blob: 516ec8c6450c142afbbf729953471c49efeeaee5 [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
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000016#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
18#include "libGLESv2/main.h"
19#include "libGLESv2/mathutil.h"
20#include "libGLESv2/utilities.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Context.h"
23#include "libGLESv2/Framebuffer.h"
24#include "libGLESv2/Program.h"
25#include "libGLESv2/Renderbuffer.h"
26#include "libGLESv2/Shader.h"
27#include "libGLESv2/Texture.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028
29extern "C"
30{
31
32void __stdcall glActiveTexture(GLenum texture)
33{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000034 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035
36 try
37 {
38 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
39 {
40 return error(GL_INVALID_ENUM);
41 }
42
43 gl::Context *context = gl::getContext();
44
45 if (context)
46 {
47 context->activeSampler = texture - GL_TEXTURE0;
48 }
49 }
50 catch(std::bad_alloc&)
51 {
52 return error(GL_OUT_OF_MEMORY);
53 }
54}
55
56void __stdcall glAttachShader(GLuint program, GLuint shader)
57{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000058 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000059
60 try
61 {
62 gl::Context *context = gl::getContext();
63
64 if (context)
65 {
66 gl::Program *programObject = context->getProgram(program);
67 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000068
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000069 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070 {
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000071 if (context->getShader(program))
72 {
73 return error(GL_INVALID_OPERATION);
74 }
75 else
76 {
77 return error(GL_INVALID_VALUE);
78 }
79 }
80
81 if (!shaderObject)
82 {
83 if (context->getProgram(shader))
84 {
85 return error(GL_INVALID_OPERATION);
86 }
87 else
88 {
89 return error(GL_INVALID_VALUE);
90 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000091 }
92
93 if (!programObject->attachShader(shaderObject))
94 {
95 return error(GL_INVALID_OPERATION);
96 }
97 }
98 }
99 catch(std::bad_alloc&)
100 {
101 return error(GL_OUT_OF_MEMORY);
102 }
103}
104
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000105void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000106{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000107 TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108
109 try
110 {
111 if (index >= gl::MAX_VERTEX_ATTRIBS)
112 {
113 return error(GL_INVALID_VALUE);
114 }
115
116 gl::Context *context = gl::getContext();
117
118 if (context)
119 {
120 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000121
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000122 if (!programObject)
123 {
daniel@transgaming.com98079832010-04-13 03:26:29 +0000124 if (context->getShader(program))
125 {
126 return error(GL_INVALID_OPERATION);
127 }
128 else
129 {
130 return error(GL_INVALID_VALUE);
131 }
132 }
133
134 if (strncmp(name, "gl_", 3) == 0)
135 {
136 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000137 }
138
139 programObject->bindAttributeLocation(index, name);
140 }
141 }
142 catch(std::bad_alloc&)
143 {
144 return error(GL_OUT_OF_MEMORY);
145 }
146}
147
148void __stdcall glBindBuffer(GLenum target, GLuint buffer)
149{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000150 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151
152 try
153 {
154 gl::Context *context = gl::getContext();
155
156 if (context)
157 {
158 switch (target)
159 {
160 case GL_ARRAY_BUFFER:
161 context->bindArrayBuffer(buffer);
162 return;
163 case GL_ELEMENT_ARRAY_BUFFER:
164 context->bindElementArrayBuffer(buffer);
165 return;
166 default:
167 return error(GL_INVALID_ENUM);
168 }
169 }
170 }
171 catch(std::bad_alloc&)
172 {
173 return error(GL_OUT_OF_MEMORY);
174 }
175}
176
177void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
178{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000179 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000180
181 try
182 {
183 if (target != GL_FRAMEBUFFER)
184 {
185 return error(GL_INVALID_ENUM);
186 }
187
188 gl::Context *context = gl::getContext();
189
190 if (context)
191 {
192 context->bindFramebuffer(framebuffer);
193 }
194 }
195 catch(std::bad_alloc&)
196 {
197 return error(GL_OUT_OF_MEMORY);
198 }
199}
200
201void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
202{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000203 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000204
205 try
206 {
207 if (target != GL_RENDERBUFFER)
208 {
209 return error(GL_INVALID_ENUM);
210 }
211
212 gl::Context *context = gl::getContext();
213
214 if (context)
215 {
216 context->bindRenderbuffer(renderbuffer);
217 }
218 }
219 catch(std::bad_alloc&)
220 {
221 return error(GL_OUT_OF_MEMORY);
222 }
223}
224
225void __stdcall glBindTexture(GLenum target, GLuint texture)
226{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000227 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000228
229 try
230 {
231 gl::Context *context = gl::getContext();
232
233 if (context)
234 {
235 gl::Texture *textureObject = context->getTexture(texture);
236
237 if (textureObject && textureObject->getTarget() != target && texture != 0)
238 {
239 return error(GL_INVALID_OPERATION);
240 }
241
242 switch (target)
243 {
244 case GL_TEXTURE_2D:
245 context->bindTexture2D(texture);
246 return;
247 case GL_TEXTURE_CUBE_MAP:
248 context->bindTextureCubeMap(texture);
249 return;
250 default:
251 return error(GL_INVALID_ENUM);
252 }
253 }
254 }
255 catch(std::bad_alloc&)
256 {
257 return error(GL_OUT_OF_MEMORY);
258 }
259}
260
261void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
262{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000263 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
264 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000265
266 try
267 {
268 gl::Context* context = gl::getContext();
269
270 if (context)
271 {
272 context->blendColor.red = gl::clamp01(red);
273 context->blendColor.blue = gl::clamp01(blue);
274 context->blendColor.green = gl::clamp01(green);
275 context->blendColor.alpha = gl::clamp01(alpha);
276 }
277 }
278 catch(std::bad_alloc&)
279 {
280 return error(GL_OUT_OF_MEMORY);
281 }
282}
283
284void __stdcall glBlendEquation(GLenum mode)
285{
286 glBlendEquationSeparate(mode, mode);
287}
288
289void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
290{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000291 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000292
293 try
294 {
295 switch (modeRGB)
296 {
297 case GL_FUNC_ADD:
298 case GL_FUNC_SUBTRACT:
299 case GL_FUNC_REVERSE_SUBTRACT:
300 break;
301 default:
302 return error(GL_INVALID_ENUM);
303 }
304
305 switch (modeAlpha)
306 {
307 case GL_FUNC_ADD:
308 case GL_FUNC_SUBTRACT:
309 case GL_FUNC_REVERSE_SUBTRACT:
310 break;
311 default:
312 return error(GL_INVALID_ENUM);
313 }
314
315 gl::Context *context = gl::getContext();
316
317 if (context)
318 {
319 context->blendEquationRGB = modeRGB;
320 context->blendEquationAlpha = modeAlpha;
321 }
322 }
323 catch(std::bad_alloc&)
324 {
325 return error(GL_OUT_OF_MEMORY);
326 }
327}
328
329void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
330{
331 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
332}
333
334void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
335{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000336 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
337 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000338
339 try
340 {
341 switch (srcRGB)
342 {
343 case GL_ZERO:
344 case GL_ONE:
345 case GL_SRC_COLOR:
346 case GL_ONE_MINUS_SRC_COLOR:
347 case GL_DST_COLOR:
348 case GL_ONE_MINUS_DST_COLOR:
349 case GL_SRC_ALPHA:
350 case GL_ONE_MINUS_SRC_ALPHA:
351 case GL_DST_ALPHA:
352 case GL_ONE_MINUS_DST_ALPHA:
353 case GL_CONSTANT_COLOR:
354 case GL_ONE_MINUS_CONSTANT_COLOR:
355 case GL_CONSTANT_ALPHA:
356 case GL_ONE_MINUS_CONSTANT_ALPHA:
357 case GL_SRC_ALPHA_SATURATE:
358 break;
359 default:
360 return error(GL_INVALID_ENUM);
361 }
362
363 switch (dstRGB)
364 {
365 case GL_ZERO:
366 case GL_ONE:
367 case GL_SRC_COLOR:
368 case GL_ONE_MINUS_SRC_COLOR:
369 case GL_DST_COLOR:
370 case GL_ONE_MINUS_DST_COLOR:
371 case GL_SRC_ALPHA:
372 case GL_ONE_MINUS_SRC_ALPHA:
373 case GL_DST_ALPHA:
374 case GL_ONE_MINUS_DST_ALPHA:
375 case GL_CONSTANT_COLOR:
376 case GL_ONE_MINUS_CONSTANT_COLOR:
377 case GL_CONSTANT_ALPHA:
378 case GL_ONE_MINUS_CONSTANT_ALPHA:
379 break;
380 default:
381 return error(GL_INVALID_ENUM);
382 }
383
384 switch (srcAlpha)
385 {
386 case GL_ZERO:
387 case GL_ONE:
388 case GL_SRC_COLOR:
389 case GL_ONE_MINUS_SRC_COLOR:
390 case GL_DST_COLOR:
391 case GL_ONE_MINUS_DST_COLOR:
392 case GL_SRC_ALPHA:
393 case GL_ONE_MINUS_SRC_ALPHA:
394 case GL_DST_ALPHA:
395 case GL_ONE_MINUS_DST_ALPHA:
396 case GL_CONSTANT_COLOR:
397 case GL_ONE_MINUS_CONSTANT_COLOR:
398 case GL_CONSTANT_ALPHA:
399 case GL_ONE_MINUS_CONSTANT_ALPHA:
400 case GL_SRC_ALPHA_SATURATE:
401 break;
402 default:
403 return error(GL_INVALID_ENUM);
404 }
405
406 switch (dstAlpha)
407 {
408 case GL_ZERO:
409 case GL_ONE:
410 case GL_SRC_COLOR:
411 case GL_ONE_MINUS_SRC_COLOR:
412 case GL_DST_COLOR:
413 case GL_ONE_MINUS_DST_COLOR:
414 case GL_SRC_ALPHA:
415 case GL_ONE_MINUS_SRC_ALPHA:
416 case GL_DST_ALPHA:
417 case GL_ONE_MINUS_DST_ALPHA:
418 case GL_CONSTANT_COLOR:
419 case GL_ONE_MINUS_CONSTANT_COLOR:
420 case GL_CONSTANT_ALPHA:
421 case GL_ONE_MINUS_CONSTANT_ALPHA:
422 break;
423 default:
424 return error(GL_INVALID_ENUM);
425 }
426
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000427 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
428 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
429
430 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
431 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
432
433 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000434 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000435 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
436 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000437 }
438
439 gl::Context *context = gl::getContext();
440
441 if (context)
442 {
443 context->sourceBlendRGB = srcRGB;
444 context->sourceBlendAlpha = srcAlpha;
445 context->destBlendRGB = dstRGB;
446 context->destBlendAlpha = dstAlpha;
447 }
448 }
449 catch(std::bad_alloc&)
450 {
451 return error(GL_OUT_OF_MEMORY);
452 }
453}
454
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000455void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000456{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000457 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p, GLenum usage = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000458 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000459
460 try
461 {
462 if (size < 0)
463 {
464 return error(GL_INVALID_VALUE);
465 }
466
467 switch (usage)
468 {
469 case GL_STREAM_DRAW:
470 case GL_STATIC_DRAW:
471 case GL_DYNAMIC_DRAW:
472 break;
473 default:
474 return error(GL_INVALID_ENUM);
475 }
476
477 gl::Context *context = gl::getContext();
478
479 if (context)
480 {
481 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000482
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000483 switch (target)
484 {
485 case GL_ARRAY_BUFFER:
486 buffer = context->getArrayBuffer();
487 break;
488 case GL_ELEMENT_ARRAY_BUFFER:
489 buffer = context->getElementArrayBuffer();
490 break;
491 default:
492 return error(GL_INVALID_ENUM);
493 }
494
495 if (!buffer)
496 {
497 return error(GL_INVALID_OPERATION);
498 }
499
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000500 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000501 }
502 }
503 catch(std::bad_alloc&)
504 {
505 return error(GL_OUT_OF_MEMORY);
506 }
507}
508
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000509void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000511 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000512 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000513
514 try
515 {
516 if (size < 0)
517 {
518 return error(GL_INVALID_VALUE);
519 }
520
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000521 if (data == NULL)
522 {
523 return;
524 }
525
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000526 gl::Context *context = gl::getContext();
527
528 if (context)
529 {
530 gl::Buffer *buffer;
531
532 switch (target)
533 {
534 case GL_ARRAY_BUFFER:
535 buffer = context->getArrayBuffer();
536 break;
537 case GL_ELEMENT_ARRAY_BUFFER:
538 buffer = context->getElementArrayBuffer();
539 break;
540 default:
541 return error(GL_INVALID_ENUM);
542 }
543
544 if (!buffer)
545 {
546 return error(GL_INVALID_OPERATION);
547 }
548
549 GLenum err = buffer->bufferSubData(data, size, offset);
550
551 if (err != GL_NO_ERROR)
552 {
553 return error(err);
554 }
555 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 }
557 catch(std::bad_alloc&)
558 {
559 return error(GL_OUT_OF_MEMORY);
560 }
561}
562
563GLenum __stdcall glCheckFramebufferStatus(GLenum target)
564{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000565 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000566
567 try
568 {
569 if (target != GL_FRAMEBUFFER)
570 {
571 return error(GL_INVALID_ENUM, 0);
572 }
573
574 gl::Context *context = gl::getContext();
575
576 if (context)
577 {
578 gl::Framebuffer *framebuffer = context->getFramebuffer();
579
580 return framebuffer->completeness();
581 }
582 }
583 catch(std::bad_alloc&)
584 {
585 return error(GL_OUT_OF_MEMORY, 0);
586 }
587
588 return 0;
589}
590
591void __stdcall glClear(GLbitfield mask)
592{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000593 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000594
595 try
596 {
597 gl::Context *context = gl::getContext();
598
599 if (context)
600 {
601 context->clear(mask);
602 }
603 }
604 catch(std::bad_alloc&)
605 {
606 return error(GL_OUT_OF_MEMORY);
607 }
608}
609
610void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
611{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000612 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
613 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000614
615 try
616 {
617 gl::Context *context = gl::getContext();
618
619 if (context)
620 {
621 context->setClearColor(red, green, blue, alpha);
622 }
623 }
624 catch(std::bad_alloc&)
625 {
626 return error(GL_OUT_OF_MEMORY);
627 }
628}
629
630void __stdcall glClearDepthf(GLclampf depth)
631{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000632 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633
634 try
635 {
636 gl::Context *context = gl::getContext();
637
638 if (context)
639 {
640 context->setClearDepth(depth);
641 }
642 }
643 catch(std::bad_alloc&)
644 {
645 return error(GL_OUT_OF_MEMORY);
646 }
647}
648
649void __stdcall glClearStencil(GLint s)
650{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000651 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000652
653 try
654 {
655 gl::Context *context = gl::getContext();
656
657 if (context)
658 {
659 context->setClearStencil(s);
660 }
661 }
662 catch(std::bad_alloc&)
663 {
664 return error(GL_OUT_OF_MEMORY);
665 }
666}
667
668void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
669{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000670 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
671 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000672
673 try
674 {
675 gl::Context *context = gl::getContext();
676
677 if (context)
678 {
679 context->colorMaskRed = red != GL_FALSE;
680 context->colorMaskGreen = green != GL_FALSE;
681 context->colorMaskBlue = blue != GL_FALSE;
682 context->colorMaskAlpha = alpha != GL_FALSE;
683 }
684 }
685 catch(std::bad_alloc&)
686 {
687 return error(GL_OUT_OF_MEMORY);
688 }
689}
690
691void __stdcall glCompileShader(GLuint shader)
692{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000693 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000694
695 try
696 {
697 gl::Context *context = gl::getContext();
698
699 if (context)
700 {
701 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000702
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000703 if (!shaderObject)
704 {
daniel@transgaming.com0cefaf42010-04-13 03:26:36 +0000705 if (context->getProgram(shader))
706 {
707 return error(GL_INVALID_OPERATION);
708 }
709 else
710 {
711 return error(GL_INVALID_VALUE);
712 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000713 }
714
715 shaderObject->compile();
716 }
717 }
718 catch(std::bad_alloc&)
719 {
720 return error(GL_OUT_OF_MEMORY);
721 }
722}
723
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000724void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
725 GLint border, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000726{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000727 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000728 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000729 target, level, internalformat, width, height, border, imageSize, data);
730
731 try
732 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000733 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
734 {
735 return error(GL_INVALID_ENUM);
736 }
737
738 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000739 {
740 return error(GL_INVALID_VALUE);
741 }
742
daniel@transgaming.com41430492010-03-11 20:36:18 +0000743 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
744 {
745 return error(GL_INVALID_VALUE);
746 }
747
748 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000749 }
750 catch(std::bad_alloc&)
751 {
752 return error(GL_OUT_OF_MEMORY);
753 }
754}
755
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000756void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
757 GLenum format, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000758{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000759 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
760 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000761 "GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000762 target, level, xoffset, yoffset, width, height, format, imageSize, data);
763
764 try
765 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000766 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
767 {
768 return error(GL_INVALID_ENUM);
769 }
770
771 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000772 {
773 return error(GL_INVALID_VALUE);
774 }
775
daniel@transgaming.com41430492010-03-11 20:36:18 +0000776 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
777 {
778 return error(GL_INVALID_VALUE);
779 }
780
781 if (xoffset != 0 || yoffset != 0)
782 {
783 return error(GL_INVALID_OPERATION);
784 }
785
786 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000787 }
788 catch(std::bad_alloc&)
789 {
790 return error(GL_OUT_OF_MEMORY);
791 }
792}
793
794void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
795{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000796 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
797 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000798 target, level, internalformat, x, y, width, height, border);
799
800 try
801 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000802 if (level < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000803 {
804 return error(GL_INVALID_VALUE);
805 }
806
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000807 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
808 {
809 return error(GL_INVALID_VALUE);
810 }
811
812 switch (target)
813 {
814 case GL_TEXTURE_2D:
815 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
816 {
817 return error(GL_INVALID_VALUE);
818 }
819 break;
820 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
821 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
822 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
823 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
824 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
825 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +0000826 if (width != height)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000827 {
828 return error(GL_INVALID_VALUE);
829 }
830
831 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
832 {
833 return error(GL_INVALID_VALUE);
834 }
835 break;
836 default:
837 return error(GL_INVALID_ENUM);
838 }
839
840 switch (internalformat)
841 {
842 case GL_ALPHA:
843 case GL_LUMINANCE:
844 case GL_LUMINANCE_ALPHA:
845 case GL_RGB:
846 case GL_RGBA:
847 break;
848 default:
849 return error(GL_INVALID_VALUE);
850 }
851
852 if (border != 0)
853 {
854 return error(GL_INVALID_VALUE);
855 }
856
857 gl::Context *context = gl::getContext();
858
859 if (context)
860 {
861 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
862
863 if (target == GL_TEXTURE_2D)
864 {
865 gl::Texture2D *texture = context->getTexture2D();
866
867 if (!texture)
868 {
869 return error(GL_INVALID_OPERATION);
870 }
871
872 texture->copyImage(level, internalformat, x, y, width, height, source);
873 }
874 else if (es2dx::IsCubemapTextureTarget(target))
875 {
876 gl::TextureCubeMap *texture = context->getTextureCubeMap();
877
878 if (!texture)
879 {
880 return error(GL_INVALID_OPERATION);
881 }
882
883 texture->copyImage(target, level, internalformat, x, y, width, height, source);
884 }
885 else
886 {
887 UNREACHABLE();
888 }
889 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000890 }
891 catch(std::bad_alloc&)
892 {
893 return error(GL_OUT_OF_MEMORY);
894 }
895}
896
897void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
898{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000899 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
900 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000901 target, level, xoffset, yoffset, x, y, width, height);
902
903 try
904 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000905 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
906 {
907 return error(GL_INVALID_ENUM);
908 }
909
910 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000911 {
912 return error(GL_INVALID_VALUE);
913 }
914
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000915 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
916 {
917 return error(GL_INVALID_VALUE);
918 }
919
920 if (width == 0 || height == 0)
921 {
922 return;
923 }
924
925 gl::Context *context = gl::getContext();
926
927 if (context)
928 {
929 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
930
931 if (target == GL_TEXTURE_2D)
932 {
933 gl::Texture2D *texture = context->getTexture2D();
934
935 if (!texture)
936 {
937 return error(GL_INVALID_OPERATION);
938 }
939
940 texture->copySubImage(level, xoffset, yoffset, x, y, width, height, source);
941 }
942 else if (es2dx::IsCubemapTextureTarget(target))
943 {
944 gl::TextureCubeMap *texture = context->getTextureCubeMap();
945
946 if (!texture)
947 {
948 return error(GL_INVALID_OPERATION);
949 }
950
951 texture->copySubImage(target, level, xoffset, yoffset, x, y, width, height, source);
952 }
953 else
954 {
955 UNREACHABLE();
956 }
957 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000958 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000959
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000960 catch(std::bad_alloc&)
961 {
962 return error(GL_OUT_OF_MEMORY);
963 }
964}
965
966GLuint __stdcall glCreateProgram(void)
967{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000968 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000969
970 try
971 {
972 gl::Context *context = gl::getContext();
973
974 if (context)
975 {
976 return context->createProgram();
977 }
978 }
979 catch(std::bad_alloc&)
980 {
981 return error(GL_OUT_OF_MEMORY, 0);
982 }
983
984 return 0;
985}
986
987GLuint __stdcall glCreateShader(GLenum type)
988{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000989 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000990
991 try
992 {
993 gl::Context *context = gl::getContext();
994
995 if (context)
996 {
997 switch (type)
998 {
999 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001000 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001001 return context->createShader(type);
1002 default:
1003 return error(GL_INVALID_ENUM, 0);
1004 }
1005 }
1006 }
1007 catch(std::bad_alloc&)
1008 {
1009 return error(GL_OUT_OF_MEMORY, 0);
1010 }
1011
1012 return 0;
1013}
1014
1015void __stdcall glCullFace(GLenum mode)
1016{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001017 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001018
1019 try
1020 {
1021 switch (mode)
1022 {
1023 case GL_FRONT:
1024 case GL_BACK:
1025 case GL_FRONT_AND_BACK:
1026 {
1027 gl::Context *context = gl::getContext();
1028
1029 if (context)
1030 {
1031 context->cullMode = mode;
1032 }
1033 }
1034 break;
1035 default:
1036 return error(GL_INVALID_ENUM);
1037 }
1038 }
1039 catch(std::bad_alloc&)
1040 {
1041 return error(GL_OUT_OF_MEMORY);
1042 }
1043}
1044
1045void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
1046{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001047 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001048
1049 try
1050 {
1051 if (n < 0)
1052 {
1053 return error(GL_INVALID_VALUE);
1054 }
1055
1056 gl::Context *context = gl::getContext();
1057
1058 if (context)
1059 {
1060 for (int i = 0; i < n; i++)
1061 {
1062 context->deleteBuffer(buffers[i]);
1063 }
1064 }
1065 }
1066 catch(std::bad_alloc&)
1067 {
1068 return error(GL_OUT_OF_MEMORY);
1069 }
1070}
1071
1072void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
1073{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001074 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001075
1076 try
1077 {
1078 if (n < 0)
1079 {
1080 return error(GL_INVALID_VALUE);
1081 }
1082
1083 gl::Context *context = gl::getContext();
1084
1085 if (context)
1086 {
1087 for (int i = 0; i < n; i++)
1088 {
1089 if (framebuffers[i] != 0)
1090 {
1091 context->deleteFramebuffer(framebuffers[i]);
1092 }
1093 }
1094 }
1095 }
1096 catch(std::bad_alloc&)
1097 {
1098 return error(GL_OUT_OF_MEMORY);
1099 }
1100}
1101
1102void __stdcall glDeleteProgram(GLuint program)
1103{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001104 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001105
1106 try
1107 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001108 if (program == 0)
1109 {
1110 return;
1111 }
1112
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001113 gl::Context *context = gl::getContext();
1114
1115 if (context)
1116 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001117 if (!context->getProgram(program))
1118 {
1119 if(context->getShader(program))
1120 {
1121 return error(GL_INVALID_OPERATION);
1122 }
1123 else
1124 {
1125 return error(GL_INVALID_VALUE);
1126 }
1127 }
1128
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001129 context->deleteProgram(program);
1130 }
1131 }
1132 catch(std::bad_alloc&)
1133 {
1134 return error(GL_OUT_OF_MEMORY);
1135 }
1136}
1137
1138void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
1139{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001140 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001141
1142 try
1143 {
1144 if (n < 0)
1145 {
1146 return error(GL_INVALID_VALUE);
1147 }
1148
1149 gl::Context *context = gl::getContext();
1150
1151 if (context)
1152 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +00001153 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001154 {
1155 context->deleteRenderbuffer(renderbuffers[i]);
1156 }
1157 }
1158 }
1159 catch(std::bad_alloc&)
1160 {
1161 return error(GL_OUT_OF_MEMORY);
1162 }
1163}
1164
1165void __stdcall glDeleteShader(GLuint shader)
1166{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001167 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001168
1169 try
1170 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001171 if (shader == 0)
1172 {
1173 return;
1174 }
1175
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001176 gl::Context *context = gl::getContext();
1177
1178 if (context)
1179 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001180 if (!context->getShader(shader))
1181 {
1182 if(context->getProgram(shader))
1183 {
1184 return error(GL_INVALID_OPERATION);
1185 }
1186 else
1187 {
1188 return error(GL_INVALID_VALUE);
1189 }
1190 }
1191
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001192 context->deleteShader(shader);
1193 }
1194 }
1195 catch(std::bad_alloc&)
1196 {
1197 return error(GL_OUT_OF_MEMORY);
1198 }
1199}
1200
1201void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
1202{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001203 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001204
1205 try
1206 {
1207 if (n < 0)
1208 {
1209 return error(GL_INVALID_VALUE);
1210 }
1211
1212 gl::Context *context = gl::getContext();
1213
1214 if (context)
1215 {
1216 for (int i = 0; i < n; i++)
1217 {
1218 if (textures[i] != 0)
1219 {
1220 context->deleteTexture(textures[i]);
1221 }
1222 }
1223 }
1224 }
1225 catch(std::bad_alloc&)
1226 {
1227 return error(GL_OUT_OF_MEMORY);
1228 }
1229}
1230
1231void __stdcall glDepthFunc(GLenum func)
1232{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001233 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001234
1235 try
1236 {
1237 switch (func)
1238 {
1239 case GL_NEVER:
1240 case GL_ALWAYS:
1241 case GL_LESS:
1242 case GL_LEQUAL:
1243 case GL_EQUAL:
1244 case GL_GREATER:
1245 case GL_GEQUAL:
1246 case GL_NOTEQUAL:
1247 break;
1248 default:
1249 return error(GL_INVALID_ENUM);
1250 }
1251
1252 gl::Context *context = gl::getContext();
1253
1254 if (context)
1255 {
1256 context->depthFunc = func;
1257 }
1258 }
1259 catch(std::bad_alloc&)
1260 {
1261 return error(GL_OUT_OF_MEMORY);
1262 }
1263}
1264
1265void __stdcall glDepthMask(GLboolean flag)
1266{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001267 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001268
1269 try
1270 {
1271 gl::Context *context = gl::getContext();
1272
1273 if (context)
1274 {
1275 context->depthMask = flag != GL_FALSE;
1276 }
1277 }
1278 catch(std::bad_alloc&)
1279 {
1280 return error(GL_OUT_OF_MEMORY);
1281 }
1282}
1283
1284void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1285{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001286 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001287
1288 try
1289 {
1290 gl::Context *context = gl::getContext();
1291
1292 if (context)
1293 {
1294 context->zNear = zNear;
1295 context->zFar = zFar;
1296 }
1297 }
1298 catch(std::bad_alloc&)
1299 {
1300 return error(GL_OUT_OF_MEMORY);
1301 }
1302}
1303
1304void __stdcall glDetachShader(GLuint program, GLuint shader)
1305{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001306 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001307
1308 try
1309 {
1310 gl::Context *context = gl::getContext();
1311
1312 if (context)
1313 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001314
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001315 gl::Program *programObject = context->getProgram(program);
1316 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001317
1318 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001319 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001320 gl::Shader *shaderByProgramHandle;
1321 shaderByProgramHandle = context->getShader(program);
1322 if (!shaderByProgramHandle)
1323 {
1324 return error(GL_INVALID_VALUE);
1325 }
1326 else
1327 {
1328 return error(GL_INVALID_OPERATION);
1329 }
1330 }
1331
1332 if (!shaderObject)
1333 {
1334 gl::Program *programByShaderHandle = context->getProgram(shader);
1335 if (!programByShaderHandle)
1336 {
1337 return error(GL_INVALID_VALUE);
1338 }
1339 else
1340 {
1341 return error(GL_INVALID_OPERATION);
1342 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001343 }
1344
1345 if (!programObject->detachShader(shaderObject))
1346 {
1347 return error(GL_INVALID_OPERATION);
1348 }
1349
1350 if (shaderObject->isDeletable())
1351 {
1352 context->deleteShader(shader);
1353 }
1354 }
1355 }
1356 catch(std::bad_alloc&)
1357 {
1358 return error(GL_OUT_OF_MEMORY);
1359 }
1360}
1361
1362void __stdcall glDisable(GLenum cap)
1363{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001364 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001365
1366 try
1367 {
1368 gl::Context *context = gl::getContext();
1369
1370 if (context)
1371 {
1372 switch (cap)
1373 {
1374 case GL_CULL_FACE: context->cullFace = false; break;
1375 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1376 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1377 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1378 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1379 case GL_STENCIL_TEST: context->stencilTest = false; break;
1380 case GL_DEPTH_TEST: context->depthTest = false; break;
1381 case GL_BLEND: context->blend = false; break;
1382 case GL_DITHER: context->dither = false; break;
1383 default:
1384 return error(GL_INVALID_ENUM);
1385 }
1386 }
1387 }
1388 catch(std::bad_alloc&)
1389 {
1390 return error(GL_OUT_OF_MEMORY);
1391 }
1392}
1393
1394void __stdcall glDisableVertexAttribArray(GLuint index)
1395{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001396 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001397
1398 try
1399 {
1400 if (index >= gl::MAX_VERTEX_ATTRIBS)
1401 {
1402 return error(GL_INVALID_VALUE);
1403 }
1404
1405 gl::Context *context = gl::getContext();
1406
1407 if (context)
1408 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001409 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001410 }
1411 }
1412 catch(std::bad_alloc&)
1413 {
1414 return error(GL_OUT_OF_MEMORY);
1415 }
1416}
1417
1418void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1419{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001420 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001421
1422 try
1423 {
1424 if (count < 0 || first < 0)
1425 {
1426 return error(GL_INVALID_VALUE);
1427 }
1428
1429 gl::Context *context = gl::getContext();
1430
1431 if (context)
1432 {
1433 context->drawArrays(mode, first, count);
1434 }
1435 }
1436 catch(std::bad_alloc&)
1437 {
1438 return error(GL_OUT_OF_MEMORY);
1439 }
1440}
1441
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001442void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001443{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001444 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001445 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001446
1447 try
1448 {
1449 if (count < 0)
1450 {
1451 return error(GL_INVALID_VALUE);
1452 }
1453
1454 switch (type)
1455 {
1456 case GL_UNSIGNED_BYTE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001457 case GL_UNSIGNED_SHORT:
1458 break;
1459 default:
1460 return error(GL_INVALID_ENUM);
1461 }
1462
1463 gl::Context *context = gl::getContext();
1464
1465 if (context)
1466 {
1467 context->drawElements(mode, count, type, indices);
1468 }
1469 }
1470 catch(std::bad_alloc&)
1471 {
1472 return error(GL_OUT_OF_MEMORY);
1473 }
1474}
1475
1476void __stdcall glEnable(GLenum cap)
1477{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001478 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001479
1480 try
1481 {
1482 gl::Context *context = gl::getContext();
1483
1484 if (context)
1485 {
1486 switch (cap)
1487 {
1488 case GL_CULL_FACE: context->cullFace = true; break;
1489 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1490 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1491 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1492 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1493 case GL_STENCIL_TEST: context->stencilTest = true; break;
1494 case GL_DEPTH_TEST: context->depthTest = true; break;
1495 case GL_BLEND: context->blend = true; break;
1496 case GL_DITHER: context->dither = true; break;
1497 default:
1498 return error(GL_INVALID_ENUM);
1499 }
1500 }
1501 }
1502 catch(std::bad_alloc&)
1503 {
1504 return error(GL_OUT_OF_MEMORY);
1505 }
1506}
1507
1508void __stdcall glEnableVertexAttribArray(GLuint index)
1509{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001510 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001511
1512 try
1513 {
1514 if (index >= gl::MAX_VERTEX_ATTRIBS)
1515 {
1516 return error(GL_INVALID_VALUE);
1517 }
1518
1519 gl::Context *context = gl::getContext();
1520
1521 if (context)
1522 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001523 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001524 }
1525 }
1526 catch(std::bad_alloc&)
1527 {
1528 return error(GL_OUT_OF_MEMORY);
1529 }
1530}
1531
1532void __stdcall glFinish(void)
1533{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001534 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001535
1536 try
1537 {
1538 gl::Context *context = gl::getContext();
1539
1540 if (context)
1541 {
1542 context->finish();
1543 }
1544 }
1545 catch(std::bad_alloc&)
1546 {
1547 return error(GL_OUT_OF_MEMORY);
1548 }
1549}
1550
1551void __stdcall glFlush(void)
1552{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001553 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001554
1555 try
1556 {
1557 gl::Context *context = gl::getContext();
1558
1559 if (context)
1560 {
1561 context->flush();
1562 }
1563 }
1564 catch(std::bad_alloc&)
1565 {
1566 return error(GL_OUT_OF_MEMORY);
1567 }
1568}
1569
1570void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1571{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001572 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1573 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001574
1575 try
1576 {
1577 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1578 {
1579 return error(GL_INVALID_ENUM);
1580 }
1581
1582 gl::Context *context = gl::getContext();
1583
1584 if (context)
1585 {
1586 gl::Framebuffer *framebuffer = context->getFramebuffer();
1587
1588 if (context->framebuffer == 0 || !framebuffer)
1589 {
1590 return error(GL_INVALID_OPERATION);
1591 }
1592
1593 switch (attachment)
1594 {
1595 case GL_COLOR_ATTACHMENT0:
1596 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1597 break;
1598 case GL_DEPTH_ATTACHMENT:
1599 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1600 break;
1601 case GL_STENCIL_ATTACHMENT:
1602 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1603 break;
1604 default:
1605 return error(GL_INVALID_ENUM);
1606 }
1607 }
1608 }
1609 catch(std::bad_alloc&)
1610 {
1611 return error(GL_OUT_OF_MEMORY);
1612 }
1613}
1614
1615void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1616{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001617 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1618 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001619
1620 try
1621 {
1622 if (target != GL_FRAMEBUFFER)
1623 {
1624 return error(GL_INVALID_ENUM);
1625 }
1626
1627 switch (attachment)
1628 {
1629 case GL_COLOR_ATTACHMENT0:
1630 break;
1631 default:
1632 return error(GL_INVALID_ENUM);
1633 }
1634
1635 gl::Context *context = gl::getContext();
1636
1637 if (context)
1638 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001639 if (texture == 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001640 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001641 textarget = GL_NONE;
1642 }
1643 else
1644 {
1645 gl::Texture *tex = context->getTexture(texture);
1646
1647 if (tex == NULL)
1648 {
1649 return error(GL_INVALID_OPERATION);
1650 }
1651
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001652 switch (textarget)
1653 {
1654 case GL_TEXTURE_2D:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001655 if (tex->getTarget() != GL_TEXTURE_2D)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001656 {
1657 return error(GL_INVALID_OPERATION);
1658 }
1659 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001660
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001661 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001662 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001663 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001664 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001665 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001666 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001667 if (tex->getTarget() != GL_TEXTURE_CUBE_MAP)
1668 {
1669 return error(GL_INVALID_OPERATION);
1670 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001671 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001672
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001673 default:
1674 return error(GL_INVALID_ENUM);
1675 }
1676
1677 if (level != 0)
1678 {
1679 return error(GL_INVALID_VALUE);
1680 }
1681 }
1682
1683 gl::Framebuffer *framebuffer = context->getFramebuffer();
1684
1685 if (context->framebuffer == 0 || !framebuffer)
1686 {
1687 return error(GL_INVALID_OPERATION);
1688 }
1689
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001690 framebuffer->setColorbuffer(textarget, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001691 }
1692 }
1693 catch(std::bad_alloc&)
1694 {
1695 return error(GL_OUT_OF_MEMORY);
1696 }
1697}
1698
1699void __stdcall glFrontFace(GLenum mode)
1700{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001701 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001702
1703 try
1704 {
1705 switch (mode)
1706 {
1707 case GL_CW:
1708 case GL_CCW:
1709 {
1710 gl::Context *context = gl::getContext();
1711
1712 if (context)
1713 {
1714 context->frontFace = mode;
1715 }
1716 }
1717 break;
1718 default:
1719 return error(GL_INVALID_ENUM);
1720 }
1721 }
1722 catch(std::bad_alloc&)
1723 {
1724 return error(GL_OUT_OF_MEMORY);
1725 }
1726}
1727
1728void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1729{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001730 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001731
1732 try
1733 {
1734 if (n < 0)
1735 {
1736 return error(GL_INVALID_VALUE);
1737 }
1738
1739 gl::Context *context = gl::getContext();
1740
1741 if (context)
1742 {
1743 for (int i = 0; i < n; i++)
1744 {
1745 buffers[i] = context->createBuffer();
1746 }
1747 }
1748 }
1749 catch(std::bad_alloc&)
1750 {
1751 return error(GL_OUT_OF_MEMORY);
1752 }
1753}
1754
1755void __stdcall glGenerateMipmap(GLenum target)
1756{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001757 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001758
1759 try
1760 {
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +00001761 gl::Context *context = gl::getContext();
1762
1763 if (context)
1764 {
1765 gl::Texture *texture;
1766
1767 switch (target)
1768 {
1769 case GL_TEXTURE_2D:
1770 texture = context->getTexture2D();
1771 break;
1772
1773 case GL_TEXTURE_CUBE_MAP:
1774 texture = context->getTextureCubeMap();
1775 break;
1776
1777 default:
1778 return error(GL_INVALID_ENUM);
1779 }
1780
1781 texture->generateMipmaps();
1782 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001783 }
1784 catch(std::bad_alloc&)
1785 {
1786 return error(GL_OUT_OF_MEMORY);
1787 }
1788}
1789
1790void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1791{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001792 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001793
1794 try
1795 {
1796 if (n < 0)
1797 {
1798 return error(GL_INVALID_VALUE);
1799 }
1800
1801 gl::Context *context = gl::getContext();
1802
1803 if (context)
1804 {
1805 for (int i = 0; i < n; i++)
1806 {
1807 framebuffers[i] = context->createFramebuffer();
1808 }
1809 }
1810 }
1811 catch(std::bad_alloc&)
1812 {
1813 return error(GL_OUT_OF_MEMORY);
1814 }
1815}
1816
1817void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1818{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001819 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001820
1821 try
1822 {
1823 if (n < 0)
1824 {
1825 return error(GL_INVALID_VALUE);
1826 }
1827
1828 gl::Context *context = gl::getContext();
1829
1830 if (context)
1831 {
1832 for (int i = 0; i < n; i++)
1833 {
1834 renderbuffers[i] = context->createRenderbuffer();
1835 }
1836 }
1837 }
1838 catch(std::bad_alloc&)
1839 {
1840 return error(GL_OUT_OF_MEMORY);
1841 }
1842}
1843
1844void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1845{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001846 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001847
1848 try
1849 {
1850 if (n < 0)
1851 {
1852 return error(GL_INVALID_VALUE);
1853 }
1854
1855 gl::Context *context = gl::getContext();
1856
1857 if (context)
1858 {
1859 for (int i = 0; i < n; i++)
1860 {
1861 textures[i] = context->createTexture();
1862 }
1863 }
1864 }
1865 catch(std::bad_alloc&)
1866 {
1867 return error(GL_OUT_OF_MEMORY);
1868 }
1869}
1870
daniel@transgaming.com85423182010-04-22 13:35:27 +00001871void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001872{
daniel@transgaming.com85423182010-04-22 13:35:27 +00001873 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei *length = 0x%0.8p, "
1874 "GLint *size = 0x%0.8p, GLenum *type = %0.8p, GLchar *name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001875 program, index, bufsize, length, size, type, name);
1876
1877 try
1878 {
1879 if (bufsize < 0)
1880 {
1881 return error(GL_INVALID_VALUE);
1882 }
1883
daniel@transgaming.com85423182010-04-22 13:35:27 +00001884 gl::Context *context = gl::getContext();
1885
1886 if (context)
1887 {
1888 gl::Program *programObject = context->getProgram(program);
1889
1890 if (!programObject)
1891 {
1892 if (context->getShader(program))
1893 {
1894 return error(GL_INVALID_OPERATION);
1895 }
1896 else
1897 {
1898 return error(GL_INVALID_VALUE);
1899 }
1900 }
1901
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001902 if (index >= (GLuint)programObject->getActiveAttributeCount())
daniel@transgaming.com85423182010-04-22 13:35:27 +00001903 {
1904 return error(GL_INVALID_VALUE);
1905 }
1906
1907 programObject->getActiveAttribute(index, bufsize, length, size, type, name);
1908 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001909 }
1910 catch(std::bad_alloc&)
1911 {
1912 return error(GL_OUT_OF_MEMORY);
1913 }
1914}
1915
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001916void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001917{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001918 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001919 "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, GLchar* name = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001920 program, index, bufsize, length, size, type, name);
1921
1922 try
1923 {
1924 if (bufsize < 0)
1925 {
1926 return error(GL_INVALID_VALUE);
1927 }
1928
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001929 gl::Context *context = gl::getContext();
1930
1931 if (context)
1932 {
1933 gl::Program *programObject = context->getProgram(program);
1934
1935 if (!programObject)
1936 {
1937 if (context->getShader(program))
1938 {
1939 return error(GL_INVALID_OPERATION);
1940 }
1941 else
1942 {
1943 return error(GL_INVALID_VALUE);
1944 }
1945 }
1946
1947 if (index >= (GLuint)programObject->getActiveUniformCount())
1948 {
1949 return error(GL_INVALID_VALUE);
1950 }
1951
1952 programObject->getActiveUniform(index, bufsize, length, size, type, name);
1953 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001954 }
1955 catch(std::bad_alloc&)
1956 {
1957 return error(GL_OUT_OF_MEMORY);
1958 }
1959}
1960
1961void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1962{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001963 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1964 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001965
1966 try
1967 {
1968 if (maxcount < 0)
1969 {
1970 return error(GL_INVALID_VALUE);
1971 }
1972
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001973 gl::Context *context = gl::getContext();
1974
1975 if (context)
1976 {
1977 gl::Program *programObject = context->getProgram(program);
1978
1979 if (!programObject)
1980 {
daniel@transgaming.com23953e32010-04-13 19:53:31 +00001981 if (context->getShader(program))
1982 {
1983 return error(GL_INVALID_OPERATION);
1984 }
1985 else
1986 {
1987 return error(GL_INVALID_VALUE);
1988 }
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001989 }
1990
1991 return programObject->getAttachedShaders(maxcount, count, shaders);
1992 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001993 }
1994 catch(std::bad_alloc&)
1995 {
1996 return error(GL_OUT_OF_MEMORY);
1997 }
1998}
1999
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002000int __stdcall glGetAttribLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002001{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002002 TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002003
2004 try
2005 {
2006 gl::Context *context = gl::getContext();
2007
2008 if (context)
2009 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002010
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002011 gl::Program *programObject = context->getProgram(program);
2012
2013 if (!programObject)
2014 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002015 if (context->getShader(program))
2016 {
2017 return error(GL_INVALID_OPERATION, -1);
2018 }
2019 else
2020 {
2021 return error(GL_INVALID_VALUE, -1);
2022 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002023 }
2024
daniel@transgaming.comcf4aa872010-04-13 03:26:27 +00002025 if (!programObject->isLinked())
2026 {
2027 return error(GL_INVALID_OPERATION, -1);
2028 }
2029
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002030 return programObject->getAttributeLocation(name);
2031 }
2032 }
2033 catch(std::bad_alloc&)
2034 {
2035 return error(GL_OUT_OF_MEMORY, -1);
2036 }
2037
2038 return -1;
2039}
2040
2041void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
2042{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002043 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002044
2045 try
2046 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002047 gl::Context *context = gl::getContext();
2048
2049 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002050 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002051 if (!(context->getBooleanv(pname, params)))
2052 {
2053 GLenum nativeType;
2054 unsigned int numParams = 0;
2055 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2056 return error(GL_INVALID_ENUM);
2057
2058 if (numParams == 0)
2059 return; // it is known that the pname is valid, but there are no parameters to return
2060
2061 if (nativeType == GL_FLOAT)
2062 {
2063 GLfloat *floatParams = NULL;
2064 floatParams = new GLfloat[numParams];
2065
2066 context->getFloatv(pname, floatParams);
2067
2068 for (unsigned int i = 0; i < numParams; ++i)
2069 {
2070 if (floatParams[i] == 0.0f)
2071 params[i] = GL_FALSE;
2072 else
2073 params[i] = GL_TRUE;
2074 }
2075
2076 delete [] floatParams;
2077 }
2078 else if (nativeType == GL_INT)
2079 {
2080 GLint *intParams = NULL;
2081 intParams = new GLint[numParams];
2082
2083 context->getIntegerv(pname, intParams);
2084
2085 for (unsigned int i = 0; i < numParams; ++i)
2086 {
2087 if (intParams[i] == 0)
2088 params[i] = GL_FALSE;
2089 else
2090 params[i] = GL_TRUE;
2091 }
2092
2093 delete [] intParams;
2094 }
2095 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002096 }
2097 }
2098 catch(std::bad_alloc&)
2099 {
2100 return error(GL_OUT_OF_MEMORY);
2101 }
2102}
2103
2104void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
2105{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002106 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 +00002107
2108 try
2109 {
daniel@transgaming.comaa0ccbd2010-04-15 20:45:05 +00002110 gl::Context *context = gl::getContext();
2111
2112 if (context)
2113 {
2114 gl::Buffer *buffer;
2115
2116 switch (target)
2117 {
2118 case GL_ARRAY_BUFFER:
2119 buffer = context->getArrayBuffer();
2120 break;
2121 case GL_ELEMENT_ARRAY_BUFFER:
2122 buffer = context->getElementArrayBuffer();
2123 break;
2124 default: return error(GL_INVALID_ENUM);
2125 }
2126
2127 if (!buffer)
2128 {
2129 // A null buffer means that "0" is bound to the requested buffer target
2130 return error(GL_INVALID_OPERATION);
2131 }
2132
2133 switch (pname)
2134 {
2135 case GL_BUFFER_USAGE:
2136 *params = buffer->usage();
2137 break;
2138 case GL_BUFFER_SIZE:
2139 *params = buffer->size();
2140 break;
2141 default: return error(GL_INVALID_ENUM);
2142 }
2143 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002144 }
2145 catch(std::bad_alloc&)
2146 {
2147 return error(GL_OUT_OF_MEMORY);
2148 }
2149}
2150
2151GLenum __stdcall glGetError(void)
2152{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002153 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002154
2155 gl::Context *context = gl::getContext();
2156
2157 if (context)
2158 {
2159 return context->getError();
2160 }
2161
2162 return GL_NO_ERROR;
2163}
2164
2165void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
2166{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002167 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002168
2169 try
2170 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002171 gl::Context *context = gl::getContext();
2172
2173 if (context)
2174 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002175 if (!(context->getFloatv(pname, params)))
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002176 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002177 GLenum nativeType;
2178 unsigned int numParams = 0;
2179 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2180 return error(GL_INVALID_ENUM);
2181
2182 if (numParams == 0)
2183 return; // it is known that the pname is valid, but that there are no parameters to return.
2184
2185 if (nativeType == GL_BOOL)
2186 {
2187 GLboolean *boolParams = NULL;
2188 boolParams = new GLboolean[numParams];
2189
2190 context->getBooleanv(pname, boolParams);
2191
2192 for (unsigned int i = 0; i < numParams; ++i)
2193 {
2194 if (boolParams[i] == GL_FALSE)
2195 params[i] = 0.0f;
2196 else
2197 params[i] = 1.0f;
2198 }
2199
2200 delete [] boolParams;
2201 }
2202 else if (nativeType == GL_INT)
2203 {
2204 GLint *intParams = NULL;
2205 intParams = new GLint[numParams];
2206
2207 context->getIntegerv(pname, intParams);
2208
2209 for (unsigned int i = 0; i < numParams; ++i)
2210 {
2211 params[i] = (GLfloat)intParams[i];
2212 }
2213
2214 delete [] intParams;
2215 }
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002216 }
2217 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002218 }
2219 catch(std::bad_alloc&)
2220 {
2221 return error(GL_OUT_OF_MEMORY);
2222 }
2223}
2224
2225void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
2226{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002227 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
2228 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002229
2230 try
2231 {
2232 gl::Context *context = gl::getContext();
2233
2234 if (context)
2235 {
2236 if (context->framebuffer == 0)
2237 {
2238 return error(GL_INVALID_OPERATION);
2239 }
2240
2241 UNIMPLEMENTED(); // FIXME
2242 }
2243 }
2244 catch(std::bad_alloc&)
2245 {
2246 return error(GL_OUT_OF_MEMORY);
2247 }
2248}
2249
2250void __stdcall glGetIntegerv(GLenum pname, GLint* params)
2251{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002252 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002253
2254 try
2255 {
2256 gl::Context *context = gl::getContext();
2257
2258 if (context)
2259 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002260 if (!(context->getIntegerv(pname, params)))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002261 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002262 GLenum nativeType;
2263 unsigned int numParams = 0;
2264 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2265 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002266
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002267 if (numParams == 0)
2268 return; // it is known that pname is valid, but there are no parameters to return
2269
2270 if (nativeType == GL_BOOL)
2271 {
2272 GLboolean *boolParams = NULL;
2273 boolParams = new GLboolean[numParams];
2274
2275 context->getBooleanv(pname, boolParams);
2276
2277 for (unsigned int i = 0; i < numParams; ++i)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002278 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002279 if (boolParams[i] == GL_FALSE)
2280 params[i] = 0;
2281 else
2282 params[i] = 1;
2283 }
2284
2285 delete [] boolParams;
2286 }
2287 else if (nativeType == GL_FLOAT)
2288 {
2289 GLfloat *floatParams = NULL;
2290 floatParams = new GLfloat[numParams];
2291
2292 context->getFloatv(pname, floatParams);
2293
2294 for (unsigned int i = 0; i < numParams; ++i)
2295 {
2296 if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002297 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002298 params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002299 }
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002300 else
2301 params[i] = (GLint)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002302 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002303
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002304 delete [] floatParams;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002305 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002306 }
2307 }
2308 }
2309 catch(std::bad_alloc&)
2310 {
2311 return error(GL_OUT_OF_MEMORY);
2312 }
2313}
2314
2315void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
2316{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002317 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002318
2319 try
2320 {
2321 gl::Context *context = gl::getContext();
2322
2323 if (context)
2324 {
2325 gl::Program *programObject = context->getProgram(program);
2326
2327 if (!programObject)
2328 {
2329 return error(GL_INVALID_VALUE);
2330 }
2331
2332 switch (pname)
2333 {
2334 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002335 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002336 return;
2337 case GL_LINK_STATUS:
2338 *params = programObject->isLinked();
2339 return;
2340 case GL_VALIDATE_STATUS:
2341 UNIMPLEMENTED(); // FIXME
2342 *params = GL_TRUE;
2343 return;
2344 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002345 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002346 return;
2347 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002348 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002349 return;
2350 case GL_ACTIVE_ATTRIBUTES:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002351 *params = programObject->getActiveAttributeCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002352 return;
2353 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002354 *params = programObject->getActiveAttributeMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002355 return;
2356 case GL_ACTIVE_UNIFORMS:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002357 *params = programObject->getActiveUniformCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002358 return;
2359 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002360 *params = programObject->getActiveUniformMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002361 return;
2362 default:
2363 return error(GL_INVALID_ENUM);
2364 }
2365 }
2366 }
2367 catch(std::bad_alloc&)
2368 {
2369 return error(GL_OUT_OF_MEMORY);
2370 }
2371}
2372
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002373void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002374{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002375 TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002376 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002377
2378 try
2379 {
2380 if (bufsize < 0)
2381 {
2382 return error(GL_INVALID_VALUE);
2383 }
2384
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002385 gl::Context *context = gl::getContext();
2386
2387 if (context)
2388 {
2389 gl::Program *programObject = context->getProgram(program);
2390
2391 if (!programObject)
2392 {
2393 return error(GL_INVALID_VALUE);
2394 }
2395
2396 programObject->getInfoLog(bufsize, length, infolog);
2397 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002398 }
2399 catch(std::bad_alloc&)
2400 {
2401 return error(GL_OUT_OF_MEMORY);
2402 }
2403}
2404
2405void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2406{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002407 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 +00002408
2409 try
2410 {
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002411 gl::Context *context = gl::getContext();
2412
2413 if (context)
2414 {
2415 if (target != GL_RENDERBUFFER)
2416 {
2417 return error(GL_INVALID_ENUM);
2418 }
2419
2420 if (context->renderbuffer == 0)
2421 {
2422 return error(GL_INVALID_OPERATION);
2423 }
2424
2425 gl::Renderbuffer *renderbuffer = context->getRenderbuffer(context->renderbuffer);
2426
2427 switch (pname)
2428 {
2429 case GL_RENDERBUFFER_WIDTH:
2430 *params = renderbuffer->getWidth();
2431 break;
2432 case GL_RENDERBUFFER_HEIGHT:
2433 *params = renderbuffer->getHeight();
2434 break;
2435 case GL_RENDERBUFFER_INTERNAL_FORMAT:
2436 *params = renderbuffer->getFormat();
2437 break;
2438 case GL_RENDERBUFFER_RED_SIZE:
2439 if (renderbuffer->isColorbuffer())
2440 {
2441 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getRedSize();
2442 }
2443 else
2444 {
2445 *params = 0;
2446 }
2447 break;
2448 case GL_RENDERBUFFER_GREEN_SIZE:
2449 if (renderbuffer->isColorbuffer())
2450 {
2451 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getGreenSize();
2452 }
2453 else
2454 {
2455 *params = 0;
2456 }
2457 break;
2458 case GL_RENDERBUFFER_BLUE_SIZE:
2459 if (renderbuffer->isColorbuffer())
2460 {
2461 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getBlueSize();
2462 }
2463 else
2464 {
2465 *params = 0;
2466 }
2467 break;
2468 case GL_RENDERBUFFER_ALPHA_SIZE:
2469 if (renderbuffer->isColorbuffer())
2470 {
2471 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getAlphaSize();
2472 }
2473 else
2474 {
2475 *params = 0;
2476 }
2477 break;
2478 case GL_RENDERBUFFER_DEPTH_SIZE:
2479 if (renderbuffer->isDepthbuffer())
2480 {
2481 *params = static_cast<gl::Depthbuffer*>(renderbuffer)->getDepthSize();
2482 }
2483 else
2484 {
2485 *params = 0;
2486 }
2487 break;
2488 case GL_RENDERBUFFER_STENCIL_SIZE:
2489 if (renderbuffer->isStencilbuffer())
2490 {
2491 *params = static_cast<gl::Stencilbuffer*>(renderbuffer)->getStencilSize();
2492 }
2493 else
2494 {
2495 *params = 0;
2496 }
2497 break;
2498 default:
2499 return error(GL_INVALID_ENUM);
2500 }
2501 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002502 }
2503 catch(std::bad_alloc&)
2504 {
2505 return error(GL_OUT_OF_MEMORY);
2506 }
2507}
2508
2509void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2510{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002511 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002512
2513 try
2514 {
2515 gl::Context *context = gl::getContext();
2516
2517 if (context)
2518 {
2519 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002520
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002521 if (!shaderObject)
2522 {
2523 return error(GL_INVALID_VALUE);
2524 }
2525
2526 switch (pname)
2527 {
2528 case GL_SHADER_TYPE:
2529 *params = shaderObject->getType();
2530 return;
2531 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002532 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002533 return;
2534 case GL_COMPILE_STATUS:
2535 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2536 return;
2537 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002538 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002539 return;
2540 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002541 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002542 return;
2543 default:
2544 return error(GL_INVALID_ENUM);
2545 }
2546 }
2547 }
2548 catch(std::bad_alloc&)
2549 {
2550 return error(GL_OUT_OF_MEMORY);
2551 }
2552}
2553
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002554void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002555{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002556 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002557 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002558
2559 try
2560 {
2561 if (bufsize < 0)
2562 {
2563 return error(GL_INVALID_VALUE);
2564 }
2565
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002566 gl::Context *context = gl::getContext();
2567
2568 if (context)
2569 {
2570 gl::Shader *shaderObject = context->getShader(shader);
2571
2572 if (!shaderObject)
2573 {
2574 return error(GL_INVALID_VALUE);
2575 }
2576
2577 shaderObject->getInfoLog(bufsize, length, infolog);
2578 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002579 }
2580 catch(std::bad_alloc&)
2581 {
2582 return error(GL_OUT_OF_MEMORY);
2583 }
2584}
2585
2586void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2587{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002588 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2589 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002590
2591 try
2592 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002593 switch (shadertype)
2594 {
2595 case GL_VERTEX_SHADER:
2596 case GL_FRAGMENT_SHADER:
2597 break;
2598 default:
2599 return error(GL_INVALID_ENUM);
2600 }
2601
2602 switch (precisiontype)
2603 {
2604 case GL_LOW_FLOAT:
2605 case GL_MEDIUM_FLOAT:
2606 case GL_HIGH_FLOAT:
2607 // Assume IEEE 754 precision
2608 range[0] = 127;
2609 range[1] = 127;
2610 precision[0] = 23;
2611 precision[1] = 23;
2612 break;
2613 case GL_LOW_INT:
2614 case GL_MEDIUM_INT:
2615 case GL_HIGH_INT:
2616 // Some (most) hardware only supports single-precision floating-point numbers,
2617 // which can accurately represent integers up to +/-16777216
2618 range[0] = 24;
2619 range[1] = 24;
2620 precision[0] = 0;
2621 precision[1] = 0;
2622 break;
2623 default:
2624 return error(GL_INVALID_ENUM);
2625 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002626 }
2627 catch(std::bad_alloc&)
2628 {
2629 return error(GL_OUT_OF_MEMORY);
2630 }
2631}
2632
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002633void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002634{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002635 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* source = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002636 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002637
2638 try
2639 {
2640 if (bufsize < 0)
2641 {
2642 return error(GL_INVALID_VALUE);
2643 }
2644
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002645 gl::Context *context = gl::getContext();
2646
2647 if (context)
2648 {
2649 gl::Shader *shaderObject = context->getShader(shader);
2650
2651 if (!shaderObject)
2652 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +00002653 return error(GL_INVALID_OPERATION);
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002654 }
2655
2656 shaderObject->getSource(bufsize, length, source);
2657 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002658 }
2659 catch(std::bad_alloc&)
2660 {
2661 return error(GL_OUT_OF_MEMORY);
2662 }
2663}
2664
2665const GLubyte* __stdcall glGetString(GLenum name)
2666{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002667 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002668
2669 try
2670 {
2671 switch (name)
2672 {
2673 case GL_VENDOR:
2674 return (GLubyte*)"TransGaming Inc.";
2675 case GL_RENDERER:
2676 return (GLubyte*)"ANGLE";
2677 case GL_VERSION:
2678 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2679 case GL_SHADING_LANGUAGE_VERSION:
2680 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2681 case GL_EXTENSIONS:
2682 return (GLubyte*)"";
2683 default:
2684 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2685 }
2686 }
2687 catch(std::bad_alloc&)
2688 {
2689 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2690 }
2691
2692 return NULL;
2693}
2694
2695void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2696{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002697 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 +00002698
2699 try
2700 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002701 gl::Context *context = gl::getContext();
2702
2703 if (context)
2704 {
2705 gl::Texture *texture;
2706
2707 switch (target)
2708 {
2709 case GL_TEXTURE_2D:
2710 texture = context->getTexture2D();
2711 break;
2712 case GL_TEXTURE_CUBE_MAP:
2713 texture = context->getTextureCubeMap();
2714 break;
2715 default:
2716 return error(GL_INVALID_ENUM);
2717 }
2718
2719 switch (pname)
2720 {
2721 case GL_TEXTURE_MAG_FILTER:
2722 *params = (GLfloat)texture->getMagFilter();
2723 break;
2724 case GL_TEXTURE_MIN_FILTER:
2725 *params = (GLfloat)texture->getMinFilter();
2726 break;
2727 case GL_TEXTURE_WRAP_S:
2728 *params = (GLfloat)texture->getWrapS();
2729 break;
2730 case GL_TEXTURE_WRAP_T:
2731 *params = (GLfloat)texture->getWrapT();
2732 break;
2733 default:
2734 return error(GL_INVALID_ENUM);
2735 }
2736 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002737 }
2738 catch(std::bad_alloc&)
2739 {
2740 return error(GL_OUT_OF_MEMORY);
2741 }
2742}
2743
2744void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2745{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002746 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 +00002747
2748 try
2749 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002750 gl::Context *context = gl::getContext();
2751
2752 if (context)
2753 {
2754 gl::Texture *texture;
2755
2756 switch (target)
2757 {
2758 case GL_TEXTURE_2D:
2759 texture = context->getTexture2D();
2760 break;
2761 case GL_TEXTURE_CUBE_MAP:
2762 texture = context->getTextureCubeMap();
2763 break;
2764 default:
2765 return error(GL_INVALID_ENUM);
2766 }
2767
2768 switch (pname)
2769 {
2770 case GL_TEXTURE_MAG_FILTER:
2771 *params = texture->getMagFilter();
2772 break;
2773 case GL_TEXTURE_MIN_FILTER:
2774 *params = texture->getMinFilter();
2775 break;
2776 case GL_TEXTURE_WRAP_S:
2777 *params = texture->getWrapS();
2778 break;
2779 case GL_TEXTURE_WRAP_T:
2780 *params = texture->getWrapT();
2781 break;
2782 default:
2783 return error(GL_INVALID_ENUM);
2784 }
2785 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002786 }
2787 catch(std::bad_alloc&)
2788 {
2789 return error(GL_OUT_OF_MEMORY);
2790 }
2791}
2792
2793void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2794{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002795 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002796
2797 try
2798 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002799 gl::Context *context = gl::getContext();
2800
2801 if (context)
2802 {
2803 if (program == 0)
2804 {
2805 return error(GL_INVALID_VALUE);
2806 }
2807
2808 gl::Program *programObject = context->getProgram(program);
2809
2810 if (!programObject || !programObject->isLinked())
2811 {
2812 return error(GL_INVALID_OPERATION);
2813 }
2814
2815 if (!programObject->getUniformfv(location, params))
2816 {
2817 return error(GL_INVALID_OPERATION);
2818 }
2819 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002820 }
2821 catch(std::bad_alloc&)
2822 {
2823 return error(GL_OUT_OF_MEMORY);
2824 }
2825}
2826
2827void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2828{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002829 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002830
2831 try
2832 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002833 gl::Context *context = gl::getContext();
2834
2835 if (context)
2836 {
2837 if (program == 0)
2838 {
2839 return error(GL_INVALID_VALUE);
2840 }
2841
2842 gl::Program *programObject = context->getProgram(program);
2843
2844 if (!programObject || !programObject->isLinked())
2845 {
2846 return error(GL_INVALID_OPERATION);
2847 }
2848
2849 if (!programObject)
2850 {
2851 return error(GL_INVALID_OPERATION);
2852 }
2853
2854 if (!programObject->getUniformiv(location, params))
2855 {
2856 return error(GL_INVALID_OPERATION);
2857 }
2858 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002859 }
2860 catch(std::bad_alloc&)
2861 {
2862 return error(GL_OUT_OF_MEMORY);
2863 }
2864}
2865
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002866int __stdcall glGetUniformLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002867{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002868 TRACE("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002869
2870 try
2871 {
2872 gl::Context *context = gl::getContext();
2873
2874 if (strstr(name, "gl_") == name)
2875 {
2876 return -1;
2877 }
2878
2879 if (context)
2880 {
2881 gl::Program *programObject = context->getProgram(program);
2882
2883 if (!programObject)
2884 {
daniel@transgaming.comd1abe5b2010-04-13 19:53:33 +00002885 if (context->getShader(program))
2886 {
2887 return error(GL_INVALID_OPERATION, -1);
2888 }
2889 else
2890 {
2891 return error(GL_INVALID_VALUE, -1);
2892 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002893 }
2894
2895 if (!programObject->isLinked())
2896 {
2897 return error(GL_INVALID_OPERATION, -1);
2898 }
2899
2900 return programObject->getUniformLocation(name);
2901 }
2902 }
2903 catch(std::bad_alloc&)
2904 {
2905 return error(GL_OUT_OF_MEMORY, -1);
2906 }
2907
2908 return -1;
2909}
2910
2911void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2912{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002913 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002914
2915 try
2916 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002917 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002918
daniel@transgaming.come0078962010-04-15 20:45:08 +00002919 if (context)
2920 {
2921 if (index >= gl::MAX_VERTEX_ATTRIBS)
2922 {
2923 return error(GL_INVALID_VALUE);
2924 }
2925
2926 switch (pname)
2927 {
2928 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
2929 *params = (GLfloat)(context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
2930 break;
2931 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
2932 *params = (GLfloat)context->vertexAttribute[index].mSize;
2933 break;
2934 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
2935 *params = (GLfloat)context->vertexAttribute[index].mStride;
2936 break;
2937 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
2938 *params = (GLfloat)context->vertexAttribute[index].mType;
2939 break;
2940 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
2941 *params = (GLfloat)(context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
2942 break;
2943 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
2944 *params = (GLfloat)context->vertexAttribute[index].mBoundBuffer;
2945 break;
2946 case GL_CURRENT_VERTEX_ATTRIB:
2947 for (int i = 0; i < 4; ++i)
2948 {
2949 params[i] = context->vertexAttribute[index].mCurrentValue[i];
2950 }
2951 break;
2952 default: return error(GL_INVALID_ENUM);
2953 }
2954 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002955 }
2956 catch(std::bad_alloc&)
2957 {
2958 return error(GL_OUT_OF_MEMORY);
2959 }
2960}
2961
2962void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2963{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002964 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002965
2966 try
2967 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002968 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002969
daniel@transgaming.come0078962010-04-15 20:45:08 +00002970 if (context)
2971 {
2972 if (index >= gl::MAX_VERTEX_ATTRIBS)
2973 {
2974 return error(GL_INVALID_VALUE);
2975 }
2976
2977 switch (pname)
2978 {
2979 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
2980 *params = (context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
2981 break;
2982 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
2983 *params = context->vertexAttribute[index].mSize;
2984 break;
2985 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
2986 *params = context->vertexAttribute[index].mStride;
2987 break;
2988 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
2989 *params = context->vertexAttribute[index].mType;
2990 break;
2991 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
2992 *params = (context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
2993 break;
2994 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
2995 *params = context->vertexAttribute[index].mBoundBuffer;
2996 break;
2997 case GL_CURRENT_VERTEX_ATTRIB:
2998 for (int i = 0; i < 4; ++i)
2999 {
3000 float currentValue = context->vertexAttribute[index].mCurrentValue[i];
3001 params[i] = (GLint)(currentValue > 0.0f ? floor(currentValue + 0.5f) : ceil(currentValue - 0.5f));
3002 }
3003 break;
3004 default: return error(GL_INVALID_ENUM);
3005 }
3006 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003007 }
3008 catch(std::bad_alloc&)
3009 {
3010 return error(GL_OUT_OF_MEMORY);
3011 }
3012}
3013
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003014void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003015{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003016 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003017
3018 try
3019 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003020 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003021
daniel@transgaming.come0078962010-04-15 20:45:08 +00003022 if (context)
3023 {
3024 if (index >= gl::MAX_VERTEX_ATTRIBS)
3025 {
3026 return error(GL_INVALID_VALUE);
3027 }
3028
3029 if (pname != GL_VERTEX_ATTRIB_ARRAY_POINTER)
3030 {
3031 return error(GL_INVALID_ENUM);
3032 }
3033
3034 *pointer = const_cast<GLvoid*>(context->vertexAttribute[index].mPointer);
3035 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003036 }
3037 catch(std::bad_alloc&)
3038 {
3039 return error(GL_OUT_OF_MEMORY);
3040 }
3041}
3042
3043void __stdcall glHint(GLenum target, GLenum mode)
3044{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003045 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003046
3047 try
3048 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003049 switch (target)
3050 {
3051 case GL_GENERATE_MIPMAP_HINT:
3052 switch (mode)
3053 {
3054 case GL_FASTEST:
3055 case GL_NICEST:
3056 case GL_DONT_CARE:
3057 break;
3058 default:
3059 return error(GL_INVALID_ENUM);
3060 }
3061 break;
3062 default:
3063 return error(GL_INVALID_ENUM);
3064 }
3065
3066 gl::Context *context = gl::getContext();
3067 if (context)
3068 {
3069 if (target == GL_GENERATE_MIPMAP_HINT)
3070 context->generateMipmapHint = mode;
3071 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003072 }
3073 catch(std::bad_alloc&)
3074 {
3075 return error(GL_OUT_OF_MEMORY);
3076 }
3077}
3078
3079GLboolean __stdcall glIsBuffer(GLuint buffer)
3080{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003081 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003082
3083 try
3084 {
3085 gl::Context *context = gl::getContext();
3086
3087 if (context && buffer)
3088 {
3089 gl::Buffer *bufferObject = context->getBuffer(buffer);
3090
3091 if (bufferObject)
3092 {
3093 return GL_TRUE;
3094 }
3095 }
3096 }
3097 catch(std::bad_alloc&)
3098 {
3099 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3100 }
3101
3102 return GL_FALSE;
3103}
3104
3105GLboolean __stdcall glIsEnabled(GLenum cap)
3106{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003107 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003108
3109 try
3110 {
3111 gl::Context *context = gl::getContext();
3112
3113 if (context)
3114 {
3115 switch (cap)
3116 {
3117 case GL_CULL_FACE: return context->cullFace;
3118 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
3119 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
3120 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
3121 case GL_SCISSOR_TEST: return context->scissorTest;
3122 case GL_STENCIL_TEST: return context->stencilTest;
3123 case GL_DEPTH_TEST: return context->depthTest;
3124 case GL_BLEND: return context->blend;
3125 case GL_DITHER: return context->dither;
3126 default:
3127 return error(GL_INVALID_ENUM, false);
3128 }
3129 }
3130 }
3131 catch(std::bad_alloc&)
3132 {
3133 return error(GL_OUT_OF_MEMORY, false);
3134 }
3135
3136 return false;
3137}
3138
3139GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
3140{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003141 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003142
3143 try
3144 {
3145 gl::Context *context = gl::getContext();
3146
3147 if (context && framebuffer)
3148 {
3149 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
3150
3151 if (framebufferObject)
3152 {
3153 return GL_TRUE;
3154 }
3155 }
3156 }
3157 catch(std::bad_alloc&)
3158 {
3159 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3160 }
3161
3162 return GL_FALSE;
3163}
3164
3165GLboolean __stdcall glIsProgram(GLuint program)
3166{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003167 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003168
3169 try
3170 {
3171 gl::Context *context = gl::getContext();
3172
3173 if (context && program)
3174 {
3175 gl::Program *programObject = context->getProgram(program);
3176
3177 if (programObject)
3178 {
3179 return GL_TRUE;
3180 }
3181 }
3182 }
3183 catch(std::bad_alloc&)
3184 {
3185 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3186 }
3187
3188 return GL_FALSE;
3189}
3190
3191GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
3192{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003193 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003194
3195 try
3196 {
3197 gl::Context *context = gl::getContext();
3198
3199 if (context && renderbuffer)
3200 {
3201 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
3202
3203 if (renderbufferObject)
3204 {
3205 return GL_TRUE;
3206 }
3207 }
3208 }
3209 catch(std::bad_alloc&)
3210 {
3211 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3212 }
3213
3214 return GL_FALSE;
3215}
3216
3217GLboolean __stdcall glIsShader(GLuint shader)
3218{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003219 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003220
3221 try
3222 {
3223 gl::Context *context = gl::getContext();
3224
3225 if (context && shader)
3226 {
3227 gl::Shader *shaderObject = context->getShader(shader);
3228
3229 if (shaderObject)
3230 {
3231 return GL_TRUE;
3232 }
3233 }
3234 }
3235 catch(std::bad_alloc&)
3236 {
3237 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3238 }
3239
3240 return GL_FALSE;
3241}
3242
3243GLboolean __stdcall glIsTexture(GLuint texture)
3244{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003245 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003246
3247 try
3248 {
3249 gl::Context *context = gl::getContext();
3250
3251 if (context && texture)
3252 {
3253 gl::Texture *textureObject = context->getTexture(texture);
3254
3255 if (textureObject)
3256 {
3257 return GL_TRUE;
3258 }
3259 }
3260 }
3261 catch(std::bad_alloc&)
3262 {
3263 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3264 }
3265
3266 return GL_FALSE;
3267}
3268
3269void __stdcall glLineWidth(GLfloat width)
3270{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003271 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003272
3273 try
3274 {
3275 if (width <= 0.0f)
3276 {
3277 return error(GL_INVALID_VALUE);
3278 }
3279
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003280 gl::Context *context = gl::getContext();
3281
3282 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003283 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003284 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003285 }
3286 }
3287 catch(std::bad_alloc&)
3288 {
3289 return error(GL_OUT_OF_MEMORY);
3290 }
3291}
3292
3293void __stdcall glLinkProgram(GLuint program)
3294{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003295 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003296
3297 try
3298 {
3299 gl::Context *context = gl::getContext();
3300
3301 if (context)
3302 {
3303 gl::Program *programObject = context->getProgram(program);
3304
3305 if (!programObject)
3306 {
daniel@transgaming.com277b7142010-04-13 03:26:44 +00003307 if (context->getShader(program))
3308 {
3309 return error(GL_INVALID_OPERATION);
3310 }
3311 else
3312 {
3313 return error(GL_INVALID_VALUE);
3314 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003315 }
3316
3317 programObject->link();
3318 }
3319 }
3320 catch(std::bad_alloc&)
3321 {
3322 return error(GL_OUT_OF_MEMORY);
3323 }
3324}
3325
3326void __stdcall glPixelStorei(GLenum pname, GLint param)
3327{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003328 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003329
3330 try
3331 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003332 gl::Context *context = gl::getContext();
3333
3334 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003335 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003336 switch (pname)
3337 {
3338 case GL_UNPACK_ALIGNMENT:
3339 if (param != 1 && param != 2 && param != 4 && param != 8)
3340 {
3341 return error(GL_INVALID_VALUE);
3342 }
3343
3344 context->unpackAlignment = param;
3345 break;
3346
3347 case GL_PACK_ALIGNMENT:
3348 if (param != 1 && param != 2 && param != 4 && param != 8)
3349 {
3350 return error(GL_INVALID_VALUE);
3351 }
3352
3353 context->packAlignment = param;
3354 break;
3355
3356 default:
3357 return error(GL_INVALID_ENUM);
3358 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003359 }
3360 }
3361 catch(std::bad_alloc&)
3362 {
3363 return error(GL_OUT_OF_MEMORY);
3364 }
3365}
3366
3367void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
3368{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003369 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003370
3371 try
3372 {
3373 if (factor != 0.0f || units != 0.0f)
3374 {
3375 UNIMPLEMENTED(); // FIXME
3376 }
3377 }
3378 catch(std::bad_alloc&)
3379 {
3380 return error(GL_OUT_OF_MEMORY);
3381 }
3382}
3383
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003384void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003385{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003386 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003387 "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003388 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003389
3390 try
3391 {
3392 if (width < 0 || height < 0)
3393 {
3394 return error(GL_INVALID_VALUE);
3395 }
3396
3397 switch (format)
3398 {
3399 case GL_RGBA:
3400 switch (type)
3401 {
3402 case GL_UNSIGNED_BYTE:
3403 break;
3404 default:
3405 return error(GL_INVALID_OPERATION);
3406 }
3407 break;
3408 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
3409 switch (type)
3410 {
3411 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
3412 break;
3413 default:
3414 return error(GL_INVALID_OPERATION);
3415 }
3416 break;
3417 default:
3418 return error(GL_INVALID_OPERATION);
3419 }
3420
3421 gl::Context *context = gl::getContext();
3422
3423 if (context)
3424 {
3425 context->readPixels(x, y, width, height, format, type, pixels);
3426 }
3427 }
3428 catch(std::bad_alloc&)
3429 {
3430 return error(GL_OUT_OF_MEMORY);
3431 }
3432}
3433
3434void __stdcall glReleaseShaderCompiler(void)
3435{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003436 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003437
3438 try
3439 {
3440 gl::Shader::releaseCompiler();
3441 }
3442 catch(std::bad_alloc&)
3443 {
3444 return error(GL_OUT_OF_MEMORY);
3445 }
3446}
3447
3448void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
3449{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003450 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
3451 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003452
3453 try
3454 {
3455 switch (target)
3456 {
3457 case GL_RENDERBUFFER:
3458 break;
3459 default:
3460 return error(GL_INVALID_ENUM);
3461 }
3462
3463 switch (internalformat)
3464 {
3465 case GL_DEPTH_COMPONENT16:
3466 case GL_RGBA4:
3467 case GL_RGB5_A1:
3468 case GL_RGB565:
3469 case GL_STENCIL_INDEX8:
3470 break;
3471 default:
3472 return error(GL_INVALID_ENUM);
3473 }
3474
3475 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
3476 {
3477 return error(GL_INVALID_VALUE);
3478 }
3479
3480 gl::Context *context = gl::getContext();
3481
3482 if (context)
3483 {
3484 if (context->framebuffer == 0 || context->renderbuffer == 0)
3485 {
3486 return error(GL_INVALID_OPERATION);
3487 }
3488
3489 switch (internalformat)
3490 {
3491 case GL_DEPTH_COMPONENT16:
3492 context->setRenderbuffer(new gl::Depthbuffer(width, height));
3493 break;
3494 case GL_RGBA4:
3495 case GL_RGB5_A1:
3496 case GL_RGB565:
daniel@transgaming.com70d312a2010-04-20 18:52:38 +00003497 context->setRenderbuffer(new gl::Colorbuffer(width, height, internalformat));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003498 break;
3499 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003500 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003501 break;
3502 default:
3503 return error(GL_INVALID_ENUM);
3504 }
3505 }
3506 }
3507 catch(std::bad_alloc&)
3508 {
3509 return error(GL_OUT_OF_MEMORY);
3510 }
3511}
3512
3513void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
3514{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003515 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003516
3517 try
3518 {
3519 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003520
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003521 if (context)
3522 {
3523 context->sampleCoverageValue = gl::clamp01(value);
3524 context->sampleCoverageInvert = invert;
3525 }
3526 }
3527 catch(std::bad_alloc&)
3528 {
3529 return error(GL_OUT_OF_MEMORY);
3530 }
3531}
3532
3533void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
3534{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003535 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 +00003536
3537 try
3538 {
3539 if (width < 0 || height < 0)
3540 {
3541 return error(GL_INVALID_VALUE);
3542 }
3543
3544 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003545
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003546 if (context)
3547 {
3548 context->scissorX = x;
3549 context->scissorY = y;
3550 context->scissorWidth = width;
3551 context->scissorHeight = height;
3552 }
3553 }
3554 catch(std::bad_alloc&)
3555 {
3556 return error(GL_OUT_OF_MEMORY);
3557 }
3558}
3559
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003560void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003561{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003562 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003563 "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003564 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003565
3566 try
3567 {
3568 if (n < 0 || length < 0)
3569 {
3570 return error(GL_INVALID_VALUE);
3571 }
3572
3573 UNIMPLEMENTED(); // FIXME
3574 }
3575 catch(std::bad_alloc&)
3576 {
3577 return error(GL_OUT_OF_MEMORY);
3578 }
3579}
3580
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003581void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003582{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003583 TRACE("(GLuint shader = %d, GLsizei count = %d, const GLchar** string = 0x%0.8p, const GLint* length = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003584 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003585
3586 try
3587 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003588 if (count < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003589 {
3590 return error(GL_INVALID_VALUE);
3591 }
3592
3593 gl::Context *context = gl::getContext();
3594
3595 if (context)
3596 {
3597 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003598
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003599 if (!shaderObject)
3600 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003601 if (context->getProgram(shader))
3602 {
3603 return error(GL_INVALID_OPERATION);
3604 }
3605 else
3606 {
3607 return error(GL_INVALID_VALUE);
3608 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003609 }
3610
3611 shaderObject->setSource(count, string, length);
3612 }
3613 }
3614 catch(std::bad_alloc&)
3615 {
3616 return error(GL_OUT_OF_MEMORY);
3617 }
3618}
3619
3620void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
3621{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003622 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003623}
3624
3625void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
3626{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003627 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 +00003628
3629 try
3630 {
3631 switch (face)
3632 {
3633 case GL_FRONT:
3634 case GL_BACK:
3635 case GL_FRONT_AND_BACK:
3636 break;
3637 default:
3638 return error(GL_INVALID_ENUM);
3639 }
3640
3641 switch (func)
3642 {
3643 case GL_NEVER:
3644 case GL_ALWAYS:
3645 case GL_LESS:
3646 case GL_LEQUAL:
3647 case GL_EQUAL:
3648 case GL_GEQUAL:
3649 case GL_GREATER:
3650 case GL_NOTEQUAL:
3651 break;
3652 default:
3653 return error(GL_INVALID_ENUM);
3654 }
3655
3656 gl::Context *context = gl::getContext();
3657
3658 if (context)
3659 {
3660 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3661 {
3662 context->stencilFunc = func;
3663 context->stencilRef = ref;
3664 context->stencilMask = mask;
3665 }
3666
3667 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3668 {
3669 context->stencilBackFunc = func;
3670 context->stencilBackRef = ref;
3671 context->stencilBackMask = mask;
3672 }
3673 }
3674 }
3675 catch(std::bad_alloc&)
3676 {
3677 return error(GL_OUT_OF_MEMORY);
3678 }
3679}
3680
3681void __stdcall glStencilMask(GLuint mask)
3682{
3683 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
3684}
3685
3686void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
3687{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003688 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003689
3690 try
3691 {
3692 switch (face)
3693 {
3694 case GL_FRONT:
3695 case GL_BACK:
3696 case GL_FRONT_AND_BACK:
3697 break;
3698 default:
3699 return error(GL_INVALID_ENUM);
3700 }
3701
3702 gl::Context *context = gl::getContext();
3703
3704 if (context)
3705 {
3706 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3707 {
3708 context->stencilWritemask = mask;
3709 }
3710
3711 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3712 {
3713 context->stencilBackWritemask = mask;
3714 }
3715 }
3716 }
3717 catch(std::bad_alloc&)
3718 {
3719 return error(GL_OUT_OF_MEMORY);
3720 }
3721}
3722
3723void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
3724{
3725 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
3726}
3727
3728void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
3729{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003730 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
3731 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003732
3733 try
3734 {
3735 switch (face)
3736 {
3737 case GL_FRONT:
3738 case GL_BACK:
3739 case GL_FRONT_AND_BACK:
3740 break;
3741 default:
3742 return error(GL_INVALID_ENUM);
3743 }
3744
3745 switch (fail)
3746 {
3747 case GL_ZERO:
3748 case GL_KEEP:
3749 case GL_REPLACE:
3750 case GL_INCR:
3751 case GL_DECR:
3752 case GL_INVERT:
3753 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003754 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003755 break;
3756 default:
3757 return error(GL_INVALID_ENUM);
3758 }
3759
3760 switch (zfail)
3761 {
3762 case GL_ZERO:
3763 case GL_KEEP:
3764 case GL_REPLACE:
3765 case GL_INCR:
3766 case GL_DECR:
3767 case GL_INVERT:
3768 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003769 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003770 break;
3771 default:
3772 return error(GL_INVALID_ENUM);
3773 }
3774
3775 switch (zpass)
3776 {
3777 case GL_ZERO:
3778 case GL_KEEP:
3779 case GL_REPLACE:
3780 case GL_INCR:
3781 case GL_DECR:
3782 case GL_INVERT:
3783 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003784 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003785 break;
3786 default:
3787 return error(GL_INVALID_ENUM);
3788 }
3789
3790 gl::Context *context = gl::getContext();
3791
3792 if (context)
3793 {
3794 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3795 {
3796 context->stencilFail = fail;
3797 context->stencilPassDepthFail = zfail;
3798 context->stencilPassDepthPass = zpass;
3799 }
3800
3801 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3802 {
3803 context->stencilBackFail = fail;
3804 context->stencilBackPassDepthFail = zfail;
3805 context->stencilBackPassDepthPass = zpass;
3806 }
3807 }
3808 }
3809 catch(std::bad_alloc&)
3810 {
3811 return error(GL_OUT_OF_MEMORY);
3812 }
3813}
3814
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003815void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
3816 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003817{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003818 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003819 "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003820 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003821
3822 try
3823 {
3824 if (level < 0 || width < 0 || height < 0)
3825 {
3826 return error(GL_INVALID_VALUE);
3827 }
3828
3829 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3830 {
3831 return error(GL_INVALID_VALUE);
3832 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003833
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003834 switch (target)
3835 {
3836 case GL_TEXTURE_2D:
3837 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3838 {
3839 return error(GL_INVALID_VALUE);
3840 }
3841 break;
3842 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3843 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3844 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3845 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3846 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3847 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +00003848 if (width != height)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003849 {
3850 return error(GL_INVALID_VALUE);
3851 }
3852
3853 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3854 {
3855 return error(GL_INVALID_VALUE);
3856 }
3857 break;
3858 default:
3859 return error(GL_INVALID_ENUM);
3860 }
3861
3862 if (internalformat != format)
3863 {
3864 return error(GL_INVALID_OPERATION);
3865 }
3866
3867 switch (internalformat)
3868 {
3869 case GL_ALPHA:
3870 case GL_LUMINANCE:
3871 case GL_LUMINANCE_ALPHA:
3872 switch (type)
3873 {
3874 case GL_UNSIGNED_BYTE:
3875 break;
3876 default:
3877 return error(GL_INVALID_ENUM);
3878 }
3879 break;
3880 case GL_RGB:
3881 switch (type)
3882 {
3883 case GL_UNSIGNED_BYTE:
3884 case GL_UNSIGNED_SHORT_5_6_5:
3885 break;
3886 default:
3887 return error(GL_INVALID_ENUM);
3888 }
3889 break;
3890 case GL_RGBA:
3891 switch (type)
3892 {
3893 case GL_UNSIGNED_BYTE:
3894 case GL_UNSIGNED_SHORT_4_4_4_4:
3895 case GL_UNSIGNED_SHORT_5_5_5_1:
3896 break;
3897 default:
3898 return error(GL_INVALID_ENUM);
3899 }
3900 break;
3901 default:
3902 return error(GL_INVALID_VALUE);
3903 }
3904
3905 if (border != 0)
3906 {
3907 return error(GL_INVALID_VALUE);
3908 }
3909
3910 gl::Context *context = gl::getContext();
3911
3912 if (context)
3913 {
3914 if (target == GL_TEXTURE_2D)
3915 {
3916 gl::Texture2D *texture = context->getTexture2D();
3917
3918 if (!texture)
3919 {
3920 return error(GL_INVALID_OPERATION);
3921 }
3922
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003923 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003924 }
3925 else
3926 {
3927 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3928
3929 if (!texture)
3930 {
3931 return error(GL_INVALID_OPERATION);
3932 }
3933
3934 switch (target)
3935 {
3936 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003937 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003938 break;
3939 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003940 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003941 break;
3942 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003943 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003944 break;
3945 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003946 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003947 break;
3948 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003949 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003950 break;
3951 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003952 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003953 break;
3954 default: UNREACHABLE();
3955 }
3956 }
3957 }
3958 }
3959 catch(std::bad_alloc&)
3960 {
3961 return error(GL_OUT_OF_MEMORY);
3962 }
3963}
3964
3965void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3966{
3967 glTexParameteri(target, pname, (GLint)param);
3968}
3969
3970void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3971{
3972 glTexParameteri(target, pname, (GLint)*params);
3973}
3974
3975void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3976{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003977 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003978
3979 try
3980 {
3981 gl::Context *context = gl::getContext();
3982
3983 if (context)
3984 {
3985 gl::Texture *texture;
3986
3987 switch (target)
3988 {
3989 case GL_TEXTURE_2D:
3990 texture = context->getTexture2D();
3991 break;
3992 case GL_TEXTURE_CUBE_MAP:
3993 texture = context->getTextureCubeMap();
3994 break;
3995 default:
3996 return error(GL_INVALID_ENUM);
3997 }
3998
3999 switch (pname)
4000 {
4001 case GL_TEXTURE_WRAP_S:
4002 if (!texture->setWrapS((GLenum)param))
4003 {
4004 return error(GL_INVALID_ENUM);
4005 }
4006 break;
4007 case GL_TEXTURE_WRAP_T:
4008 if (!texture->setWrapT((GLenum)param))
4009 {
4010 return error(GL_INVALID_ENUM);
4011 }
4012 break;
4013 case GL_TEXTURE_MIN_FILTER:
4014 if (!texture->setMinFilter((GLenum)param))
4015 {
4016 return error(GL_INVALID_ENUM);
4017 }
4018 break;
4019 case GL_TEXTURE_MAG_FILTER:
4020 if (!texture->setMagFilter((GLenum)param))
4021 {
4022 return error(GL_INVALID_ENUM);
4023 }
4024 break;
4025 default:
4026 return error(GL_INVALID_ENUM);
4027 }
4028 }
4029 }
4030 catch(std::bad_alloc&)
4031 {
4032 return error(GL_OUT_OF_MEMORY);
4033 }
4034}
4035
4036void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
4037{
4038 glTexParameteri(target, pname, *params);
4039}
4040
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004041void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
4042 GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004043{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004044 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
4045 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004046 "const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004047 target, level, xoffset, yoffset, width, height, format, type, pixels);
4048
4049 try
4050 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004051 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
4052 {
4053 return error(GL_INVALID_ENUM);
4054 }
4055
4056 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004057 {
4058 return error(GL_INVALID_VALUE);
4059 }
4060
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004061 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
4062 {
4063 return error(GL_INVALID_VALUE);
4064 }
4065
4066 if (!es2dx::CheckTextureFormatType(format, type))
4067 {
4068 return error(GL_INVALID_ENUM);
4069 }
4070
4071 if (width == 0 || height == 0 || pixels == NULL)
4072 {
4073 return;
4074 }
4075
4076 gl::Context *context = gl::getContext();
4077
4078 if (context)
4079 {
4080 if (target == GL_TEXTURE_2D)
4081 {
4082 gl::Texture2D *texture = context->getTexture2D();
4083
4084 if (!texture)
4085 {
4086 return error(GL_INVALID_OPERATION);
4087 }
4088
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004089 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004090 }
4091 else if (es2dx::IsCubemapTextureTarget(target))
4092 {
4093 gl::TextureCubeMap *texture = context->getTextureCubeMap();
4094
4095 if (!texture)
4096 {
4097 return error(GL_INVALID_OPERATION);
4098 }
4099
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004100 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004101 }
4102 else
4103 {
4104 UNREACHABLE();
4105 }
4106 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004107 }
4108 catch(std::bad_alloc&)
4109 {
4110 return error(GL_OUT_OF_MEMORY);
4111 }
4112}
4113
4114void __stdcall glUniform1f(GLint location, GLfloat x)
4115{
4116 glUniform1fv(location, 1, &x);
4117}
4118
4119void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
4120{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004121 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004122
4123 try
4124 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004125 if (count < 0)
4126 {
4127 return error(GL_INVALID_VALUE);
4128 }
4129
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004130 if (location == -1)
4131 {
4132 return;
4133 }
4134
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004135 gl::Context *context = gl::getContext();
4136
4137 if (context)
4138 {
4139 gl::Program *program = context->getCurrentProgram();
4140
4141 if (!program)
4142 {
4143 return error(GL_INVALID_OPERATION);
4144 }
4145
4146 if (!program->setUniform1fv(location, count, v))
4147 {
4148 return error(GL_INVALID_OPERATION);
4149 }
4150 }
4151 }
4152 catch(std::bad_alloc&)
4153 {
4154 return error(GL_OUT_OF_MEMORY);
4155 }
4156}
4157
4158void __stdcall glUniform1i(GLint location, GLint x)
4159{
4160 glUniform1iv(location, 1, &x);
4161}
4162
4163void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
4164{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004165 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004166
4167 try
4168 {
4169 if (count < 0)
4170 {
4171 return error(GL_INVALID_VALUE);
4172 }
4173
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004174 if (location == -1)
4175 {
4176 return;
4177 }
4178
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004179 gl::Context *context = gl::getContext();
4180
4181 if (context)
4182 {
4183 gl::Program *program = context->getCurrentProgram();
4184
4185 if (!program)
4186 {
4187 return error(GL_INVALID_OPERATION);
4188 }
4189
4190 if (!program->setUniform1iv(location, count, v))
4191 {
4192 return error(GL_INVALID_OPERATION);
4193 }
4194 }
4195 }
4196 catch(std::bad_alloc&)
4197 {
4198 return error(GL_OUT_OF_MEMORY);
4199 }
4200}
4201
4202void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
4203{
4204 GLfloat xy[2] = {x, y};
4205
4206 glUniform2fv(location, 1, (GLfloat*)&xy);
4207}
4208
4209void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
4210{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004211 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004212
4213 try
4214 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004215 if (count < 0)
4216 {
4217 return error(GL_INVALID_VALUE);
4218 }
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004219
4220 if (location == -1)
4221 {
4222 return;
4223 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004224
4225 gl::Context *context = gl::getContext();
4226
4227 if (context)
4228 {
4229 gl::Program *program = context->getCurrentProgram();
4230
4231 if (!program)
4232 {
4233 return error(GL_INVALID_OPERATION);
4234 }
4235
4236 if (!program->setUniform2fv(location, count, v))
4237 {
4238 return error(GL_INVALID_OPERATION);
4239 }
4240 }
4241 }
4242 catch(std::bad_alloc&)
4243 {
4244 return error(GL_OUT_OF_MEMORY);
4245 }
4246}
4247
4248void __stdcall glUniform2i(GLint location, GLint x, GLint y)
4249{
4250 GLint xy[4] = {x, y};
4251
4252 glUniform2iv(location, 1, (GLint*)&xy);
4253}
4254
4255void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
4256{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004257 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004258
4259 try
4260 {
4261 if (count < 0)
4262 {
4263 return error(GL_INVALID_VALUE);
4264 }
4265
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004266 if (location == -1)
4267 {
4268 return;
4269 }
4270
4271 gl::Context *context = gl::getContext();
4272
4273 if (context)
4274 {
4275 gl::Program *program = context->getCurrentProgram();
4276
4277 if (!program)
4278 {
4279 return error(GL_INVALID_OPERATION);
4280 }
4281
4282 if (!program->setUniform2iv(location, count, v))
4283 {
4284 return error(GL_INVALID_OPERATION);
4285 }
4286 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004287 }
4288 catch(std::bad_alloc&)
4289 {
4290 return error(GL_OUT_OF_MEMORY);
4291 }
4292}
4293
4294void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
4295{
4296 GLfloat xyz[3] = {x, y, z};
4297
4298 glUniform3fv(location, 1, (GLfloat*)&xyz);
4299}
4300
4301void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
4302{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004303 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004304
4305 try
4306 {
4307 if (count < 0)
4308 {
4309 return error(GL_INVALID_VALUE);
4310 }
4311
4312 if (location == -1)
4313 {
4314 return;
4315 }
4316
4317 gl::Context *context = gl::getContext();
4318
4319 if (context)
4320 {
4321 gl::Program *program = context->getCurrentProgram();
4322
4323 if (!program)
4324 {
4325 return error(GL_INVALID_OPERATION);
4326 }
4327
4328 if (!program->setUniform3fv(location, count, v))
4329 {
4330 return error(GL_INVALID_OPERATION);
4331 }
4332 }
4333 }
4334 catch(std::bad_alloc&)
4335 {
4336 return error(GL_OUT_OF_MEMORY);
4337 }
4338}
4339
4340void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
4341{
4342 GLint xyz[3] = {x, y, z};
4343
4344 glUniform3iv(location, 1, (GLint*)&xyz);
4345}
4346
4347void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
4348{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004349 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004350
4351 try
4352 {
4353 if (count < 0)
4354 {
4355 return error(GL_INVALID_VALUE);
4356 }
4357
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004358 if (location == -1)
4359 {
4360 return;
4361 }
4362
4363 gl::Context *context = gl::getContext();
4364
4365 if (context)
4366 {
4367 gl::Program *program = context->getCurrentProgram();
4368
4369 if (!program)
4370 {
4371 return error(GL_INVALID_OPERATION);
4372 }
4373
4374 if (!program->setUniform3iv(location, count, v))
4375 {
4376 return error(GL_INVALID_OPERATION);
4377 }
4378 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004379 }
4380 catch(std::bad_alloc&)
4381 {
4382 return error(GL_OUT_OF_MEMORY);
4383 }
4384}
4385
4386void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4387{
4388 GLfloat xyzw[4] = {x, y, z, w};
4389
4390 glUniform4fv(location, 1, (GLfloat*)&xyzw);
4391}
4392
4393void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
4394{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004395 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004396
4397 try
4398 {
4399 if (count < 0)
4400 {
4401 return error(GL_INVALID_VALUE);
4402 }
4403
4404 if (location == -1)
4405 {
4406 return;
4407 }
4408
4409 gl::Context *context = gl::getContext();
4410
4411 if (context)
4412 {
4413 gl::Program *program = context->getCurrentProgram();
4414
4415 if (!program)
4416 {
4417 return error(GL_INVALID_OPERATION);
4418 }
4419
4420 if (!program->setUniform4fv(location, count, v))
4421 {
4422 return error(GL_INVALID_OPERATION);
4423 }
4424 }
4425 }
4426 catch(std::bad_alloc&)
4427 {
4428 return error(GL_OUT_OF_MEMORY);
4429 }
4430}
4431
4432void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
4433{
4434 GLint xyzw[4] = {x, y, z, w};
4435
4436 glUniform4iv(location, 1, (GLint*)&xyzw);
4437}
4438
4439void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
4440{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004441 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004442
4443 try
4444 {
4445 if (count < 0)
4446 {
4447 return error(GL_INVALID_VALUE);
4448 }
4449
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004450 if (location == -1)
4451 {
4452 return;
4453 }
4454
4455 gl::Context *context = gl::getContext();
4456
4457 if (context)
4458 {
4459 gl::Program *program = context->getCurrentProgram();
4460
4461 if (!program)
4462 {
4463 return error(GL_INVALID_OPERATION);
4464 }
4465
4466 if (!program->setUniform4iv(location, count, v))
4467 {
4468 return error(GL_INVALID_OPERATION);
4469 }
4470 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004471 }
4472 catch(std::bad_alloc&)
4473 {
4474 return error(GL_OUT_OF_MEMORY);
4475 }
4476}
4477
4478void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4479{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004480 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4481 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004482
4483 try
4484 {
4485 if (count < 0 || transpose != GL_FALSE)
4486 {
4487 return error(GL_INVALID_VALUE);
4488 }
4489
4490 if (location == -1)
4491 {
4492 return;
4493 }
4494
4495 gl::Context *context = gl::getContext();
4496
4497 if (context)
4498 {
4499 gl::Program *program = context->getCurrentProgram();
4500
4501 if (!program)
4502 {
4503 return error(GL_INVALID_OPERATION);
4504 }
4505
4506 if (!program->setUniformMatrix2fv(location, count, value))
4507 {
4508 return error(GL_INVALID_OPERATION);
4509 }
4510 }
4511 }
4512 catch(std::bad_alloc&)
4513 {
4514 return error(GL_OUT_OF_MEMORY);
4515 }
4516}
4517
4518void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4519{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004520 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4521 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004522
4523 try
4524 {
4525 if (count < 0 || transpose != GL_FALSE)
4526 {
4527 return error(GL_INVALID_VALUE);
4528 }
4529
4530 if (location == -1)
4531 {
4532 return;
4533 }
4534
4535 gl::Context *context = gl::getContext();
4536
4537 if (context)
4538 {
4539 gl::Program *program = context->getCurrentProgram();
4540
4541 if (!program)
4542 {
4543 return error(GL_INVALID_OPERATION);
4544 }
4545
4546 if (!program->setUniformMatrix3fv(location, count, value))
4547 {
4548 return error(GL_INVALID_OPERATION);
4549 }
4550 }
4551 }
4552 catch(std::bad_alloc&)
4553 {
4554 return error(GL_OUT_OF_MEMORY);
4555 }
4556}
4557
4558void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4559{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004560 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4561 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004562
4563 try
4564 {
4565 if (count < 0 || transpose != GL_FALSE)
4566 {
4567 return error(GL_INVALID_VALUE);
4568 }
4569
4570 if (location == -1)
4571 {
4572 return;
4573 }
4574
4575 gl::Context *context = gl::getContext();
4576
4577 if (context)
4578 {
4579 gl::Program *program = context->getCurrentProgram();
4580
4581 if (!program)
4582 {
4583 return error(GL_INVALID_OPERATION);
4584 }
4585
4586 if (!program->setUniformMatrix4fv(location, count, value))
4587 {
4588 return error(GL_INVALID_OPERATION);
4589 }
4590 }
4591 }
4592 catch(std::bad_alloc&)
4593 {
4594 return error(GL_OUT_OF_MEMORY);
4595 }
4596}
4597
4598void __stdcall glUseProgram(GLuint program)
4599{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004600 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004601
4602 try
4603 {
4604 gl::Context *context = gl::getContext();
4605
4606 if (context)
4607 {
4608 gl::Program *programObject = context->getProgram(program);
4609
daniel@transgaming.comc8478202010-04-13 19:53:35 +00004610 if (!programObject && program != 0)
4611 {
4612 if (context->getShader(program))
4613 {
4614 return error(GL_INVALID_OPERATION);
4615 }
4616 else
4617 {
4618 return error(GL_INVALID_VALUE);
4619 }
4620 }
4621
4622 if (program != 0 && !programObject->isLinked())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004623 {
4624 return error(GL_INVALID_OPERATION);
4625 }
4626
4627 context->useProgram(program);
4628 }
4629 }
4630 catch(std::bad_alloc&)
4631 {
4632 return error(GL_OUT_OF_MEMORY);
4633 }
4634}
4635
4636void __stdcall glValidateProgram(GLuint program)
4637{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004638 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004639
4640 try
4641 {
4642 UNIMPLEMENTED(); // FIXME
4643 }
4644 catch(std::bad_alloc&)
4645 {
4646 return error(GL_OUT_OF_MEMORY);
4647 }
4648}
4649
4650void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
4651{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004652 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004653
4654 try
4655 {
4656 if (index >= gl::MAX_VERTEX_ATTRIBS)
4657 {
4658 return error(GL_INVALID_VALUE);
4659 }
4660
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004661 gl::Context *context = gl::getContext();
4662
4663 if (context)
4664 {
4665 GLfloat vals[4] = { x, 0, 0, 1 };
4666 context->setVertexAttrib(index, vals);
4667 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004668 }
4669 catch(std::bad_alloc&)
4670 {
4671 return error(GL_OUT_OF_MEMORY);
4672 }
4673}
4674
4675void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
4676{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004677 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004678
4679 try
4680 {
4681 if (index >= gl::MAX_VERTEX_ATTRIBS)
4682 {
4683 return error(GL_INVALID_VALUE);
4684 }
4685
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004686 gl::Context *context = gl::getContext();
4687
4688 if (context)
4689 {
4690 GLfloat vals[4] = { values[0], 0, 0, 1 };
4691 context->setVertexAttrib(index, vals);
4692 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004693 }
4694 catch(std::bad_alloc&)
4695 {
4696 return error(GL_OUT_OF_MEMORY);
4697 }
4698}
4699
4700void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
4701{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004702 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004703
4704 try
4705 {
4706 if (index >= gl::MAX_VERTEX_ATTRIBS)
4707 {
4708 return error(GL_INVALID_VALUE);
4709 }
4710
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004711 gl::Context *context = gl::getContext();
4712
4713 if (context)
4714 {
4715 GLfloat vals[4] = { x, y, 0, 1 };
4716 context->setVertexAttrib(index, vals);
4717 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004718 }
4719 catch(std::bad_alloc&)
4720 {
4721 return error(GL_OUT_OF_MEMORY);
4722 }
4723}
4724
4725void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
4726{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004727 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004728
4729 try
4730 {
4731 if (index >= gl::MAX_VERTEX_ATTRIBS)
4732 {
4733 return error(GL_INVALID_VALUE);
4734 }
4735
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004736 gl::Context *context = gl::getContext();
4737
4738 if (context)
4739 {
4740 GLfloat vals[4] = { values[0], values[1], 0, 1 };
4741 context->setVertexAttrib(index, vals);
4742 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004743 }
4744 catch(std::bad_alloc&)
4745 {
4746 return error(GL_OUT_OF_MEMORY);
4747 }
4748}
4749
4750void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
4751{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004752 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 +00004753
4754 try
4755 {
4756 if (index >= gl::MAX_VERTEX_ATTRIBS)
4757 {
4758 return error(GL_INVALID_VALUE);
4759 }
4760
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004761 gl::Context *context = gl::getContext();
4762
4763 if (context)
4764 {
4765 GLfloat vals[4] = { x, y, z, 1 };
4766 context->setVertexAttrib(index, vals);
4767 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004768 }
4769 catch(std::bad_alloc&)
4770 {
4771 return error(GL_OUT_OF_MEMORY);
4772 }
4773}
4774
4775void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
4776{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004777 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004778
4779 try
4780 {
4781 if (index >= gl::MAX_VERTEX_ATTRIBS)
4782 {
4783 return error(GL_INVALID_VALUE);
4784 }
4785
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004786 gl::Context *context = gl::getContext();
4787
4788 if (context)
4789 {
4790 GLfloat vals[4] = { values[0], values[1], values[2], 1 };
4791 context->setVertexAttrib(index, vals);
4792 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004793 }
4794 catch(std::bad_alloc&)
4795 {
4796 return error(GL_OUT_OF_MEMORY);
4797 }
4798}
4799
4800void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4801{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004802 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 +00004803
4804 try
4805 {
4806 if (index >= gl::MAX_VERTEX_ATTRIBS)
4807 {
4808 return error(GL_INVALID_VALUE);
4809 }
4810
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004811 gl::Context *context = gl::getContext();
4812
4813 if (context)
4814 {
4815 GLfloat vals[4] = { x, y, z, w };
4816 context->setVertexAttrib(index, vals);
4817 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004818 }
4819 catch(std::bad_alloc&)
4820 {
4821 return error(GL_OUT_OF_MEMORY);
4822 }
4823}
4824
4825void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
4826{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004827 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004828
4829 try
4830 {
4831 if (index >= gl::MAX_VERTEX_ATTRIBS)
4832 {
4833 return error(GL_INVALID_VALUE);
4834 }
4835
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004836 gl::Context *context = gl::getContext();
4837
4838 if (context)
4839 {
4840 context->setVertexAttrib(index, values);
4841 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004842 }
4843 catch(std::bad_alloc&)
4844 {
4845 return error(GL_OUT_OF_MEMORY);
4846 }
4847}
4848
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004849void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004850{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004851 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004852 "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004853 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004854
4855 try
4856 {
4857 if (index >= gl::MAX_VERTEX_ATTRIBS)
4858 {
4859 return error(GL_INVALID_VALUE);
4860 }
4861
4862 if (size < 1 || size > 4)
4863 {
4864 return error(GL_INVALID_VALUE);
4865 }
4866
4867 switch (type)
4868 {
4869 case GL_BYTE:
4870 case GL_UNSIGNED_BYTE:
4871 case GL_SHORT:
4872 case GL_UNSIGNED_SHORT:
4873 case GL_FIXED:
4874 case GL_FLOAT:
4875 break;
4876 default:
4877 return error(GL_INVALID_ENUM);
4878 }
4879
4880 if (stride < 0)
4881 {
4882 return error(GL_INVALID_VALUE);
4883 }
4884
4885 gl::Context *context = gl::getContext();
4886
4887 if (context)
4888 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004889 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4890 context->vertexAttribute[index].mSize = size;
4891 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004892 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004893 context->vertexAttribute[index].mStride = stride;
4894 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004895 }
4896 }
4897 catch(std::bad_alloc&)
4898 {
4899 return error(GL_OUT_OF_MEMORY);
4900 }
4901}
4902
4903void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4904{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004905 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 +00004906
4907 try
4908 {
4909 if (width < 0 || height < 0)
4910 {
4911 return error(GL_INVALID_VALUE);
4912 }
4913
4914 gl::Context *context = gl::getContext();
4915
4916 if (context)
4917 {
4918 context->viewportX = x;
4919 context->viewportY = y;
4920 context->viewportWidth = width;
4921 context->viewportHeight = height;
4922 }
4923 }
4924 catch(std::bad_alloc&)
4925 {
4926 return error(GL_OUT_OF_MEMORY);
4927 }
4928}
4929
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004930void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
4931 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004932{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004933 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4934 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004935 "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004936 target, level, internalformat, width, height, depth, border, format, type, pixels);
4937
4938 try
4939 {
4940 UNIMPLEMENTED(); // FIXME
4941 }
4942 catch(std::bad_alloc&)
4943 {
4944 return error(GL_OUT_OF_MEMORY);
4945 }
4946}
4947}