GL_INVALID_ENUM);
443 }
444
445 gl::Context *context = gl::getContext();
446
447 if (context)
448 {
449 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000450
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000451 switch (target)
452 {
453 case GL_ARRAY_BUFFER:
454 buffer = context->getArrayBuffer();
455 break;
456 case GL_ELEMENT_ARRAY_BUFFER:
457 buffer = context->getElementArrayBuffer();
458 break;
459 default:
460 return error(GL_INVALID_ENUM);
461 }
462
463 if (!buffer)
464 {
465 return error(GL_INVALID_OPERATION);
466 }
467
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000468 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000469 }
470 }
471 catch(std::bad_alloc&)
472 {
473 return error(GL_OUT_OF_MEMORY);
474 }
475}
476
477void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data)
478{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000479 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const void* data = 0x%0.8p)",
480 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000481
482 try
483 {
484 if (size < 0)
485 {
486 return error(GL_INVALID_VALUE);
487 }
488
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000489 if (data == NULL)
490 {
491 return;
492 }
493
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000494 gl::Context *context = gl::getContext();
495
496 if (context)
497 {
498 gl::Buffer *buffer;
499
500 switch (target)
501 {
502 case GL_ARRAY_BUFFER:
503 buffer = context->getArrayBuffer();
504 break;
505 case GL_ELEMENT_ARRAY_BUFFER:
506 buffer = context->getElementArrayBuffer();
507 break;
508 default:
509 return error(GL_INVALID_ENUM);
510 }
511
512 if (!buffer)
513 {
514 return error(GL_INVALID_OPERATION);
515 }
516
517 GLenum err = buffer->bufferSubData(data, size, offset);
518
519 if (err != GL_NO_ERROR)
520 {
521 return error(err);
522 }
523 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000524 }
525 catch(std::bad_alloc&)
526 {
527 return error(GL_OUT_OF_MEMORY);
528 }
529}
530
531GLenum __stdcall glCheckFramebufferStatus(GLenum target)
532{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000533 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000534
535 try
536 {
537 if (target != GL_FRAMEBUFFER)
538 {
539 return error(GL_INVALID_ENUM, 0);
540 }
541
542 gl::Context *context = gl::getContext();
543
544 if (context)
545 {
546 gl::Framebuffer *framebuffer = context->getFramebuffer();
547
548 return framebuffer->completeness();
549 }
550 }
551 catch(std::bad_alloc&)
552 {
553 return error(GL_OUT_OF_MEMORY, 0);
554 }
555
556 return 0;
557}
558
559void __stdcall glClear(GLbitfield mask)
560{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000561 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562
563 try
564 {
565 gl::Context *context = gl::getContext();
566
567 if (context)
568 {
569 context->clear(mask);
570 }
571 }
572 catch(std::bad_alloc&)
573 {
574 return error(GL_OUT_OF_MEMORY);
575 }
576}
577
578void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
579{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000580 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
581 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000582
583 try
584 {
585 gl::Context *context = gl::getContext();
586
587 if (context)
588 {
589 context->setClearColor(red, green, blue, alpha);
590 }
591 }
592 catch(std::bad_alloc&)
593 {
594 return error(GL_OUT_OF_MEMORY);
595 }
596}
597
598void __stdcall glClearDepthf(GLclampf depth)
599{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000600 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000601
602 try
603 {
604 gl::Context *context = gl::getContext();
605
606 if (context)
607 {
608 context->setClearDepth(depth);
609 }
610 }
611 catch(std::bad_alloc&)
612 {
613 return error(GL_OUT_OF_MEMORY);
614 }
615}
616
617void __stdcall glClearStencil(GLint s)
618{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000619 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000620
621 try
622 {
623 gl::Context *context = gl::getContext();
624
625 if (context)
626 {
627 context->setClearStencil(s);
628 }
629 }
630 catch(std::bad_alloc&)
631 {
632 return error(GL_OUT_OF_MEMORY);
633 }
634}
635
636void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
637{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000638 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
639 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000640
641 try
642 {
643 gl::Context *context = gl::getContext();
644
645 if (context)
646 {
647 context->colorMaskRed = red != GL_FALSE;
648 context->colorMaskGreen = green != GL_FALSE;
649 context->colorMaskBlue = blue != GL_FALSE;
650 context->colorMaskAlpha = alpha != GL_FALSE;
651 }
652 }
653 catch(std::bad_alloc&)
654 {
655 return error(GL_OUT_OF_MEMORY);
656 }
657}
658
659void __stdcall glCompileShader(GLuint shader)
660{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000661 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000662
663 try
664 {
665 gl::Context *context = gl::getContext();
666
667 if (context)
668 {
669 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000670
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000671 if (!shaderObject)
672 {
673 return error(GL_INVALID_VALUE);
674 }
675
676 shaderObject->compile();
677 }
678 }
679 catch(std::bad_alloc&)
680 {
681 return error(GL_OUT_OF_MEMORY);
682 }
683}
684
685void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
686{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000687 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
688 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const void* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000689 target, level, internalformat, width, height, border, imageSize, data);
690
691 try
692 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000693 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
694 {
695 return error(GL_INVALID_ENUM);
696 }
697
698 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000699 {
700 return error(GL_INVALID_VALUE);
701 }
702
daniel@transgaming.com41430492010-03-11 20:36:18 +0000703 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
704 {
705 return error(GL_INVALID_VALUE);
706 }
707
708 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000709 }
710 catch(std::bad_alloc&)
711 {
712 return error(GL_OUT_OF_MEMORY);
713 }
714}
715
716void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
717{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000718 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
719 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
720 "GLsizei imageSize = %d, const void* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000721 target, level, xoffset, yoffset, width, height, format, imageSize, data);
722
723 try
724 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000725 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
726 {
727 return error(GL_INVALID_ENUM);
728 }
729
730 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000731 {
732 return error(GL_INVALID_VALUE);
733 }
734
daniel@transgaming.com41430492010-03-11 20:36:18 +0000735 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
736 {
737 return error(GL_INVALID_VALUE);
738 }
739
740 if (xoffset != 0 || yoffset != 0)
741 {
742 return error(GL_INVALID_OPERATION);
743 }
744
745 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000746 }
747 catch(std::bad_alloc&)
748 {
749 return error(GL_OUT_OF_MEMORY);
750 }
751}
752
753void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
754{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000755 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
756 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000757 target, level, internalformat, x, y, width, height, border);
758
759 try
760 {
761 if (width < 0 || height < 0)
762 {
763 return error(GL_INVALID_VALUE);
764 }
765
766 UNIMPLEMENTED(); // FIXME
767 }
768 catch(std::bad_alloc&)
769 {
770 return error(GL_OUT_OF_MEMORY);
771 }
772}
773
774void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
775{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000776 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
777 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000778 target, level, xoffset, yoffset, x, y, width, height);
779
780 try
781 {
782 if (width < 0 || height < 0)
783 {
784 return error(GL_INVALID_VALUE);
785 }
786
787 UNIMPLEMENTED(); // FIXME
788 }
789 catch(std::bad_alloc&)
790 {
791 return error(GL_OUT_OF_MEMORY);
792 }
793}
794
795GLuint __stdcall glCreateProgram(void)
796{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000797 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000798
799 try
800 {
801 gl::Context *context = gl::getContext();
802
803 if (context)
804 {
805 return context->createProgram();
806 }
807 }
808 catch(std::bad_alloc&)
809 {
810 return error(GL_OUT_OF_MEMORY, 0);
811 }
812
813 return 0;
814}
815
816GLuint __stdcall glCreateShader(GLenum type)
817{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000818 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000819
820 try
821 {
822 gl::Context *context = gl::getContext();
823
824 if (context)
825 {
826 switch (type)
827 {
828 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000829 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000830 return context->createShader(type);
831 default:
832 return error(GL_INVALID_ENUM, 0);
833 }
834 }
835 }
836 catch(std::bad_alloc&)
837 {
838 return error(GL_OUT_OF_MEMORY, 0);
839 }
840
841 return 0;
842}
843
844void __stdcall glCullFace(GLenum mode)
845{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000846 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000847
848 try
849 {
850 switch (mode)
851 {
852 case GL_FRONT:
853 case GL_BACK:
854 case GL_FRONT_AND_BACK:
855 {
856 gl::Context *context = gl::getContext();
857
858 if (context)
859 {
860 context->cullMode = mode;
861 }
862 }
863 break;
864 default:
865 return error(GL_INVALID_ENUM);
866 }
867 }
868 catch(std::bad_alloc&)
869 {
870 return error(GL_OUT_OF_MEMORY);
871 }
872}
873
874void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
875{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000876 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000877
878 try
879 {
880 if (n < 0)
881 {
882 return error(GL_INVALID_VALUE);
883 }
884
885 gl::Context *context = gl::getContext();
886
887 if (context)
888 {
889 for (int i = 0; i < n; i++)
890 {
891 context->deleteBuffer(buffers[i]);
892 }
893 }
894 }
895 catch(std::bad_alloc&)
896 {
897 return error(GL_OUT_OF_MEMORY);
898 }
899}
900
901void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
902{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000903 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000904
905 try
906 {
907 if (n < 0)
908 {
909 return error(GL_INVALID_VALUE);
910 }
911
912 gl::Context *context = gl::getContext();
913
914 if (context)
915 {
916 for (int i = 0; i < n; i++)
917 {
918 if (framebuffers[i] != 0)
919 {
920 context->deleteFramebuffer(framebuffers[i]);
921 }
922 }
923 }
924 }
925 catch(std::bad_alloc&)
926 {
927 return error(GL_OUT_OF_MEMORY);
928 }
929}
930
931void __stdcall glDeleteProgram(GLuint program)
932{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000933 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000934
935 try
936 {
937 gl::Context *context = gl::getContext();
938
939 if (context)
940 {
941 context->deleteProgram(program);
942 }
943 }
944 catch(std::bad_alloc&)
945 {
946 return error(GL_OUT_OF_MEMORY);
947 }
948}
949
950void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
951{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000952 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000953
954 try
955 {
956 if (n < 0)
957 {
958 return error(GL_INVALID_VALUE);
959 }
960
961 gl::Context *context = gl::getContext();
962
963 if (context)
964 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000965 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000966 {
967 context->deleteRenderbuffer(renderbuffers[i]);
968 }
969 }
970 }
971 catch(std::bad_alloc&)
972 {
973 return error(GL_OUT_OF_MEMORY);
974 }
975}
976
977void __stdcall glDeleteShader(GLuint shader)
978{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000979 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000980
981 try
982 {
983 gl::Context *context = gl::getContext();
984
985 if (context)
986 {
987 context->deleteShader(shader);
988 }
989 }
990 catch(std::bad_alloc&)
991 {
992 return error(GL_OUT_OF_MEMORY);
993 }
994}
995
996void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
997{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000998 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000999
1000 try
1001 {
1002 if (n < 0)
1003 {
1004 return error(GL_INVALID_VALUE);
1005 }
1006
1007 gl::Context *context = gl::getContext();
1008
1009 if (context)
1010 {
1011 for (int i = 0; i < n; i++)
1012 {
1013 if (textures[i] != 0)
1014 {
1015 context->deleteTexture(textures[i]);
1016 }
1017 }
1018 }
1019 }
1020 catch(std::bad_alloc&)
1021 {
1022 return error(GL_OUT_OF_MEMORY);
1023 }
1024}
1025
1026void __stdcall glDepthFunc(GLenum func)
1027{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001028 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001029
1030 try
1031 {
1032 switch (func)
1033 {
1034 case GL_NEVER:
1035 case GL_ALWAYS:
1036 case GL_LESS:
1037 case GL_LEQUAL:
1038 case GL_EQUAL:
1039 case GL_GREATER:
1040 case GL_GEQUAL:
1041 case GL_NOTEQUAL:
1042 break;
1043 default:
1044 return error(GL_INVALID_ENUM);
1045 }
1046
1047 gl::Context *context = gl::getContext();
1048
1049 if (context)
1050 {
1051 context->depthFunc = func;
1052 }
1053 }
1054 catch(std::bad_alloc&)
1055 {
1056 return error(GL_OUT_OF_MEMORY);
1057 }
1058}
1059
1060void __stdcall glDepthMask(GLboolean flag)
1061{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001062 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001063
1064 try
1065 {
1066 gl::Context *context = gl::getContext();
1067
1068 if (context)
1069 {
1070 context->depthMask = flag != GL_FALSE;
1071 }
1072 }
1073 catch(std::bad_alloc&)
1074 {
1075 return error(GL_OUT_OF_MEMORY);
1076 }
1077}
1078
1079void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1080{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001081 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001082
1083 try
1084 {
1085 gl::Context *context = gl::getContext();
1086
1087 if (context)
1088 {
1089 context->zNear = zNear;
1090 context->zFar = zFar;
1091 }
1092 }
1093 catch(std::bad_alloc&)
1094 {
1095 return error(GL_OUT_OF_MEMORY);
1096 }
1097}
1098
1099void __stdcall glDetachShader(GLuint program, GLuint shader)
1100{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001101 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001102
1103 try
1104 {
1105 gl::Context *context = gl::getContext();
1106
1107 if (context)
1108 {
1109 gl::Program *programObject = context->getProgram(program);
1110 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001111
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001112 if (!programObject || !shaderObject)
1113 {
1114 return error(GL_INVALID_VALUE);
1115 }
1116
1117 if (!programObject->detachShader(shaderObject))
1118 {
1119 return error(GL_INVALID_OPERATION);
1120 }
1121
1122 if (shaderObject->isDeletable())
1123 {
1124 context->deleteShader(shader);
1125 }
1126 }
1127 }
1128 catch(std::bad_alloc&)
1129 {
1130 return error(GL_OUT_OF_MEMORY);
1131 }
1132}
1133
1134void __stdcall glDisable(GLenum cap)
1135{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001136 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001137
1138 try
1139 {
1140 gl::Context *context = gl::getContext();
1141
1142 if (context)
1143 {
1144 switch (cap)
1145 {
1146 case GL_CULL_FACE: context->cullFace = false; break;
1147 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1148 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1149 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1150 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1151 case GL_STENCIL_TEST: context->stencilTest = false; break;
1152 case GL_DEPTH_TEST: context->depthTest = false; break;
1153 case GL_BLEND: context->blend = false; break;
1154 case GL_DITHER: context->dither = false; break;
1155 default:
1156 return error(GL_INVALID_ENUM);
1157 }
1158 }
1159 }
1160 catch(std::bad_alloc&)
1161 {
1162 return error(GL_OUT_OF_MEMORY);
1163 }
1164}
1165
1166void __stdcall glDisableVertexAttribArray(GLuint index)
1167{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001168 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001169
1170 try
1171 {
1172 if (index >= gl::MAX_VERTEX_ATTRIBS)
1173 {
1174 return error(GL_INVALID_VALUE);
1175 }
1176
1177 gl::Context *context = gl::getContext();
1178
1179 if (context)
1180 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001181 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001182 }
1183 }
1184 catch(std::bad_alloc&)
1185 {
1186 return error(GL_OUT_OF_MEMORY);
1187 }
1188}
1189
1190void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1191{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001192 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001193
1194 try
1195 {
1196 if (count < 0 || first < 0)
1197 {
1198 return error(GL_INVALID_VALUE);
1199 }
1200
1201 gl::Context *context = gl::getContext();
1202
1203 if (context)
1204 {
1205 context->drawArrays(mode, first, count);
1206 }
1207 }
1208 catch(std::bad_alloc&)
1209 {
1210 return error(GL_OUT_OF_MEMORY);
1211 }
1212}
1213
1214void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
1215{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001216 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void* indices = 0x%0.8p)",
1217 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001218
1219 try
1220 {
1221 if (count < 0)
1222 {
1223 return error(GL_INVALID_VALUE);
1224 }
1225
1226 switch (type)
1227 {
1228 case GL_UNSIGNED_BYTE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001229 case GL_UNSIGNED_SHORT:
1230 break;
1231 default:
1232 return error(GL_INVALID_ENUM);
1233 }
1234
1235 gl::Context *context = gl::getContext();
1236
1237 if (context)
1238 {
1239 context->drawElements(mode, count, type, indices);
1240 }
1241 }
1242 catch(std::bad_alloc&)
1243 {
1244 return error(GL_OUT_OF_MEMORY);
1245 }
1246}
1247
1248void __stdcall glEnable(GLenum cap)
1249{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001250 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001251
1252 try
1253 {
1254 gl::Context *context = gl::getContext();
1255
1256 if (context)
1257 {
1258 switch (cap)
1259 {
1260 case GL_CULL_FACE: context->cullFace = true; break;
1261 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1262 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1263 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1264 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1265 case GL_STENCIL_TEST: context->stencilTest = true; break;
1266 case GL_DEPTH_TEST: context->depthTest = true; break;
1267 case GL_BLEND: context->blend = true; break;
1268 case GL_DITHER: context->dither = true; break;
1269 default:
1270 return error(GL_INVALID_ENUM);
1271 }
1272 }
1273 }
1274 catch(std::bad_alloc&)
1275 {
1276 return error(GL_OUT_OF_MEMORY);
1277 }
1278}
1279
1280void __stdcall glEnableVertexAttribArray(GLuint index)
1281{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001282 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001283
1284 try
1285 {
1286 if (index >= gl::MAX_VERTEX_ATTRIBS)
1287 {
1288 return error(GL_INVALID_VALUE);
1289 }
1290
1291 gl::Context *context = gl::getContext();
1292
1293 if (context)
1294 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001295 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001296 }
1297 }
1298 catch(std::bad_alloc&)
1299 {
1300 return error(GL_OUT_OF_MEMORY);
1301 }
1302}
1303
1304void __stdcall glFinish(void)
1305{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001306 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001307
1308 try
1309 {
1310 gl::Context *context = gl::getContext();
1311
1312 if (context)
1313 {
1314 context->finish();
1315 }
1316 }
1317 catch(std::bad_alloc&)
1318 {
1319 return error(GL_OUT_OF_MEMORY);
1320 }
1321}
1322
1323void __stdcall glFlush(void)
1324{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001325 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001326
1327 try
1328 {
1329 gl::Context *context = gl::getContext();
1330
1331 if (context)
1332 {
1333 context->flush();
1334 }
1335 }
1336 catch(std::bad_alloc&)
1337 {
1338 return error(GL_OUT_OF_MEMORY);
1339 }
1340}
1341
1342void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1343{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001344 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1345 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001346
1347 try
1348 {
1349 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1350 {
1351 return error(GL_INVALID_ENUM);
1352 }
1353
1354 gl::Context *context = gl::getContext();
1355
1356 if (context)
1357 {
1358 gl::Framebuffer *framebuffer = context->getFramebuffer();
1359
1360 if (context->framebuffer == 0 || !framebuffer)
1361 {
1362 return error(GL_INVALID_OPERATION);
1363 }
1364
1365 switch (attachment)
1366 {
1367 case GL_COLOR_ATTACHMENT0:
1368 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1369 break;
1370 case GL_DEPTH_ATTACHMENT:
1371 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1372 break;
1373 case GL_STENCIL_ATTACHMENT:
1374 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1375 break;
1376 default:
1377 return error(GL_INVALID_ENUM);
1378 }
1379 }
1380 }
1381 catch(std::bad_alloc&)
1382 {
1383 return error(GL_OUT_OF_MEMORY);
1384 }
1385}
1386
1387void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1388{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001389 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1390 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001391
1392 try
1393 {
1394 if (target != GL_FRAMEBUFFER)
1395 {
1396 return error(GL_INVALID_ENUM);
1397 }
1398
1399 switch (attachment)
1400 {
1401 case GL_COLOR_ATTACHMENT0:
1402 break;
1403 default:
1404 return error(GL_INVALID_ENUM);
1405 }
1406
1407 gl::Context *context = gl::getContext();
1408
1409 if (context)
1410 {
1411 if (texture)
1412 {
1413 switch (textarget)
1414 {
1415 case GL_TEXTURE_2D:
1416 if (!context->getTexture2D())
1417 {
1418 return error(GL_INVALID_OPERATION);
1419 }
1420 break;
1421 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1422 UNIMPLEMENTED(); // FIXME
1423 break;
1424 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1425 UNIMPLEMENTED(); // FIXME
1426 break;
1427 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1428 UNIMPLEMENTED(); // FIXME
1429 break;
1430 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1431 UNIMPLEMENTED(); // FIXME
1432 break;
1433 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1434 UNIMPLEMENTED(); // FIXME
1435 break;
1436 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1437 UNIMPLEMENTED(); // FIXME
1438 break;
1439 default:
1440 return error(GL_INVALID_ENUM);
1441 }
1442
1443 if (level != 0)
1444 {
1445 return error(GL_INVALID_VALUE);
1446 }
1447 }
1448
1449 gl::Framebuffer *framebuffer = context->getFramebuffer();
1450
1451 if (context->framebuffer == 0 || !framebuffer)
1452 {
1453 return error(GL_INVALID_OPERATION);
1454 }
1455
1456 framebuffer->setColorbuffer(GL_TEXTURE, texture);
1457 }
1458 }
1459 catch(std::bad_alloc&)
1460 {
1461 return error(GL_OUT_OF_MEMORY);
1462 }
1463}
1464
1465void __stdcall glFrontFace(GLenum mode)
1466{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001467 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001468
1469 try
1470 {
1471 switch (mode)
1472 {
1473 case GL_CW:
1474 case GL_CCW:
1475 {
1476 gl::Context *context = gl::getContext();
1477
1478 if (context)
1479 {
1480 context->frontFace = mode;
1481 }
1482 }
1483 break;
1484 default:
1485 return error(GL_INVALID_ENUM);
1486 }
1487 }
1488 catch(std::bad_alloc&)
1489 {
1490 return error(GL_OUT_OF_MEMORY);
1491 }
1492}
1493
1494void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1495{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001496 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001497
1498 try
1499 {
1500 if (n < 0)
1501 {
1502 return error(GL_INVALID_VALUE);
1503 }
1504
1505 gl::Context *context = gl::getContext();
1506
1507 if (context)
1508 {
1509 for (int i = 0; i < n; i++)
1510 {
1511 buffers[i] = context->createBuffer();
1512 }
1513 }
1514 }
1515 catch(std::bad_alloc&)
1516 {
1517 return error(GL_OUT_OF_MEMORY);
1518 }
1519}
1520
1521void __stdcall glGenerateMipmap(GLenum target)
1522{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001523 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001524
1525 try
1526 {
1527 UNIMPLEMENTED(); // FIXME
1528 }
1529 catch(std::bad_alloc&)
1530 {
1531 return error(GL_OUT_OF_MEMORY);
1532 }
1533}
1534
1535void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1536{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001537 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001538
1539 try
1540 {
1541 if (n < 0)
1542 {
1543 return error(GL_INVALID_VALUE);
1544 }
1545
1546 gl::Context *context = gl::getContext();
1547
1548 if (context)
1549 {
1550 for (int i = 0; i < n; i++)
1551 {
1552 framebuffers[i] = context->createFramebuffer();
1553 }
1554 }
1555 }
1556 catch(std::bad_alloc&)
1557 {
1558 return error(GL_OUT_OF_MEMORY);
1559 }
1560}
1561
1562void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1563{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001564 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001565
1566 try
1567 {
1568 if (n < 0)
1569 {
1570 return error(GL_INVALID_VALUE);
1571 }
1572
1573 gl::Context *context = gl::getContext();
1574
1575 if (context)
1576 {
1577 for (int i = 0; i < n; i++)
1578 {
1579 renderbuffers[i] = context->createRenderbuffer();
1580 }
1581 }
1582 }
1583 catch(std::bad_alloc&)
1584 {
1585 return error(GL_OUT_OF_MEMORY);
1586 }
1587}
1588
1589void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1590{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001591 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001592
1593 try
1594 {
1595 if (n < 0)
1596 {
1597 return error(GL_INVALID_VALUE);
1598 }
1599
1600 gl::Context *context = gl::getContext();
1601
1602 if (context)
1603 {
1604 for (int i = 0; i < n; i++)
1605 {
1606 textures[i] = context->createTexture();
1607 }
1608 }
1609 }
1610 catch(std::bad_alloc&)
1611 {
1612 return error(GL_OUT_OF_MEMORY);
1613 }
1614}
1615
1616void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
1617{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001618 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, "
1619 "GLint* size = 0x%0.8p, GLenum* type = %0.8p, char* name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001620 program, index, bufsize, length, size, type, name);
1621
1622 try
1623 {
1624 if (bufsize < 0)
1625 {
1626 return error(GL_INVALID_VALUE);
1627 }
1628
1629 UNIMPLEMENTED(); // FIXME
1630 }
1631 catch(std::bad_alloc&)
1632 {
1633 return error(GL_OUT_OF_MEMORY);
1634 }
1635}
1636
1637void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
1638{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001639 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
1640 "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, char* name = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001641 program, index, bufsize, length, size, type, name);
1642
1643 try
1644 {
1645 if (bufsize < 0)
1646 {
1647 return error(GL_INVALID_VALUE);
1648 }
1649
1650 UNIMPLEMENTED(); // FIXME
1651 }
1652 catch(std::bad_alloc&)
1653 {
1654 return error(GL_OUT_OF_MEMORY);
1655 }
1656}
1657
1658void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1659{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001660 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1661 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001662
1663 try
1664 {
1665 if (maxcount < 0)
1666 {
1667 return error(GL_INVALID_VALUE);
1668 }
1669
1670 UNIMPLEMENTED(); // FIXME
1671 }
1672 catch(std::bad_alloc&)
1673 {
1674 return error(GL_OUT_OF_MEMORY);
1675 }
1676}
1677
1678int __stdcall glGetAttribLocation(GLuint program, const char* name)
1679{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001680 TRACE("(GLuint program = %d, const char* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001681
1682 try
1683 {
1684 gl::Context *context = gl::getContext();
1685
1686 if (context)
1687 {
1688 gl::Program *programObject = context->getProgram(program);
1689
1690 if (!programObject)
1691 {
1692 return error(GL_INVALID_VALUE, -1);
1693 }
1694
1695 return programObject->getAttributeLocation(name);
1696 }
1697 }
1698 catch(std::bad_alloc&)
1699 {
1700 return error(GL_OUT_OF_MEMORY, -1);
1701 }
1702
1703 return -1;
1704}
1705
1706void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
1707{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001708 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001709
1710 try
1711 {
1712 switch (pname)
1713 {
1714 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1715 default:
1716 UNIMPLEMENTED(); // FIXME
1717 return error(GL_INVALID_ENUM);
1718 }
1719 }
1720 catch(std::bad_alloc&)
1721 {
1722 return error(GL_OUT_OF_MEMORY);
1723 }
1724}
1725
1726void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
1727{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001728 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001729
1730 try
1731 {
1732 UNIMPLEMENTED(); // FIXME
1733 }
1734 catch(std::bad_alloc&)
1735 {
1736 return error(GL_OUT_OF_MEMORY);
1737 }
1738}
1739
1740GLenum __stdcall glGetError(void)
1741{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001742 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001743
1744 gl::Context *context = gl::getContext();
1745
1746 if (context)
1747 {
1748 return context->getError();
1749 }
1750
1751 return GL_NO_ERROR;
1752}
1753
1754void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
1755{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001756 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001757
1758 try
1759 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00001760 gl::Context *context = gl::getContext();
1761
1762 if (context)
1763 {
1764 switch (pname)
1765 {
daniel@transgaming.comccad59f2010-03-26 04:08:39 +00001766 case GL_LINE_WIDTH:
1767 *params = context->lineWidth;
1768 break;
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00001769 case GL_ALIASED_LINE_WIDTH_RANGE:
daniel@transgaming.comd989add2010-03-26 04:08:42 +00001770 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1771 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1772 break;
1773 case GL_ALIASED_POINT_SIZE_RANGE:
daniel@transgaming.comccad59f2010-03-26 04:08:39 +00001774 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1775 params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00001776 break;
1777 default:
1778 UNIMPLEMENTED(); // FIXME
1779 return error(GL_INVALID_ENUM);
1780 }
1781 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001782 }
1783 catch(std::bad_alloc&)
1784 {
1785 return error(GL_OUT_OF_MEMORY);
1786 }
1787}
1788
1789void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
1790{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001791 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
1792 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001793
1794 try
1795 {
1796 gl::Context *context = gl::getContext();
1797
1798 if (context)
1799 {
1800 if (context->framebuffer == 0)
1801 {
1802 return error(GL_INVALID_OPERATION);
1803 }
1804
1805 UNIMPLEMENTED(); // FIXME
1806 }
1807 }
1808 catch(std::bad_alloc&)
1809 {
1810 return error(GL_OUT_OF_MEMORY);
1811 }
1812}
1813
1814void __stdcall glGetIntegerv(GLenum pname, GLint* params)
1815{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001816 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001817
1818 try
1819 {
1820 gl::Context *context = gl::getContext();
1821
1822 if (context)
1823 {
1824 switch (pname)
1825 {
1826 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1827 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1828 case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break;
1829 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1830 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
1831 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1832 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
1833 case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
1834 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
daniel@transgaming.com41430492010-03-11 20:36:18 +00001835 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
1836 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001837 case GL_ARRAY_BUFFER_BINDING: *params = context->arrayBuffer; break;
1838 case GL_FRAMEBUFFER_BINDING: *params = context->framebuffer; break;
1839 case GL_RENDERBUFFER_BINDING: *params = context->renderbuffer; break;
1840 case GL_CURRENT_PROGRAM: *params = context->currentProgram; break;
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00001841 case GL_PACK_ALIGNMENT: *params = context->packAlignment; break;
1842 case GL_UNPACK_ALIGNMENT: *params = context->unpackAlignment; break;
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00001843 case GL_GENERATE_MIPMAP_HINT: *params = context->generateMipmapHint; break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001844 case GL_RED_BITS:
1845 case GL_GREEN_BITS:
1846 case GL_BLUE_BITS:
1847 case GL_ALPHA_BITS:
1848 {
1849 gl::Framebuffer *framebuffer = context->getFramebuffer();
1850 gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
1851
1852 if (colorbuffer)
1853 {
1854 switch (pname)
1855 {
1856 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1857 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1858 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1859 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1860 }
1861 }
1862 else
1863 {
1864 *params = 0;
1865 }
1866 }
1867 break;
1868 case GL_DEPTH_BITS:
1869 {
1870 gl::Framebuffer *framebuffer = context->getFramebuffer();
1871 gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
1872
1873 if (depthbuffer)
1874 {
1875 *params = depthbuffer->getDepthSize();
1876 }
1877 else
1878 {
1879 *params = 0;
1880 }
1881 }
1882 break;
1883 case GL_STENCIL_BITS:
1884 {
1885 gl::Framebuffer *framebuffer = context->getFramebuffer();
1886 gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1887
1888 if (stencilbuffer)
1889 {
1890 *params = stencilbuffer->getStencilSize();
1891 }
1892 else
1893 {
1894 *params = 0;
1895 }
1896 }
1897 break;
1898 default:
1899 UNIMPLEMENTED(); // FIXME
1900 return error(GL_INVALID_ENUM);
1901 }
1902 }
1903 }
1904 catch(std::bad_alloc&)
1905 {
1906 return error(GL_OUT_OF_MEMORY);
1907 }
1908}
1909
1910void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
1911{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001912 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001913
1914 try
1915 {
1916 gl::Context *context = gl::getContext();
1917
1918 if (context)
1919 {
1920 gl::Program *programObject = context->getProgram(program);
1921
1922 if (!programObject)
1923 {
1924 return error(GL_INVALID_VALUE);
1925 }
1926
1927 switch (pname)
1928 {
1929 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00001930 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001931 return;
1932 case GL_LINK_STATUS:
1933 *params = programObject->isLinked();
1934 return;
1935 case GL_VALIDATE_STATUS:
1936 UNIMPLEMENTED(); // FIXME
1937 *params = GL_TRUE;
1938 return;
1939 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00001940 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001941 return;
1942 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00001943 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001944 return;
1945 case GL_ACTIVE_ATTRIBUTES:
1946 UNIMPLEMENTED(); // FIXME
1947 *params = 0;
1948 return;
1949 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
1950 UNIMPLEMENTED(); // FIXME
1951 *params = 0;
1952 return;
1953 case GL_ACTIVE_UNIFORMS:
1954 UNIMPLEMENTED(); // FIXME
1955 *params = 0;
1956 return;
1957 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
1958 UNIMPLEMENTED(); // FIXME
1959 *params = 0;
1960 return;
1961 default:
1962 return error(GL_INVALID_ENUM);
1963 }
1964 }
1965 }
1966 catch(std::bad_alloc&)
1967 {
1968 return error(GL_OUT_OF_MEMORY);
1969 }
1970}
1971
1972void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
1973{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001974 TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
1975 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001976
1977 try
1978 {
1979 if (bufsize < 0)
1980 {
1981 return error(GL_INVALID_VALUE);
1982 }
1983
daniel@transgaming.comcba50572010-03-28 19:36:09 +00001984 gl::Context *context = gl::getContext();
1985
1986 if (context)
1987 {
1988 gl::Program *programObject = context->getProgram(program);
1989
1990 if (!programObject)
1991 {
1992 return error(GL_INVALID_VALUE);
1993 }
1994
1995 programObject->getInfoLog(bufsize, length, infolog);
1996 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001997 }
1998 catch(std::bad_alloc&)
1999 {
2000 return error(GL_OUT_OF_MEMORY);
2001 }
2002}
2003
2004void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2005{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002006 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002007
2008 try
2009 {
2010 UNIMPLEMENTED(); // FIXME
2011 }
2012 catch(std::bad_alloc&)
2013 {
2014 return error(GL_OUT_OF_MEMORY);
2015 }
2016}
2017
2018void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2019{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002020 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002021
2022 try
2023 {
2024 gl::Context *context = gl::getContext();
2025
2026 if (context)
2027 {
2028 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002029
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002030 if (!shaderObject)
2031 {
2032 return error(GL_INVALID_VALUE);
2033 }
2034
2035 switch (pname)
2036 {
2037 case GL_SHADER_TYPE:
2038 *params = shaderObject->getType();
2039 return;
2040 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002041 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002042 return;
2043 case GL_COMPILE_STATUS:
2044 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2045 return;
2046 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002047 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002048 return;
2049 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002050 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002051 return;
2052 default:
2053 return error(GL_INVALID_ENUM);
2054 }
2055 }
2056 }
2057 catch(std::bad_alloc&)
2058 {
2059 return error(GL_OUT_OF_MEMORY);
2060 }
2061}
2062
2063void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
2064{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002065 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
2066 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002067
2068 try
2069 {
2070 if (bufsize < 0)
2071 {
2072 return error(GL_INVALID_VALUE);
2073 }
2074
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002075 gl::Context *context = gl::getContext();
2076
2077 if (context)
2078 {
2079 gl::Shader *shaderObject = context->getShader(shader);
2080
2081 if (!shaderObject)
2082 {
2083 return error(GL_INVALID_VALUE);
2084 }
2085
2086 shaderObject->getInfoLog(bufsize, length, infolog);
2087 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002088 }
2089 catch(std::bad_alloc&)
2090 {
2091 return error(GL_OUT_OF_MEMORY);
2092 }
2093}
2094
2095void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2096{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002097 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2098 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002099
2100 try
2101 {
2102 UNIMPLEMENTED(); // FIXME
2103 }
2104 catch(std::bad_alloc&)
2105 {
2106 return error(GL_OUT_OF_MEMORY);
2107 }
2108}
2109
2110void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
2111{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002112 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* source = 0x%0.8p)",
2113 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002114
2115 try
2116 {
2117 if (bufsize < 0)
2118 {
2119 return error(GL_INVALID_VALUE);
2120 }
2121
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002122 gl::Context *context = gl::getContext();
2123
2124 if (context)
2125 {
2126 gl::Shader *shaderObject = context->getShader(shader);
2127
2128 if (!shaderObject)
2129 {
2130 return error(GL_INVALID_VALUE);
2131 }
2132
2133 shaderObject->getSource(bufsize, length, source);
2134 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002135 }
2136 catch(std::bad_alloc&)
2137 {
2138 return error(GL_OUT_OF_MEMORY);
2139 }
2140}
2141
2142const GLubyte* __stdcall glGetString(GLenum name)
2143{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002144 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002145
2146 try
2147 {
2148 switch (name)
2149 {
2150 case GL_VENDOR:
2151 return (GLubyte*)"TransGaming Inc.";
2152 case GL_RENDERER:
2153 return (GLubyte*)"ANGLE";
2154 case GL_VERSION:
2155 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2156 case GL_SHADING_LANGUAGE_VERSION:
2157 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2158 case GL_EXTENSIONS:
2159 return (GLubyte*)"";
2160 default:
2161 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2162 }
2163 }
2164 catch(std::bad_alloc&)
2165 {
2166 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2167 }
2168
2169 return NULL;
2170}
2171
2172void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2173{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002174 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", target, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002175
2176 try
2177 {
2178 UNIMPLEMENTED(); // FIXME
2179 }
2180 catch(std::bad_alloc&)
2181 {
2182 return error(GL_OUT_OF_MEMORY);
2183 }
2184}
2185
2186void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2187{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002188 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002189
2190 try
2191 {
2192 UNIMPLEMENTED(); // FIXME
2193 }
2194 catch(std::bad_alloc&)
2195 {
2196 return error(GL_OUT_OF_MEMORY);
2197 }
2198}
2199
2200void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2201{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002202 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002203
2204 try
2205 {
2206 UNIMPLEMENTED(); // FIXME
2207 }
2208 catch(std::bad_alloc&)
2209 {
2210 return error(GL_OUT_OF_MEMORY);
2211 }
2212}
2213
2214void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2215{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002216 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002217
2218 try
2219 {
2220 UNIMPLEMENTED(); // FIXME
2221 }
2222 catch(std::bad_alloc&)
2223 {
2224 return error(GL_OUT_OF_MEMORY);
2225 }
2226}
2227
2228int __stdcall glGetUniformLocation(GLuint program, const char* name)
2229{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002230 TRACE("(GLuint program = %d, const char* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002231
2232 try
2233 {
2234 gl::Context *context = gl::getContext();
2235
2236 if (strstr(name, "gl_") == name)
2237 {
2238 return -1;
2239 }
2240
2241 if (context)
2242 {
2243 gl::Program *programObject = context->getProgram(program);
2244
2245 if (!programObject)
2246 {
2247 return error(GL_INVALID_VALUE, -1);
2248 }
2249
2250 if (!programObject->isLinked())
2251 {
2252 return error(GL_INVALID_OPERATION, -1);
2253 }
2254
2255 return programObject->getUniformLocation(name);
2256 }
2257 }
2258 catch(std::bad_alloc&)
2259 {
2260 return error(GL_OUT_OF_MEMORY, -1);
2261 }
2262
2263 return -1;
2264}
2265
2266void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2267{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002268 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002269
2270 try
2271 {
2272 if (index >= gl::MAX_VERTEX_ATTRIBS)
2273 {
2274 return error(GL_INVALID_VALUE);
2275 }
2276
2277 UNIMPLEMENTED(); // FIXME
2278 }
2279 catch(std::bad_alloc&)
2280 {
2281 return error(GL_OUT_OF_MEMORY);
2282 }
2283}
2284
2285void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2286{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002287 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002288
2289 try
2290 {
2291 if (index >= gl::MAX_VERTEX_ATTRIBS)
2292 {
2293 return error(GL_INVALID_VALUE);
2294 }
2295
2296 UNIMPLEMENTED(); // FIXME
2297 }
2298 catch(std::bad_alloc&)
2299 {
2300 return error(GL_OUT_OF_MEMORY);
2301 }
2302}
2303
2304void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
2305{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002306 TRACE("(GLuint index = %d, GLenum pname = 0x%X, void** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002307
2308 try
2309 {
2310 if (index >= gl::MAX_VERTEX_ATTRIBS)
2311 {
2312 return error(GL_INVALID_VALUE);
2313 }
2314
2315 UNIMPLEMENTED(); // FIXME
2316 }
2317 catch(std::bad_alloc&)
2318 {
2319 return error(GL_OUT_OF_MEMORY);
2320 }
2321}
2322
2323void __stdcall glHint(GLenum target, GLenum mode)
2324{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002325 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002326
2327 try
2328 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00002329 switch (target)
2330 {
2331 case GL_GENERATE_MIPMAP_HINT:
2332 switch (mode)
2333 {
2334 case GL_FASTEST:
2335 case GL_NICEST:
2336 case GL_DONT_CARE:
2337 break;
2338 default:
2339 return error(GL_INVALID_ENUM);
2340 }
2341 break;
2342 default:
2343 return error(GL_INVALID_ENUM);
2344 }
2345
2346 gl::Context *context = gl::getContext();
2347 if (context)
2348 {
2349 if (target == GL_GENERATE_MIPMAP_HINT)
2350 context->generateMipmapHint = mode;
2351 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002352 }
2353 catch(std::bad_alloc&)
2354 {
2355 return error(GL_OUT_OF_MEMORY);
2356 }
2357}
2358
2359GLboolean __stdcall glIsBuffer(GLuint buffer)
2360{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002361 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002362
2363 try
2364 {
2365 gl::Context *context = gl::getContext();
2366
2367 if (context && buffer)
2368 {
2369 gl::Buffer *bufferObject = context->getBuffer(buffer);
2370
2371 if (bufferObject)
2372 {
2373 return GL_TRUE;
2374 }
2375 }
2376 }
2377 catch(std::bad_alloc&)
2378 {
2379 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2380 }
2381
2382 return GL_FALSE;
2383}
2384
2385GLboolean __stdcall glIsEnabled(GLenum cap)
2386{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002387 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002388
2389 try
2390 {
2391 gl::Context *context = gl::getContext();
2392
2393 if (context)
2394 {
2395 switch (cap)
2396 {
2397 case GL_CULL_FACE: return context->cullFace;
2398 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
2399 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
2400 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
2401 case GL_SCISSOR_TEST: return context->scissorTest;
2402 case GL_STENCIL_TEST: return context->stencilTest;
2403 case GL_DEPTH_TEST: return context->depthTest;
2404 case GL_BLEND: return context->blend;
2405 case GL_DITHER: return context->dither;
2406 default:
2407 return error(GL_INVALID_ENUM, false);
2408 }
2409 }
2410 }
2411 catch(std::bad_alloc&)
2412 {
2413 return error(GL_OUT_OF_MEMORY, false);
2414 }
2415
2416 return false;
2417}
2418
2419GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
2420{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002421 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002422
2423 try
2424 {
2425 gl::Context *context = gl::getContext();
2426
2427 if (context && framebuffer)
2428 {
2429 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
2430
2431 if (framebufferObject)
2432 {
2433 return GL_TRUE;
2434 }
2435 }
2436 }
2437 catch(std::bad_alloc&)
2438 {
2439 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2440 }
2441
2442 return GL_FALSE;
2443}
2444
2445GLboolean __stdcall glIsProgram(GLuint program)
2446{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002447 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002448
2449 try
2450 {
2451 gl::Context *context = gl::getContext();
2452
2453 if (context && program)
2454 {
2455 gl::Program *programObject = context->getProgram(program);
2456
2457 if (programObject)
2458 {
2459 return GL_TRUE;
2460 }
2461 }
2462 }
2463 catch(std::bad_alloc&)
2464 {
2465 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2466 }
2467
2468 return GL_FALSE;
2469}
2470
2471GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
2472{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002473 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002474
2475 try
2476 {
2477 gl::Context *context = gl::getContext();
2478
2479 if (context && renderbuffer)
2480 {
2481 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
2482
2483 if (renderbufferObject)
2484 {
2485 return GL_TRUE;
2486 }
2487 }
2488 }
2489 catch(std::bad_alloc&)
2490 {
2491 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2492 }
2493
2494 return GL_FALSE;
2495}
2496
2497GLboolean __stdcall glIsShader(GLuint shader)
2498{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002499 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002500
2501 try
2502 {
2503 gl::Context *context = gl::getContext();
2504
2505 if (context && shader)
2506 {
2507 gl::Shader *shaderObject = context->getShader(shader);
2508
2509 if (shaderObject)
2510 {
2511 return GL_TRUE;
2512 }
2513 }
2514 }
2515 catch(std::bad_alloc&)
2516 {
2517 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2518 }
2519
2520 return GL_FALSE;
2521}
2522
2523GLboolean __stdcall glIsTexture(GLuint texture)
2524{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002525 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002526
2527 try
2528 {
2529 gl::Context *context = gl::getContext();
2530
2531 if (context && texture)
2532 {
2533 gl::Texture *textureObject = context->getTexture(texture);
2534
2535 if (textureObject)
2536 {
2537 return GL_TRUE;
2538 }
2539 }
2540 }
2541 catch(std::bad_alloc&)
2542 {
2543 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2544 }
2545
2546 return GL_FALSE;
2547}
2548
2549void __stdcall glLineWidth(GLfloat width)
2550{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002551 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002552
2553 try
2554 {
2555 if (width <= 0.0f)
2556 {
2557 return error(GL_INVALID_VALUE);
2558 }
2559
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002560 gl::Context *context = gl::getContext();
2561
2562 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002563 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002564 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002565 }
2566 }
2567 catch(std::bad_alloc&)
2568 {
2569 return error(GL_OUT_OF_MEMORY);
2570 }
2571}
2572
2573void __stdcall glLinkProgram(GLuint program)
2574{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002575 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002576
2577 try
2578 {
2579 gl::Context *context = gl::getContext();
2580
2581 if (context)
2582 {
2583 gl::Program *programObject = context->getProgram(program);
2584
2585 if (!programObject)
2586 {
2587 return error(GL_INVALID_VALUE);
2588 }
2589
2590 programObject->link();
2591 }
2592 }
2593 catch(std::bad_alloc&)
2594 {
2595 return error(GL_OUT_OF_MEMORY);
2596 }
2597}
2598
2599void __stdcall glPixelStorei(GLenum pname, GLint param)
2600{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002601 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002602
2603 try
2604 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002605 gl::Context *context = gl::getContext();
2606
2607 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002608 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002609 switch (pname)
2610 {
2611 case GL_UNPACK_ALIGNMENT:
2612 if (param != 1 && param != 2 && param != 4 && param != 8)
2613 {
2614 return error(GL_INVALID_VALUE);
2615 }
2616
2617 context->unpackAlignment = param;
2618 break;
2619
2620 case GL_PACK_ALIGNMENT:
2621 if (param != 1 && param != 2 && param != 4 && param != 8)
2622 {
2623 return error(GL_INVALID_VALUE);
2624 }
2625
2626 context->packAlignment = param;
2627 break;
2628
2629 default:
2630 return error(GL_INVALID_ENUM);
2631 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002632 }
2633 }
2634 catch(std::bad_alloc&)
2635 {
2636 return error(GL_OUT_OF_MEMORY);
2637 }
2638}
2639
2640void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
2641{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002642 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002643
2644 try
2645 {
2646 if (factor != 0.0f || units != 0.0f)
2647 {
2648 UNIMPLEMENTED(); // FIXME
2649 }
2650 }
2651 catch(std::bad_alloc&)
2652 {
2653 return error(GL_OUT_OF_MEMORY);
2654 }
2655}
2656
2657void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
2658{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002659 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
2660 "GLenum format = 0x%X, GLenum type = 0x%X, void* pixels = 0x%0.8p)",
2661 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002662
2663 try
2664 {
2665 if (width < 0 || height < 0)
2666 {
2667 return error(GL_INVALID_VALUE);
2668 }
2669
2670 switch (format)
2671 {
2672 case GL_RGBA:
2673 switch (type)
2674 {
2675 case GL_UNSIGNED_BYTE:
2676 break;
2677 default:
2678 return error(GL_INVALID_OPERATION);
2679 }
2680 break;
2681 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
2682 switch (type)
2683 {
2684 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
2685 break;
2686 default:
2687 return error(GL_INVALID_OPERATION);
2688 }
2689 break;
2690 default:
2691 return error(GL_INVALID_OPERATION);
2692 }
2693
2694 gl::Context *context = gl::getContext();
2695
2696 if (context)
2697 {
2698 context->readPixels(x, y, width, height, format, type, pixels);
2699 }
2700 }
2701 catch(std::bad_alloc&)
2702 {
2703 return error(GL_OUT_OF_MEMORY);
2704 }
2705}
2706
2707void __stdcall glReleaseShaderCompiler(void)
2708{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002709 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002710
2711 try
2712 {
2713 gl::Shader::releaseCompiler();
2714 }
2715 catch(std::bad_alloc&)
2716 {
2717 return error(GL_OUT_OF_MEMORY);
2718 }
2719}
2720
2721void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
2722{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002723 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
2724 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002725
2726 try
2727 {
2728 switch (target)
2729 {
2730 case GL_RENDERBUFFER:
2731 break;
2732 default:
2733 return error(GL_INVALID_ENUM);
2734 }
2735
2736 switch (internalformat)
2737 {
2738 case GL_DEPTH_COMPONENT16:
2739 case GL_RGBA4:
2740 case GL_RGB5_A1:
2741 case GL_RGB565:
2742 case GL_STENCIL_INDEX8:
2743 break;
2744 default:
2745 return error(GL_INVALID_ENUM);
2746 }
2747
2748 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
2749 {
2750 return error(GL_INVALID_VALUE);
2751 }
2752
2753 gl::Context *context = gl::getContext();
2754
2755 if (context)
2756 {
2757 if (context->framebuffer == 0 || context->renderbuffer == 0)
2758 {
2759 return error(GL_INVALID_OPERATION);
2760 }
2761
2762 switch (internalformat)
2763 {
2764 case GL_DEPTH_COMPONENT16:
2765 context->setRenderbuffer(new gl::Depthbuffer(width, height));
2766 break;
2767 case GL_RGBA4:
2768 case GL_RGB5_A1:
2769 case GL_RGB565:
2770 UNIMPLEMENTED(); // FIXME
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002771 // context->setRenderbuffer(new Colorbuffer(renderTarget));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002772 break;
2773 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002774 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002775 break;
2776 default:
2777 return error(GL_INVALID_ENUM);
2778 }
2779 }
2780 }
2781 catch(std::bad_alloc&)
2782 {
2783 return error(GL_OUT_OF_MEMORY);
2784 }
2785}
2786
2787void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
2788{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002789 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002790
2791 try
2792 {
2793 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002794
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002795 if (context)
2796 {
2797 context->sampleCoverageValue = gl::clamp01(value);
2798 context->sampleCoverageInvert = invert;
2799 }
2800 }
2801 catch(std::bad_alloc&)
2802 {
2803 return error(GL_OUT_OF_MEMORY);
2804 }
2805}
2806
2807void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
2808{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002809 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)", x, y, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002810
2811 try
2812 {
2813 if (width < 0 || height < 0)
2814 {
2815 return error(GL_INVALID_VALUE);
2816 }
2817
2818 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002819
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002820 if (context)
2821 {
2822 context->scissorX = x;
2823 context->scissorY = y;
2824 context->scissorWidth = width;
2825 context->scissorHeight = height;
2826 }
2827 }
2828 catch(std::bad_alloc&)
2829 {
2830 return error(GL_OUT_OF_MEMORY);
2831 }
2832}
2833
2834void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
2835{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002836 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
2837 "const void* binary = 0x%0.8p, GLsizei length = %d)",
2838 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002839
2840 try
2841 {
2842 if (n < 0 || length < 0)
2843 {
2844 return error(GL_INVALID_VALUE);
2845 }
2846
2847 UNIMPLEMENTED(); // FIXME
2848 }
2849 catch(std::bad_alloc&)
2850 {
2851 return error(GL_OUT_OF_MEMORY);
2852 }
2853}
2854
2855void __stdcall glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
2856{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002857 TRACE("(GLuint shader = %d, GLsizei count = %d, const char** string = 0x%0.8p, const GLint* length = 0x%0.8p)",
2858 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002859
2860 try
2861 {
2862 if (count < 0)
2863 {
2864 return error(GL_INVALID_VALUE);
2865 }
2866
2867 gl::Context *context = gl::getContext();
2868
2869 if (context)
2870 {
2871 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002872
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002873 if (!shaderObject)
2874 {
2875 return error(GL_INVALID_VALUE);
2876 }
2877
2878 shaderObject->setSource(count, string, length);
2879 }
2880 }
2881 catch(std::bad_alloc&)
2882 {
2883 return error(GL_OUT_OF_MEMORY);
2884 }
2885}
2886
2887void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
2888{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002889 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002890}
2891
2892void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
2893{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002894 TRACE("(GLenum face = 0x%X, GLenum func = 0x%X, GLint ref = %d, GLuint mask = %d)", face, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002895
2896 try
2897 {
2898 switch (face)
2899 {
2900 case GL_FRONT:
2901 case GL_BACK:
2902 case GL_FRONT_AND_BACK:
2903 break;
2904 default:
2905 return error(GL_INVALID_ENUM);
2906 }
2907
2908 switch (func)
2909 {
2910 case GL_NEVER:
2911 case GL_ALWAYS:
2912 case GL_LESS:
2913 case GL_LEQUAL:
2914 case GL_EQUAL:
2915 case GL_GEQUAL:
2916 case GL_GREATER:
2917 case GL_NOTEQUAL:
2918 break;
2919 default:
2920 return error(GL_INVALID_ENUM);
2921 }
2922
2923 gl::Context *context = gl::getContext();
2924
2925 if (context)
2926 {
2927 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2928 {
2929 context->stencilFunc = func;
2930 context->stencilRef = ref;
2931 context->stencilMask = mask;
2932 }
2933
2934 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2935 {
2936 context->stencilBackFunc = func;
2937 context->stencilBackRef = ref;
2938 context->stencilBackMask = mask;
2939 }
2940 }
2941 }
2942 catch(std::bad_alloc&)
2943 {
2944 return error(GL_OUT_OF_MEMORY);
2945 }
2946}
2947
2948void __stdcall glStencilMask(GLuint mask)
2949{
2950 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
2951}
2952
2953void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
2954{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002955 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002956
2957 try
2958 {
2959 switch (face)
2960 {
2961 case GL_FRONT:
2962 case GL_BACK:
2963 case GL_FRONT_AND_BACK:
2964 break;
2965 default:
2966 return error(GL_INVALID_ENUM);
2967 }
2968
2969 gl::Context *context = gl::getContext();
2970
2971 if (context)
2972 {
2973 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2974 {
2975 context->stencilWritemask = mask;
2976 }
2977
2978 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2979 {
2980 context->stencilBackWritemask = mask;
2981 }
2982 }
2983 }
2984 catch(std::bad_alloc&)
2985 {
2986 return error(GL_OUT_OF_MEMORY);
2987 }
2988}
2989
2990void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
2991{
2992 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
2993}
2994
2995void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
2996{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002997 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
2998 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002999
3000 try
3001 {
3002 switch (face)
3003 {
3004 case GL_FRONT:
3005 case GL_BACK:
3006 case GL_FRONT_AND_BACK:
3007 break;
3008 default:
3009 return error(GL_INVALID_ENUM);
3010 }
3011
3012 switch (fail)
3013 {
3014 case GL_ZERO:
3015 case GL_KEEP:
3016 case GL_REPLACE:
3017 case GL_INCR:
3018 case GL_DECR:
3019 case GL_INVERT:
3020 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003021 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003022 break;
3023 default:
3024 return error(GL_INVALID_ENUM);
3025 }
3026
3027 switch (zfail)
3028 {
3029 case GL_ZERO:
3030 case GL_KEEP:
3031 case GL_REPLACE:
3032 case GL_INCR:
3033 case GL_DECR:
3034 case GL_INVERT:
3035 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003036 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003037 break;
3038 default:
3039 return error(GL_INVALID_ENUM);
3040 }
3041
3042 switch (zpass)
3043 {
3044 case GL_ZERO:
3045 case GL_KEEP:
3046 case GL_REPLACE:
3047 case GL_INCR:
3048 case GL_DECR:
3049 case GL_INVERT:
3050 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003051 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003052 break;
3053 default:
3054 return error(GL_INVALID_ENUM);
3055 }
3056
3057 gl::Context *context = gl::getContext();
3058
3059 if (context)
3060 {
3061 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3062 {
3063 context->stencilFail = fail;
3064 context->stencilPassDepthFail = zfail;
3065 context->stencilPassDepthPass = zpass;
3066 }
3067
3068 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3069 {
3070 context->stencilBackFail = fail;
3071 context->stencilBackPassDepthFail = zfail;
3072 context->stencilBackPassDepthPass = zpass;
3073 }
3074 }
3075 }
3076 catch(std::bad_alloc&)
3077 {
3078 return error(GL_OUT_OF_MEMORY);
3079 }
3080}
3081
3082void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)
3083{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003084 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
3085 "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const void* pixels = 0x%0.8p)",
3086 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003087
3088 try
3089 {
3090 if (level < 0 || width < 0 || height < 0)
3091 {
3092 return error(GL_INVALID_VALUE);
3093 }
3094
3095 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3096 {
3097 return error(GL_INVALID_VALUE);
3098 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003099
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003100 switch (target)
3101 {
3102 case GL_TEXTURE_2D:
3103 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3104 {
3105 return error(GL_INVALID_VALUE);
3106 }
3107 break;
3108 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3109 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3110 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3111 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3112 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3113 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3114 if (!gl::isPow2(width) || !gl::isPow2(height))
3115 {
3116 return error(GL_INVALID_VALUE);
3117 }
3118
3119 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3120 {
3121 return error(GL_INVALID_VALUE);
3122 }
3123 break;
3124 default:
3125 return error(GL_INVALID_ENUM);
3126 }
3127
3128 if (internalformat != format)
3129 {
3130 return error(GL_INVALID_OPERATION);
3131 }
3132
3133 switch (internalformat)
3134 {
3135 case GL_ALPHA:
3136 case GL_LUMINANCE:
3137 case GL_LUMINANCE_ALPHA:
3138 switch (type)
3139 {
3140 case GL_UNSIGNED_BYTE:
3141 break;
3142 default:
3143 return error(GL_INVALID_ENUM);
3144 }
3145 break;
3146 case GL_RGB:
3147 switch (type)
3148 {
3149 case GL_UNSIGNED_BYTE:
3150 case GL_UNSIGNED_SHORT_5_6_5:
3151 break;
3152 default:
3153 return error(GL_INVALID_ENUM);
3154 }
3155 break;
3156 case GL_RGBA:
3157 switch (type)
3158 {
3159 case GL_UNSIGNED_BYTE:
3160 case GL_UNSIGNED_SHORT_4_4_4_4:
3161 case GL_UNSIGNED_SHORT_5_5_5_1:
3162 break;
3163 default:
3164 return error(GL_INVALID_ENUM);
3165 }
3166 break;
3167 default:
3168 return error(GL_INVALID_VALUE);
3169 }
3170
3171 if (border != 0)
3172 {
3173 return error(GL_INVALID_VALUE);
3174 }
3175
3176 gl::Context *context = gl::getContext();
3177
3178 if (context)
3179 {
3180 if (target == GL_TEXTURE_2D)
3181 {
3182 gl::Texture2D *texture = context->getTexture2D();
3183
3184 if (!texture)
3185 {
3186 return error(GL_INVALID_OPERATION);
3187 }
3188
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003189 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003190 }
3191 else
3192 {
3193 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3194
3195 if (!texture)
3196 {
3197 return error(GL_INVALID_OPERATION);
3198 }
3199
3200 switch (target)
3201 {
3202 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003203 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003204 break;
3205 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003206 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003207 break;
3208 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003209 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003210 break;
3211 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003212 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003213 break;
3214 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003215 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003216 break;
3217 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003218 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003219 break;
3220 default: UNREACHABLE();
3221 }
3222 }
3223 }
3224 }
3225 catch(std::bad_alloc&)
3226 {
3227 return error(GL_OUT_OF_MEMORY);
3228 }
3229}
3230
3231void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3232{
3233 glTexParameteri(target, pname, (GLint)param);
3234}
3235
3236void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3237{
3238 glTexParameteri(target, pname, (GLint)*params);
3239}
3240
3241void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3242{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003243 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003244
3245 try
3246 {
3247 gl::Context *context = gl::getContext();
3248
3249 if (context)
3250 {
3251 gl::Texture *texture;
3252
3253 switch (target)
3254 {
3255 case GL_TEXTURE_2D:
3256 texture = context->getTexture2D();
3257 break;
3258 case GL_TEXTURE_CUBE_MAP:
3259 texture = context->getTextureCubeMap();
3260 break;
3261 default:
3262 return error(GL_INVALID_ENUM);
3263 }
3264
3265 switch (pname)
3266 {
3267 case GL_TEXTURE_WRAP_S:
3268 if (!texture->setWrapS((GLenum)param))
3269 {
3270 return error(GL_INVALID_ENUM);
3271 }
3272 break;
3273 case GL_TEXTURE_WRAP_T:
3274 if (!texture->setWrapT((GLenum)param))
3275 {
3276 return error(GL_INVALID_ENUM);
3277 }
3278 break;
3279 case GL_TEXTURE_MIN_FILTER:
3280 if (!texture->setMinFilter((GLenum)param))
3281 {
3282 return error(GL_INVALID_ENUM);
3283 }
3284 break;
3285 case GL_TEXTURE_MAG_FILTER:
3286 if (!texture->setMagFilter((GLenum)param))
3287 {
3288 return error(GL_INVALID_ENUM);
3289 }
3290 break;
3291 default:
3292 return error(GL_INVALID_ENUM);
3293 }
3294 }
3295 }
3296 catch(std::bad_alloc&)
3297 {
3298 return error(GL_OUT_OF_MEMORY);
3299 }
3300}
3301
3302void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
3303{
3304 glTexParameteri(target, pname, *params);
3305}
3306
3307void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)
3308{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003309 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
3310 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
3311 "const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003312 target, level, xoffset, yoffset, width, height, format, type, pixels);
3313
3314 try
3315 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003316 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
3317 {
3318 return error(GL_INVALID_ENUM);
3319 }
3320
3321 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003322 {
3323 return error(GL_INVALID_VALUE);
3324 }
3325
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003326 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
3327 {
3328 return error(GL_INVALID_VALUE);
3329 }
3330
3331 if (!es2dx::CheckTextureFormatType(format, type))
3332 {
3333 return error(GL_INVALID_ENUM);
3334 }
3335
3336 if (width == 0 || height == 0 || pixels == NULL)
3337 {
3338 return;
3339 }
3340
3341 gl::Context *context = gl::getContext();
3342
3343 if (context)
3344 {
3345 if (target == GL_TEXTURE_2D)
3346 {
3347 gl::Texture2D *texture = context->getTexture2D();
3348
3349 if (!texture)
3350 {
3351 return error(GL_INVALID_OPERATION);
3352 }
3353
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003354 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003355 }
3356 else if (es2dx::IsCubemapTextureTarget(target))
3357 {
3358 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3359
3360 if (!texture)
3361 {
3362 return error(GL_INVALID_OPERATION);
3363 }
3364
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003365 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003366 }
3367 else
3368 {
3369 UNREACHABLE();
3370 }
3371 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003372 }
3373 catch(std::bad_alloc&)
3374 {
3375 return error(GL_OUT_OF_MEMORY);
3376 }
3377}
3378
3379void __stdcall glUniform1f(GLint location, GLfloat x)
3380{
3381 glUniform1fv(location, 1, &x);
3382}
3383
3384void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
3385{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003386 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003387
3388 try
3389 {
3390 if (location == -1)
3391 {
3392 return;
3393 }
3394
3395 if (count < 0)
3396 {
3397 return error(GL_INVALID_VALUE);
3398 }
3399
3400 gl::Context *context = gl::getContext();
3401
3402 if (context)
3403 {
3404 gl::Program *program = context->getCurrentProgram();
3405
3406 if (!program)
3407 {
3408 return error(GL_INVALID_OPERATION);
3409 }
3410
3411 if (!program->setUniform1fv(location, count, v))
3412 {
3413 return error(GL_INVALID_OPERATION);
3414 }
3415 }
3416 }
3417 catch(std::bad_alloc&)
3418 {
3419 return error(GL_OUT_OF_MEMORY);
3420 }
3421}
3422
3423void __stdcall glUniform1i(GLint location, GLint x)
3424{
3425 glUniform1iv(location, 1, &x);
3426}
3427
3428void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
3429{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003430 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003431
3432 try
3433 {
3434 if (count < 0)
3435 {
3436 return error(GL_INVALID_VALUE);
3437 }
3438
3439 gl::Context *context = gl::getContext();
3440
3441 if (context)
3442 {
3443 gl::Program *program = context->getCurrentProgram();
3444
3445 if (!program)
3446 {
3447 return error(GL_INVALID_OPERATION);
3448 }
3449
3450 if (!program->setUniform1iv(location, count, v))
3451 {
3452 return error(GL_INVALID_OPERATION);
3453 }
3454 }
3455 }
3456 catch(std::bad_alloc&)
3457 {
3458 return error(GL_OUT_OF_MEMORY);
3459 }
3460}
3461
3462void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
3463{
3464 GLfloat xy[2] = {x, y};
3465
3466 glUniform2fv(location, 1, (GLfloat*)&xy);
3467}
3468
3469void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
3470{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003471 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003472
3473 try
3474 {
3475 if (location == -1)
3476 {
3477 return;
3478 }
3479
3480 if (count < 0)
3481 {
3482 return error(GL_INVALID_VALUE);
3483 }
3484
3485 gl::Context *context = gl::getContext();
3486
3487 if (context)
3488 {
3489 gl::Program *program = context->getCurrentProgram();
3490
3491 if (!program)
3492 {
3493 return error(GL_INVALID_OPERATION);
3494 }
3495
3496 if (!program->setUniform2fv(location, count, v))
3497 {
3498 return error(GL_INVALID_OPERATION);
3499 }
3500 }
3501 }
3502 catch(std::bad_alloc&)
3503 {
3504 return error(GL_OUT_OF_MEMORY);
3505 }
3506}
3507
3508void __stdcall glUniform2i(GLint location, GLint x, GLint y)
3509{
3510 GLint xy[4] = {x, y};
3511
3512 glUniform2iv(location, 1, (GLint*)&xy);
3513}
3514
3515void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
3516{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003517 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003518
3519 try
3520 {
3521 if (count < 0)
3522 {
3523 return error(GL_INVALID_VALUE);
3524 }
3525
3526 UNIMPLEMENTED(); // FIXME
3527 }
3528 catch(std::bad_alloc&)
3529 {
3530 return error(GL_OUT_OF_MEMORY);
3531 }
3532}
3533
3534void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
3535{
3536 GLfloat xyz[3] = {x, y, z};
3537
3538 glUniform3fv(location, 1, (GLfloat*)&xyz);
3539}
3540
3541void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
3542{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003543 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003544
3545 try
3546 {
3547 if (count < 0)
3548 {
3549 return error(GL_INVALID_VALUE);
3550 }
3551
3552 if (location == -1)
3553 {
3554 return;
3555 }
3556
3557 gl::Context *context = gl::getContext();
3558
3559 if (context)
3560 {
3561 gl::Program *program = context->getCurrentProgram();
3562
3563 if (!program)
3564 {
3565 return error(GL_INVALID_OPERATION);
3566 }
3567
3568 if (!program->setUniform3fv(location, count, v))
3569 {
3570 return error(GL_INVALID_OPERATION);
3571 }
3572 }
3573 }
3574 catch(std::bad_alloc&)
3575 {
3576 return error(GL_OUT_OF_MEMORY);
3577 }
3578}
3579
3580void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
3581{
3582 GLint xyz[3] = {x, y, z};
3583
3584 glUniform3iv(location, 1, (GLint*)&xyz);
3585}
3586
3587void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
3588{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003589 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003590
3591 try
3592 {
3593 if (count < 0)
3594 {
3595 return error(GL_INVALID_VALUE);
3596 }
3597
3598 UNIMPLEMENTED(); // FIXME
3599 }
3600 catch(std::bad_alloc&)
3601 {
3602 return error(GL_OUT_OF_MEMORY);
3603 }
3604}
3605
3606void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3607{
3608 GLfloat xyzw[4] = {x, y, z, w};
3609
3610 glUniform4fv(location, 1, (GLfloat*)&xyzw);
3611}
3612
3613void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
3614{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003615 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003616
3617 try
3618 {
3619 if (count < 0)
3620 {
3621 return error(GL_INVALID_VALUE);
3622 }
3623
3624 if (location == -1)
3625 {
3626 return;
3627 }
3628
3629 gl::Context *context = gl::getContext();
3630
3631 if (context)
3632 {
3633 gl::Program *program = context->getCurrentProgram();
3634
3635 if (!program)
3636 {
3637 return error(GL_INVALID_OPERATION);
3638 }
3639
3640 if (!program->setUniform4fv(location, count, v))
3641 {
3642 return error(GL_INVALID_OPERATION);
3643 }
3644 }
3645 }
3646 catch(std::bad_alloc&)
3647 {
3648 return error(GL_OUT_OF_MEMORY);
3649 }
3650}
3651
3652void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
3653{
3654 GLint xyzw[4] = {x, y, z, w};
3655
3656 glUniform4iv(location, 1, (GLint*)&xyzw);
3657}
3658
3659void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
3660{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003661 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003662
3663 try
3664 {
3665 if (count < 0)
3666 {
3667 return error(GL_INVALID_VALUE);
3668 }
3669
3670 UNIMPLEMENTED(); // FIXME
3671 }
3672 catch(std::bad_alloc&)
3673 {
3674 return error(GL_OUT_OF_MEMORY);
3675 }
3676}
3677
3678void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3679{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003680 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3681 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003682
3683 try
3684 {
3685 if (count < 0 || transpose != GL_FALSE)
3686 {
3687 return error(GL_INVALID_VALUE);
3688 }
3689
3690 if (location == -1)
3691 {
3692 return;
3693 }
3694
3695 gl::Context *context = gl::getContext();
3696
3697 if (context)
3698 {
3699 gl::Program *program = context->getCurrentProgram();
3700
3701 if (!program)
3702 {
3703 return error(GL_INVALID_OPERATION);
3704 }
3705
3706 if (!program->setUniformMatrix2fv(location, count, value))
3707 {
3708 return error(GL_INVALID_OPERATION);
3709 }
3710 }
3711 }
3712 catch(std::bad_alloc&)
3713 {
3714 return error(GL_OUT_OF_MEMORY);
3715 }
3716}
3717
3718void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3719{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003720 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3721 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003722
3723 try
3724 {
3725 if (count < 0 || transpose != GL_FALSE)
3726 {
3727 return error(GL_INVALID_VALUE);
3728 }
3729
3730 if (location == -1)
3731 {
3732 return;
3733 }
3734
3735 gl::Context *context = gl::getContext();
3736
3737 if (context)
3738 {
3739 gl::Program *program = context->getCurrentProgram();
3740
3741 if (!program)
3742 {
3743 return error(GL_INVALID_OPERATION);
3744 }
3745
3746 if (!program->setUniformMatrix3fv(location, count, value))
3747 {
3748 return error(GL_INVALID_OPERATION);
3749 }
3750 }
3751 }
3752 catch(std::bad_alloc&)
3753 {
3754 return error(GL_OUT_OF_MEMORY);
3755 }
3756}
3757
3758void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3759{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003760 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3761 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003762
3763 try
3764 {
3765 if (count < 0 || transpose != GL_FALSE)
3766 {
3767 return error(GL_INVALID_VALUE);
3768 }
3769
3770 if (location == -1)
3771 {
3772 return;
3773 }
3774
3775 gl::Context *context = gl::getContext();
3776
3777 if (context)
3778 {
3779 gl::Program *program = context->getCurrentProgram();
3780
3781 if (!program)
3782 {
3783 return error(GL_INVALID_OPERATION);
3784 }
3785
3786 if (!program->setUniformMatrix4fv(location, count, value))
3787 {
3788 return error(GL_INVALID_OPERATION);
3789 }
3790 }
3791 }
3792 catch(std::bad_alloc&)
3793 {
3794 return error(GL_OUT_OF_MEMORY);
3795 }
3796}
3797
3798void __stdcall glUseProgram(GLuint program)
3799{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003800 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003801
3802 try
3803 {
3804 gl::Context *context = gl::getContext();
3805
3806 if (context)
3807 {
3808 gl::Program *programObject = context->getProgram(program);
3809
3810 if (programObject && !programObject->isLinked())
3811 {
3812 return error(GL_INVALID_OPERATION);
3813 }
3814
3815 context->useProgram(program);
3816 }
3817 }
3818 catch(std::bad_alloc&)
3819 {
3820 return error(GL_OUT_OF_MEMORY);
3821 }
3822}
3823
3824void __stdcall glValidateProgram(GLuint program)
3825{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003826 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003827
3828 try
3829 {
3830 UNIMPLEMENTED(); // FIXME
3831 }
3832 catch(std::bad_alloc&)
3833 {
3834 return error(GL_OUT_OF_MEMORY);
3835 }
3836}
3837
3838void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
3839{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003840 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003841
3842 try
3843 {
3844 if (index >= gl::MAX_VERTEX_ATTRIBS)
3845 {
3846 return error(GL_INVALID_VALUE);
3847 }
3848
3849 UNIMPLEMENTED(); // FIXME
3850 }
3851 catch(std::bad_alloc&)
3852 {
3853 return error(GL_OUT_OF_MEMORY);
3854 }
3855}
3856
3857void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
3858{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003859 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003860
3861 try
3862 {
3863 if (index >= gl::MAX_VERTEX_ATTRIBS)
3864 {
3865 return error(GL_INVALID_VALUE);
3866 }
3867
3868 UNIMPLEMENTED(); // FIXME
3869 }
3870 catch(std::bad_alloc&)
3871 {
3872 return error(GL_OUT_OF_MEMORY);
3873 }
3874}
3875
3876void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
3877{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003878 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003879
3880 try
3881 {
3882 if (index >= gl::MAX_VERTEX_ATTRIBS)
3883 {
3884 return error(GL_INVALID_VALUE);
3885 }
3886
3887 UNIMPLEMENTED(); // FIXME
3888 }
3889 catch(std::bad_alloc&)
3890 {
3891 return error(GL_OUT_OF_MEMORY);
3892 }
3893}
3894
3895void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
3896{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003897 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003898
3899 try
3900 {
3901 if (index >= gl::MAX_VERTEX_ATTRIBS)
3902 {
3903 return error(GL_INVALID_VALUE);
3904 }
3905
3906 UNIMPLEMENTED(); // FIXME
3907 }
3908 catch(std::bad_alloc&)
3909 {
3910 return error(GL_OUT_OF_MEMORY);
3911 }
3912}
3913
3914void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
3915{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003916 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f, GLfloat z = %f)", index, x, y, z);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003917
3918 try
3919 {
3920 if (index >= gl::MAX_VERTEX_ATTRIBS)
3921 {
3922 return error(GL_INVALID_VALUE);
3923 }
3924
3925 UNIMPLEMENTED(); // FIXME
3926 }
3927 catch(std::bad_alloc&)
3928 {
3929 return error(GL_OUT_OF_MEMORY);
3930 }
3931}
3932
3933void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
3934{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003935 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003936
3937 try
3938 {
3939 if (index >= gl::MAX_VERTEX_ATTRIBS)
3940 {
3941 return error(GL_INVALID_VALUE);
3942 }
3943
3944 UNIMPLEMENTED(); // FIXME
3945 }
3946 catch(std::bad_alloc&)
3947 {
3948 return error(GL_OUT_OF_MEMORY);
3949 }
3950}
3951
3952void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3953{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003954 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f, GLfloat z = %f, GLfloat w = %f)", index, x, y, z, w);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003955
3956 try
3957 {
3958 if (index >= gl::MAX_VERTEX_ATTRIBS)
3959 {
3960 return error(GL_INVALID_VALUE);
3961 }
3962
3963 UNIMPLEMENTED(); // FIXME
3964 }
3965 catch(std::bad_alloc&)
3966 {
3967 return error(GL_OUT_OF_MEMORY);
3968 }
3969}
3970
3971void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
3972{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003973 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003974
3975 try
3976 {
3977 if (index >= gl::MAX_VERTEX_ATTRIBS)
3978 {
3979 return error(GL_INVALID_VALUE);
3980 }
3981
3982 UNIMPLEMENTED(); // FIXME
3983 }
3984 catch(std::bad_alloc&)
3985 {
3986 return error(GL_OUT_OF_MEMORY);
3987 }
3988}
3989
3990void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
3991{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003992 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
3993 "GLboolean normalized = %d, GLsizei stride = %d, const void* ptr = 0x%0.8p)",
3994 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003995
3996 try
3997 {
3998 if (index >= gl::MAX_VERTEX_ATTRIBS)
3999 {
4000 return error(GL_INVALID_VALUE);
4001 }
4002
4003 if (size < 1 || size > 4)
4004 {
4005 return error(GL_INVALID_VALUE);
4006 }
4007
4008 switch (type)
4009 {
4010 case GL_BYTE:
4011 case GL_UNSIGNED_BYTE:
4012 case GL_SHORT:
4013 case GL_UNSIGNED_SHORT:
4014 case GL_FIXED:
4015 case GL_FLOAT:
4016 break;
4017 default:
4018 return error(GL_INVALID_ENUM);
4019 }
4020
4021 if (stride < 0)
4022 {
4023 return error(GL_INVALID_VALUE);
4024 }
4025
4026 gl::Context *context = gl::getContext();
4027
4028 if (context)
4029 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004030 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4031 context->vertexAttribute[index].mSize = size;
4032 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004033 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004034 context->vertexAttribute[index].mStride = stride;
4035 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004036 }
4037 }
4038 catch(std::bad_alloc&)
4039 {
4040 return error(GL_OUT_OF_MEMORY);
4041 }
4042}
4043
4044void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4045{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004046 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)", x, y, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004047
4048 try
4049 {
4050 if (width < 0 || height < 0)
4051 {
4052 return error(GL_INVALID_VALUE);
4053 }
4054
4055 gl::Context *context = gl::getContext();
4056
4057 if (context)
4058 {
4059 context->viewportX = x;
4060 context->viewportY = y;
4061 context->viewportWidth = width;
4062 context->viewportHeight = height;
4063 }
4064 }
4065 catch(std::bad_alloc&)
4066 {
4067 return error(GL_OUT_OF_MEMORY);
4068 }
4069}
4070
4071void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels)
4072{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004073 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4074 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
4075 "GLenum format = 0x%X, GLenum type = 0x%x, const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004076 target, level, internalformat, width, height, depth, border, format, type, pixels);
4077
4078 try
4079 {
4080 UNIMPLEMENTED(); // FIXME
4081 }
4082 catch(std::bad_alloc&)
4083 {
4084 return error(GL_OUT_OF_MEMORY);
4085 }
4086}
4087}