blob: 9433bb203f9119cc189018e24666f72f163a49ad [file] [log] [blame]
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000016#include "Context.h"
17#include "main.h"
18#include "Program.h"
19#include "Shader.h"
20#include "Buffer.h"
21#include "Texture.h"
22#include "Renderbuffer.h"
23#include "Framebuffer.h"
24#include "mathutil.h"
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000025#include "common/debug.h"
daniel@transgaming.com00c75962010-03-11 20:36:15 +000026#include "utilities.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000027
28extern "C"
29{
30
31void __stdcall glActiveTexture(GLenum texture)
32{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000033 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034
35 try
36 {
37 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
38 {
39 return error(GL_INVALID_ENUM);
40 }
41
42 gl::Context *context = gl::getContext();
43
44 if (context)
45 {
46 context->activeSampler = texture - GL_TEXTURE0;
47 }
48 }
49 catch(std::bad_alloc&)
50 {
51 return error(GL_OUT_OF_MEMORY);
52 }
53}
54
55void __stdcall glAttachShader(GLuint program, GLuint shader)
56{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000057 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000058
59 try
60 {
61 gl::Context *context = gl::getContext();
62
63 if (context)
64 {
65 gl::Program *programObject = context->getProgram(program);
66 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000067
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000068 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000069 {
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000070 if (context->getShader(program))
71 {
72 return error(GL_INVALID_OPERATION);
73 }
74 else
75 {
76 return error(GL_INVALID_VALUE);
77 }
78 }
79
80 if (!shaderObject)
81 {
82 if (context->getProgram(shader))
83 {
84 return error(GL_INVALID_OPERATION);
85 }
86 else
87 {
88 return error(GL_INVALID_VALUE);
89 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000090 }
91
92 if (!programObject->attachShader(shaderObject))
93 {
94 return error(GL_INVALID_OPERATION);
95 }
96 }
97 }
98 catch(std::bad_alloc&)
99 {
100 return error(GL_OUT_OF_MEMORY);
101 }
102}
103
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000104void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000105{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000106 TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107
108 try
109 {
110 if (index >= gl::MAX_VERTEX_ATTRIBS)
111 {
112 return error(GL_INVALID_VALUE);
113 }
114
115 gl::Context *context = gl::getContext();
116
117 if (context)
118 {
119 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000120
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000121 if (!programObject)
122 {
daniel@transgaming.com98079832010-04-13 03:26:29 +0000123 if (context->getShader(program))
124 {
125 return error(GL_INVALID_OPERATION);
126 }
127 else
128 {
129 return error(GL_INVALID_VALUE);
130 }
131 }
132
133 if (strncmp(name, "gl_", 3) == 0)
134 {
135 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000136 }
137
138 programObject->bindAttributeLocation(index, name);
139 }
140 }
141 catch(std::bad_alloc&)
142 {
143 return error(GL_OUT_OF_MEMORY);
144 }
145}
146
147void __stdcall glBindBuffer(GLenum target, GLuint buffer)
148{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000149 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000150
151 try
152 {
153 gl::Context *context = gl::getContext();
154
155 if (context)
156 {
157 switch (target)
158 {
159 case GL_ARRAY_BUFFER:
160 context->bindArrayBuffer(buffer);
161 return;
162 case GL_ELEMENT_ARRAY_BUFFER:
163 context->bindElementArrayBuffer(buffer);
164 return;
165 default:
166 return error(GL_INVALID_ENUM);
167 }
168 }
169 }
170 catch(std::bad_alloc&)
171 {
172 return error(GL_OUT_OF_MEMORY);
173 }
174}
175
176void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
177{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000178 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179
180 try
181 {
182 if (target != GL_FRAMEBUFFER)
183 {
184 return error(GL_INVALID_ENUM);
185 }
186
187 gl::Context *context = gl::getContext();
188
189 if (context)
190 {
191 context->bindFramebuffer(framebuffer);
192 }
193 }
194 catch(std::bad_alloc&)
195 {
196 return error(GL_OUT_OF_MEMORY);
197 }
198}
199
200void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
201{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000202 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000203
204 try
205 {
206 if (target != GL_RENDERBUFFER)
207 {
208 return error(GL_INVALID_ENUM);
209 }
210
211 gl::Context *context = gl::getContext();
212
213 if (context)
214 {
215 context->bindRenderbuffer(renderbuffer);
216 }
217 }
218 catch(std::bad_alloc&)
219 {
220 return error(GL_OUT_OF_MEMORY);
221 }
222}
223
224void __stdcall glBindTexture(GLenum target, GLuint texture)
225{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000226 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000227
228 try
229 {
230 gl::Context *context = gl::getContext();
231
232 if (context)
233 {
234 gl::Texture *textureObject = context->getTexture(texture);
235
236 if (textureObject && textureObject->getTarget() != target && texture != 0)
237 {
238 return error(GL_INVALID_OPERATION);
239 }
240
241 switch (target)
242 {
243 case GL_TEXTURE_2D:
244 context->bindTexture2D(texture);
245 return;
246 case GL_TEXTURE_CUBE_MAP:
247 context->bindTextureCubeMap(texture);
248 return;
249 default:
250 return error(GL_INVALID_ENUM);
251 }
252 }
253 }
254 catch(std::bad_alloc&)
255 {
256 return error(GL_OUT_OF_MEMORY);
257 }
258}
259
260void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
261{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000262 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
263 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000264
265 try
266 {
267 gl::Context* context = gl::getContext();
268
269 if (context)
270 {
271 context->blendColor.red = gl::clamp01(red);
272 context->blendColor.blue = gl::clamp01(blue);
273 context->blendColor.green = gl::clamp01(green);
274 context->blendColor.alpha = gl::clamp01(alpha);
275 }
276 }
277 catch(std::bad_alloc&)
278 {
279 return error(GL_OUT_OF_MEMORY);
280 }
281}
282
283void __stdcall glBlendEquation(GLenum mode)
284{
285 glBlendEquationSeparate(mode, mode);
286}
287
288void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
289{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000290 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000291
292 try
293 {
294 switch (modeRGB)
295 {
296 case GL_FUNC_ADD:
297 case GL_FUNC_SUBTRACT:
298 case GL_FUNC_REVERSE_SUBTRACT:
299 break;
300 default:
301 return error(GL_INVALID_ENUM);
302 }
303
304 switch (modeAlpha)
305 {
306 case GL_FUNC_ADD:
307 case GL_FUNC_SUBTRACT:
308 case GL_FUNC_REVERSE_SUBTRACT:
309 break;
310 default:
311 return error(GL_INVALID_ENUM);
312 }
313
314 gl::Context *context = gl::getContext();
315
316 if (context)
317 {
318 context->blendEquationRGB = modeRGB;
319 context->blendEquationAlpha = modeAlpha;
320 }
321 }
322 catch(std::bad_alloc&)
323 {
324 return error(GL_OUT_OF_MEMORY);
325 }
326}
327
328void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
329{
330 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
331}
332
333void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
334{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000335 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
336 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000337
338 try
339 {
340 switch (srcRGB)
341 {
342 case GL_ZERO:
343 case GL_ONE:
344 case GL_SRC_COLOR:
345 case GL_ONE_MINUS_SRC_COLOR:
346 case GL_DST_COLOR:
347 case GL_ONE_MINUS_DST_COLOR:
348 case GL_SRC_ALPHA:
349 case GL_ONE_MINUS_SRC_ALPHA:
350 case GL_DST_ALPHA:
351 case GL_ONE_MINUS_DST_ALPHA:
352 case GL_CONSTANT_COLOR:
353 case GL_ONE_MINUS_CONSTANT_COLOR:
354 case GL_CONSTANT_ALPHA:
355 case GL_ONE_MINUS_CONSTANT_ALPHA:
356 case GL_SRC_ALPHA_SATURATE:
357 break;
358 default:
359 return error(GL_INVALID_ENUM);
360 }
361
362 switch (dstRGB)
363 {
364 case GL_ZERO:
365 case GL_ONE:
366 case GL_SRC_COLOR:
367 case GL_ONE_MINUS_SRC_COLOR:
368 case GL_DST_COLOR:
369 case GL_ONE_MINUS_DST_COLOR:
370 case GL_SRC_ALPHA:
371 case GL_ONE_MINUS_SRC_ALPHA:
372 case GL_DST_ALPHA:
373 case GL_ONE_MINUS_DST_ALPHA:
374 case GL_CONSTANT_COLOR:
375 case GL_ONE_MINUS_CONSTANT_COLOR:
376 case GL_CONSTANT_ALPHA:
377 case GL_ONE_MINUS_CONSTANT_ALPHA:
378 break;
379 default:
380 return error(GL_INVALID_ENUM);
381 }
382
383 switch (srcAlpha)
384 {
385 case GL_ZERO:
386 case GL_ONE:
387 case GL_SRC_COLOR:
388 case GL_ONE_MINUS_SRC_COLOR:
389 case GL_DST_COLOR:
390 case GL_ONE_MINUS_DST_COLOR:
391 case GL_SRC_ALPHA:
392 case GL_ONE_MINUS_SRC_ALPHA:
393 case GL_DST_ALPHA:
394 case GL_ONE_MINUS_DST_ALPHA:
395 case GL_CONSTANT_COLOR:
396 case GL_ONE_MINUS_CONSTANT_COLOR:
397 case GL_CONSTANT_ALPHA:
398 case GL_ONE_MINUS_CONSTANT_ALPHA:
399 case GL_SRC_ALPHA_SATURATE:
400 break;
401 default:
402 return error(GL_INVALID_ENUM);
403 }
404
405 switch (dstAlpha)
406 {
407 case GL_ZERO:
408 case GL_ONE:
409 case GL_SRC_COLOR:
410 case GL_ONE_MINUS_SRC_COLOR:
411 case GL_DST_COLOR:
412 case GL_ONE_MINUS_DST_COLOR:
413 case GL_SRC_ALPHA:
414 case GL_ONE_MINUS_SRC_ALPHA:
415 case GL_DST_ALPHA:
416 case GL_ONE_MINUS_DST_ALPHA:
417 case GL_CONSTANT_COLOR:
418 case GL_ONE_MINUS_CONSTANT_COLOR:
419 case GL_CONSTANT_ALPHA:
420 case GL_ONE_MINUS_CONSTANT_ALPHA:
421 break;
422 default:
423 return error(GL_INVALID_ENUM);
424 }
425
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000426 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
427 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
428
429 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
430 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
431
432 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000433 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000434 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
435 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000436 }
437
438 gl::Context *context = gl::getContext();
439
440 if (context)
441 {
442 context->sourceBlendRGB = srcRGB;
443 context->sourceBlendAlpha = srcAlpha;
444 context->destBlendRGB = dstRGB;
445 context->destBlendAlpha = dstAlpha;
446 }
447 }
448 catch(std::bad_alloc&)
449 {
450 return error(GL_OUT_OF_MEMORY);
451 }
452}
453
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000454void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000455{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000456 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 +0000457 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000458
459 try
460 {
461 if (size < 0)
462 {
463 return error(GL_INVALID_VALUE);
464 }
465
466 switch (usage)
467 {
468 case GL_STREAM_DRAW:
469 case GL_STATIC_DRAW:
470 case GL_DYNAMIC_DRAW:
471 break;
472 default:
473 return error(GL_INVALID_ENUM);
474 }
475
476 gl::Context *context = gl::getContext();
477
478 if (context)
479 {
480 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000481
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000482 switch (target)
483 {
484 case GL_ARRAY_BUFFER:
485 buffer = context->getArrayBuffer();
486 break;
487 case GL_ELEMENT_ARRAY_BUFFER:
488 buffer = context->getElementArrayBuffer();
489 break;
490 default:
491 return error(GL_INVALID_ENUM);
492 }
493
494 if (!buffer)
495 {
496 return error(GL_INVALID_OPERATION);
497 }
498
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000499 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000500 }
501 }
502 catch(std::bad_alloc&)
503 {
504 return error(GL_OUT_OF_MEMORY);
505 }
506}
507
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000508void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000510 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 +0000511 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000512
513 try
514 {
515 if (size < 0)
516 {
517 return error(GL_INVALID_VALUE);
518 }
519
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000520 if (data == NULL)
521 {
522 return;
523 }
524
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000525 gl::Context *context = gl::getContext();
526
527 if (context)
528 {
529 gl::Buffer *buffer;
530
531 switch (target)
532 {
533 case GL_ARRAY_BUFFER:
534 buffer = context->getArrayBuffer();
535 break;
536 case GL_ELEMENT_ARRAY_BUFFER:
537 buffer = context->getElementArrayBuffer();
538 break;
539 default:
540 return error(GL_INVALID_ENUM);
541 }
542
543 if (!buffer)
544 {
545 return error(GL_INVALID_OPERATION);
546 }
547
548 GLenum err = buffer->bufferSubData(data, size, offset);
549
550 if (err != GL_NO_ERROR)
551 {
552 return error(err);
553 }
554 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000555 }
556 catch(std::bad_alloc&)
557 {
558 return error(GL_OUT_OF_MEMORY);
559 }
560}
561
562GLenum __stdcall glCheckFramebufferStatus(GLenum target)
563{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000564 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000565
566 try
567 {
568 if (target != GL_FRAMEBUFFER)
569 {
570 return error(GL_INVALID_ENUM, 0);
571 }
572
573 gl::Context *context = gl::getContext();
574
575 if (context)
576 {
577 gl::Framebuffer *framebuffer = context->getFramebuffer();
578
579 return framebuffer->completeness();
580 }
581 }
582 catch(std::bad_alloc&)
583 {
584 return error(GL_OUT_OF_MEMORY, 0);
585 }
586
587 return 0;
588}
589
590void __stdcall glClear(GLbitfield mask)
591{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000592 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000593
594 try
595 {
596 gl::Context *context = gl::getContext();
597
598 if (context)
599 {
600 context->clear(mask);
601 }
602 }
603 catch(std::bad_alloc&)
604 {
605 return error(GL_OUT_OF_MEMORY);
606 }
607}
608
609void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
610{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000611 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
612 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000613
614 try
615 {
616 gl::Context *context = gl::getContext();
617
618 if (context)
619 {
620 context->setClearColor(red, green, blue, alpha);
621 }
622 }
623 catch(std::bad_alloc&)
624 {
625 return error(GL_OUT_OF_MEMORY);
626 }
627}
628
629void __stdcall glClearDepthf(GLclampf depth)
630{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000631 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000632
633 try
634 {
635 gl::Context *context = gl::getContext();
636
637 if (context)
638 {
639 context->setClearDepth(depth);
640 }
641 }
642 catch(std::bad_alloc&)
643 {
644 return error(GL_OUT_OF_MEMORY);
645 }
646}
647
648void __stdcall glClearStencil(GLint s)
649{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000650 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000651
652 try
653 {
654 gl::Context *context = gl::getContext();
655
656 if (context)
657 {
658 context->setClearStencil(s);
659 }
660 }
661 catch(std::bad_alloc&)
662 {
663 return error(GL_OUT_OF_MEMORY);
664 }
665}
666
667void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
668{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000669 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
670 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000671
672 try
673 {
674 gl::Context *context = gl::getContext();
675
676 if (context)
677 {
678 context->colorMaskRed = red != GL_FALSE;
679 context->colorMaskGreen = green != GL_FALSE;
680 context->colorMaskBlue = blue != GL_FALSE;
681 context->colorMaskAlpha = alpha != GL_FALSE;
682 }
683 }
684 catch(std::bad_alloc&)
685 {
686 return error(GL_OUT_OF_MEMORY);
687 }
688}
689
690void __stdcall glCompileShader(GLuint shader)
691{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000692 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000693
694 try
695 {
696 gl::Context *context = gl::getContext();
697
698 if (context)
699 {
700 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000701
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000702 if (!shaderObject)
703 {
daniel@transgaming.com0cefaf42010-04-13 03:26:36 +0000704 if (context->getProgram(shader))
705 {
706 return error(GL_INVALID_OPERATION);
707 }
708 else
709 {
710 return error(GL_INVALID_VALUE);
711 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000712 }
713
714 shaderObject->compile();
715 }
716 }
717 catch(std::bad_alloc&)
718 {
719 return error(GL_OUT_OF_MEMORY);
720 }
721}
722
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000723void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
724 GLint border, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000725{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000726 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000727 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000728 target, level, internalformat, width, height, border, imageSize, data);
729
730 try
731 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000732 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
733 {
734 return error(GL_INVALID_ENUM);
735 }
736
737 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000738 {
739 return error(GL_INVALID_VALUE);
740 }
741
daniel@transgaming.com41430492010-03-11 20:36:18 +0000742 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
743 {
744 return error(GL_INVALID_VALUE);
745 }
746
747 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000748 }
749 catch(std::bad_alloc&)
750 {
751 return error(GL_OUT_OF_MEMORY);
752 }
753}
754
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000755void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
756 GLenum format, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000757{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000758 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
759 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000760 "GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000761 target, level, xoffset, yoffset, width, height, format, imageSize, data);
762
763 try
764 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000765 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
766 {
767 return error(GL_INVALID_ENUM);
768 }
769
770 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000771 {
772 return error(GL_INVALID_VALUE);
773 }
774
daniel@transgaming.com41430492010-03-11 20:36:18 +0000775 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
776 {
777 return error(GL_INVALID_VALUE);
778 }
779
780 if (xoffset != 0 || yoffset != 0)
781 {
782 return error(GL_INVALID_OPERATION);
783 }
784
785 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000786 }
787 catch(std::bad_alloc&)
788 {
789 return error(GL_OUT_OF_MEMORY);
790 }
791}
792
793void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
794{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000795 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
796 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000797 target, level, internalformat, x, y, width, height, border);
798
799 try
800 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000801 if (level < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000802 {
803 return error(GL_INVALID_VALUE);
804 }
805
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000806 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
807 {
808 return error(GL_INVALID_VALUE);
809 }
810
811 switch (target)
812 {
813 case GL_TEXTURE_2D:
814 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
815 {
816 return error(GL_INVALID_VALUE);
817 }
818 break;
819 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
820 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
821 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
822 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
823 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
824 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
825 if (!gl::isPow2(width) || !gl::isPow2(height))
826 {
827 return error(GL_INVALID_VALUE);
828 }
829
830 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
831 {
832 return error(GL_INVALID_VALUE);
833 }
834 break;
835 default:
836 return error(GL_INVALID_ENUM);
837 }
838
839 switch (internalformat)
840 {
841 case GL_ALPHA:
842 case GL_LUMINANCE:
843 case GL_LUMINANCE_ALPHA:
844 case GL_RGB:
845 case GL_RGBA:
846 break;
847 default:
848 return error(GL_INVALID_VALUE);
849 }
850
851 if (border != 0)
852 {
853 return error(GL_INVALID_VALUE);
854 }
855
856 gl::Context *context = gl::getContext();
857
858 if (context)
859 {
860 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
861
862 if (target == GL_TEXTURE_2D)
863 {
864 gl::Texture2D *texture = context->getTexture2D();
865
866 if (!texture)
867 {
868 return error(GL_INVALID_OPERATION);
869 }
870
871 texture->copyImage(level, internalformat, x, y, width, height, source);
872 }
873 else if (es2dx::IsCubemapTextureTarget(target))
874 {
875 gl::TextureCubeMap *texture = context->getTextureCubeMap();
876
877 if (!texture)
878 {
879 return error(GL_INVALID_OPERATION);
880 }
881
882 texture->copyImage(target, level, internalformat, x, y, width, height, source);
883 }
884 else
885 {
886 UNREACHABLE();
887 }
888 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000889 }
890 catch(std::bad_alloc&)
891 {
892 return error(GL_OUT_OF_MEMORY);
893 }
894}
895
896void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
897{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000898 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
899 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000900 target, level, xoffset, yoffset, x, y, width, height);
901
902 try
903 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000904 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
905 {
906 return error(GL_INVALID_ENUM);
907 }
908
909 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000910 {
911 return error(GL_INVALID_VALUE);
912 }
913
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000914 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
915 {
916 return error(GL_INVALID_VALUE);
917 }
918
919 if (width == 0 || height == 0)
920 {
921 return;
922 }
923
924 gl::Context *context = gl::getContext();
925
926 if (context)
927 {
928 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
929
930 if (target == GL_TEXTURE_2D)
931 {
932 gl::Texture2D *texture = context->getTexture2D();
933
934 if (!texture)
935 {
936 return error(GL_INVALID_OPERATION);
937 }
938
939 texture->copySubImage(level, xoffset, yoffset, x, y, width, height, source);
940 }
941 else if (es2dx::IsCubemapTextureTarget(target))
942 {
943 gl::TextureCubeMap *texture = context->getTextureCubeMap();
944
945 if (!texture)
946 {
947 return error(GL_INVALID_OPERATION);
948 }
949
950 texture->copySubImage(target, level, xoffset, yoffset, x, y, width, height, source);
951 }
952 else
953 {
954 UNREACHABLE();
955 }
956 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000957 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000958
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000959 catch(std::bad_alloc&)
960 {
961 return error(GL_OUT_OF_MEMORY);
962 }
963}
964
965GLuint __stdcall glCreateProgram(void)
966{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000967 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000968
969 try
970 {
971 gl::Context *context = gl::getContext();
972
973 if (context)
974 {
975 return context->createProgram();
976 }
977 }
978 catch(std::bad_alloc&)
979 {
980 return error(GL_OUT_OF_MEMORY, 0);
981 }
982
983 return 0;
984}
985
986GLuint __stdcall glCreateShader(GLenum type)
987{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000988 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000989
990 try
991 {
992 gl::Context *context = gl::getContext();
993
994 if (context)
995 {
996 switch (type)
997 {
998 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000999 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001000 return context->createShader(type);
1001 default:
1002 return error(GL_INVALID_ENUM, 0);
1003 }
1004 }
1005 }
1006 catch(std::bad_alloc&)
1007 {
1008 return error(GL_OUT_OF_MEMORY, 0);
1009 }
1010
1011 return 0;
1012}
1013
1014void __stdcall glCullFace(GLenum mode)
1015{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001016 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001017
1018 try
1019 {
1020 switch (mode)
1021 {
1022 case GL_FRONT:
1023 case GL_BACK:
1024 case GL_FRONT_AND_BACK:
1025 {
1026 gl::Context *context = gl::getContext();
1027
1028 if (context)
1029 {
1030 context->cullMode = mode;
1031 }
1032 }
1033 break;
1034 default:
1035 return error(GL_INVALID_ENUM);
1036 }
1037 }
1038 catch(std::bad_alloc&)
1039 {
1040 return error(GL_OUT_OF_MEMORY);
1041 }
1042}
1043
1044void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
1045{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001046 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001047
1048 try
1049 {
1050 if (n < 0)
1051 {
1052 return error(GL_INVALID_VALUE);
1053 }
1054
1055 gl::Context *context = gl::getContext();
1056
1057 if (context)
1058 {
1059 for (int i = 0; i < n; i++)
1060 {
1061 context->deleteBuffer(buffers[i]);
1062 }
1063 }
1064 }
1065 catch(std::bad_alloc&)
1066 {
1067 return error(GL_OUT_OF_MEMORY);
1068 }
1069}
1070
1071void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
1072{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001073 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001074
1075 try
1076 {
1077 if (n < 0)
1078 {
1079 return error(GL_INVALID_VALUE);
1080 }
1081
1082 gl::Context *context = gl::getContext();
1083
1084 if (context)
1085 {
1086 for (int i = 0; i < n; i++)
1087 {
1088 if (framebuffers[i] != 0)
1089 {
1090 context->deleteFramebuffer(framebuffers[i]);
1091 }
1092 }
1093 }
1094 }
1095 catch(std::bad_alloc&)
1096 {
1097 return error(GL_OUT_OF_MEMORY);
1098 }
1099}
1100
1101void __stdcall glDeleteProgram(GLuint program)
1102{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001103 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001104
1105 try
1106 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001107 if (program == 0)
1108 {
1109 return;
1110 }
1111
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001112 gl::Context *context = gl::getContext();
1113
1114 if (context)
1115 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001116 if (!context->getProgram(program))
1117 {
1118 if(context->getShader(program))
1119 {
1120 return error(GL_INVALID_OPERATION);
1121 }
1122 else
1123 {
1124 return error(GL_INVALID_VALUE);
1125 }
1126 }
1127
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001128 context->deleteProgram(program);
1129 }
1130 }
1131 catch(std::bad_alloc&)
1132 {
1133 return error(GL_OUT_OF_MEMORY);
1134 }
1135}
1136
1137void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
1138{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001139 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001140
1141 try
1142 {
1143 if (n < 0)
1144 {
1145 return error(GL_INVALID_VALUE);
1146 }
1147
1148 gl::Context *context = gl::getContext();
1149
1150 if (context)
1151 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +00001152 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001153 {
1154 context->deleteRenderbuffer(renderbuffers[i]);
1155 }
1156 }
1157 }
1158 catch(std::bad_alloc&)
1159 {
1160 return error(GL_OUT_OF_MEMORY);
1161 }
1162}
1163
1164void __stdcall glDeleteShader(GLuint shader)
1165{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001166 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001167
1168 try
1169 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001170 if (shader == 0)
1171 {
1172 return;
1173 }
1174
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001175 gl::Context *context = gl::getContext();
1176
1177 if (context)
1178 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001179 if (!context->getShader(shader))
1180 {
1181 if(context->getProgram(shader))
1182 {
1183 return error(GL_INVALID_OPERATION);
1184 }
1185 else
1186 {
1187 return error(GL_INVALID_VALUE);
1188 }
1189 }
1190
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001191 context->deleteShader(shader);
1192 }
1193 }
1194 catch(std::bad_alloc&)
1195 {
1196 return error(GL_OUT_OF_MEMORY);
1197 }
1198}
1199
1200void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
1201{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001202 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001203
1204 try
1205 {
1206 if (n < 0)
1207 {
1208 return error(GL_INVALID_VALUE);
1209 }
1210
1211 gl::Context *context = gl::getContext();
1212
1213 if (context)
1214 {
1215 for (int i = 0; i < n; i++)
1216 {
1217 if (textures[i] != 0)
1218 {
1219 context->deleteTexture(textures[i]);
1220 }
1221 }
1222 }
1223 }
1224 catch(std::bad_alloc&)
1225 {
1226 return error(GL_OUT_OF_MEMORY);
1227 }
1228}
1229
1230void __stdcall glDepthFunc(GLenum func)
1231{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001232 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001233
1234 try
1235 {
1236 switch (func)
1237 {
1238 case GL_NEVER:
1239 case GL_ALWAYS:
1240 case GL_LESS:
1241 case GL_LEQUAL:
1242 case GL_EQUAL:
1243 case GL_GREATER:
1244 case GL_GEQUAL:
1245 case GL_NOTEQUAL:
1246 break;
1247 default:
1248 return error(GL_INVALID_ENUM);
1249 }
1250
1251 gl::Context *context = gl::getContext();
1252
1253 if (context)
1254 {
1255 context->depthFunc = func;
1256 }
1257 }
1258 catch(std::bad_alloc&)
1259 {
1260 return error(GL_OUT_OF_MEMORY);
1261 }
1262}
1263
1264void __stdcall glDepthMask(GLboolean flag)
1265{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001266 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001267
1268 try
1269 {
1270 gl::Context *context = gl::getContext();
1271
1272 if (context)
1273 {
1274 context->depthMask = flag != GL_FALSE;
1275 }
1276 }
1277 catch(std::bad_alloc&)
1278 {
1279 return error(GL_OUT_OF_MEMORY);
1280 }
1281}
1282
1283void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1284{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001285 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001286
1287 try
1288 {
1289 gl::Context *context = gl::getContext();
1290
1291 if (context)
1292 {
1293 context->zNear = zNear;
1294 context->zFar = zFar;
1295 }
1296 }
1297 catch(std::bad_alloc&)
1298 {
1299 return error(GL_OUT_OF_MEMORY);
1300 }
1301}
1302
1303void __stdcall glDetachShader(GLuint program, GLuint shader)
1304{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001305 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001306
1307 try
1308 {
1309 gl::Context *context = gl::getContext();
1310
1311 if (context)
1312 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001313
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001314 gl::Program *programObject = context->getProgram(program);
1315 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001316
1317 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001318 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001319 gl::Shader *shaderByProgramHandle;
1320 shaderByProgramHandle = context->getShader(program);
1321 if (!shaderByProgramHandle)
1322 {
1323 return error(GL_INVALID_VALUE);
1324 }
1325 else
1326 {
1327 return error(GL_INVALID_OPERATION);
1328 }
1329 }
1330
1331 if (!shaderObject)
1332 {
1333 gl::Program *programByShaderHandle = context->getProgram(shader);
1334 if (!programByShaderHandle)
1335 {
1336 return error(GL_INVALID_VALUE);
1337 }
1338 else
1339 {
1340 return error(GL_INVALID_OPERATION);
1341 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001342 }
1343
1344 if (!programObject->detachShader(shaderObject))
1345 {
1346 return error(GL_INVALID_OPERATION);
1347 }
1348
1349 if (shaderObject->isDeletable())
1350 {
1351 context->deleteShader(shader);
1352 }
1353 }
1354 }
1355 catch(std::bad_alloc&)
1356 {
1357 return error(GL_OUT_OF_MEMORY);
1358 }
1359}
1360
1361void __stdcall glDisable(GLenum cap)
1362{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001363 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001364
1365 try
1366 {
1367 gl::Context *context = gl::getContext();
1368
1369 if (context)
1370 {
1371 switch (cap)
1372 {
1373 case GL_CULL_FACE: context->cullFace = false; break;
1374 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1375 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1376 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1377 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1378 case GL_STENCIL_TEST: context->stencilTest = false; break;
1379 case GL_DEPTH_TEST: context->depthTest = false; break;
1380 case GL_BLEND: context->blend = false; break;
1381 case GL_DITHER: context->dither = false; break;
1382 default:
1383 return error(GL_INVALID_ENUM);
1384 }
1385 }
1386 }
1387 catch(std::bad_alloc&)
1388 {
1389 return error(GL_OUT_OF_MEMORY);
1390 }
1391}
1392
1393void __stdcall glDisableVertexAttribArray(GLuint index)
1394{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001395 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001396
1397 try
1398 {
1399 if (index >= gl::MAX_VERTEX_ATTRIBS)
1400 {
1401 return error(GL_INVALID_VALUE);
1402 }
1403
1404 gl::Context *context = gl::getContext();
1405
1406 if (context)
1407 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001408 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001409 }
1410 }
1411 catch(std::bad_alloc&)
1412 {
1413 return error(GL_OUT_OF_MEMORY);
1414 }
1415}
1416
1417void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1418{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001419 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001420
1421 try
1422 {
1423 if (count < 0 || first < 0)
1424 {
1425 return error(GL_INVALID_VALUE);
1426 }
1427
1428 gl::Context *context = gl::getContext();
1429
1430 if (context)
1431 {
1432 context->drawArrays(mode, first, count);
1433 }
1434 }
1435 catch(std::bad_alloc&)
1436 {
1437 return error(GL_OUT_OF_MEMORY);
1438 }
1439}
1440
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001441void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001442{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001443 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 +00001444 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001445
1446 try
1447 {
1448 if (count < 0)
1449 {
1450 return error(GL_INVALID_VALUE);
1451 }
1452
1453 switch (type)
1454 {
1455 case GL_UNSIGNED_BYTE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001456 case GL_UNSIGNED_SHORT:
1457 break;
1458 default:
1459 return error(GL_INVALID_ENUM);
1460 }
1461
1462 gl::Context *context = gl::getContext();
1463
1464 if (context)
1465 {
1466 context->drawElements(mode, count, type, indices);
1467 }
1468 }
1469 catch(std::bad_alloc&)
1470 {
1471 return error(GL_OUT_OF_MEMORY);
1472 }
1473}
1474
1475void __stdcall glEnable(GLenum cap)
1476{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001477 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001478
1479 try
1480 {
1481 gl::Context *context = gl::getContext();
1482
1483 if (context)
1484 {
1485 switch (cap)
1486 {
1487 case GL_CULL_FACE: context->cullFace = true; break;
1488 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1489 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1490 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1491 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1492 case GL_STENCIL_TEST: context->stencilTest = true; break;
1493 case GL_DEPTH_TEST: context->depthTest = true; break;
1494 case GL_BLEND: context->blend = true; break;
1495 case GL_DITHER: context->dither = true; break;
1496 default:
1497 return error(GL_INVALID_ENUM);
1498 }
1499 }
1500 }
1501 catch(std::bad_alloc&)
1502 {
1503 return error(GL_OUT_OF_MEMORY);
1504 }
1505}
1506
1507void __stdcall glEnableVertexAttribArray(GLuint index)
1508{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001509 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001510
1511 try
1512 {
1513 if (index >= gl::MAX_VERTEX_ATTRIBS)
1514 {
1515 return error(GL_INVALID_VALUE);
1516 }
1517
1518 gl::Context *context = gl::getContext();
1519
1520 if (context)
1521 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001522 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001523 }
1524 }
1525 catch(std::bad_alloc&)
1526 {
1527 return error(GL_OUT_OF_MEMORY);
1528 }
1529}
1530
1531void __stdcall glFinish(void)
1532{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001533 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001534
1535 try
1536 {
1537 gl::Context *context = gl::getContext();
1538
1539 if (context)
1540 {
1541 context->finish();
1542 }
1543 }
1544 catch(std::bad_alloc&)
1545 {
1546 return error(GL_OUT_OF_MEMORY);
1547 }
1548}
1549
1550void __stdcall glFlush(void)
1551{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001552 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001553
1554 try
1555 {
1556 gl::Context *context = gl::getContext();
1557
1558 if (context)
1559 {
1560 context->flush();
1561 }
1562 }
1563 catch(std::bad_alloc&)
1564 {
1565 return error(GL_OUT_OF_MEMORY);
1566 }
1567}
1568
1569void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1570{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001571 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1572 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001573
1574 try
1575 {
1576 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1577 {
1578 return error(GL_INVALID_ENUM);
1579 }
1580
1581 gl::Context *context = gl::getContext();
1582
1583 if (context)
1584 {
1585 gl::Framebuffer *framebuffer = context->getFramebuffer();
1586
1587 if (context->framebuffer == 0 || !framebuffer)
1588 {
1589 return error(GL_INVALID_OPERATION);
1590 }
1591
1592 switch (attachment)
1593 {
1594 case GL_COLOR_ATTACHMENT0:
1595 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1596 break;
1597 case GL_DEPTH_ATTACHMENT:
1598 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1599 break;
1600 case GL_STENCIL_ATTACHMENT:
1601 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1602 break;
1603 default:
1604 return error(GL_INVALID_ENUM);
1605 }
1606 }
1607 }
1608 catch(std::bad_alloc&)
1609 {
1610 return error(GL_OUT_OF_MEMORY);
1611 }
1612}
1613
1614void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1615{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001616 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1617 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001618
1619 try
1620 {
1621 if (target != GL_FRAMEBUFFER)
1622 {
1623 return error(GL_INVALID_ENUM);
1624 }
1625
1626 switch (attachment)
1627 {
1628 case GL_COLOR_ATTACHMENT0:
1629 break;
1630 default:
1631 return error(GL_INVALID_ENUM);
1632 }
1633
1634 gl::Context *context = gl::getContext();
1635
1636 if (context)
1637 {
1638 if (texture)
1639 {
1640 switch (textarget)
1641 {
1642 case GL_TEXTURE_2D:
1643 if (!context->getTexture2D())
1644 {
1645 return error(GL_INVALID_OPERATION);
1646 }
1647 break;
1648 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1649 UNIMPLEMENTED(); // FIXME
1650 break;
1651 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1652 UNIMPLEMENTED(); // FIXME
1653 break;
1654 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1655 UNIMPLEMENTED(); // FIXME
1656 break;
1657 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1658 UNIMPLEMENTED(); // FIXME
1659 break;
1660 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1661 UNIMPLEMENTED(); // FIXME
1662 break;
1663 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1664 UNIMPLEMENTED(); // FIXME
1665 break;
1666 default:
1667 return error(GL_INVALID_ENUM);
1668 }
1669
1670 if (level != 0)
1671 {
1672 return error(GL_INVALID_VALUE);
1673 }
1674 }
1675
1676 gl::Framebuffer *framebuffer = context->getFramebuffer();
1677
1678 if (context->framebuffer == 0 || !framebuffer)
1679 {
1680 return error(GL_INVALID_OPERATION);
1681 }
1682
1683 framebuffer->setColorbuffer(GL_TEXTURE, texture);
1684 }
1685 }
1686 catch(std::bad_alloc&)
1687 {
1688 return error(GL_OUT_OF_MEMORY);
1689 }
1690}
1691
1692void __stdcall glFrontFace(GLenum mode)
1693{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001694 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001695
1696 try
1697 {
1698 switch (mode)
1699 {
1700 case GL_CW:
1701 case GL_CCW:
1702 {
1703 gl::Context *context = gl::getContext();
1704
1705 if (context)
1706 {
1707 context->frontFace = mode;
1708 }
1709 }
1710 break;
1711 default:
1712 return error(GL_INVALID_ENUM);
1713 }
1714 }
1715 catch(std::bad_alloc&)
1716 {
1717 return error(GL_OUT_OF_MEMORY);
1718 }
1719}
1720
1721void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1722{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001723 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001724
1725 try
1726 {
1727 if (n < 0)
1728 {
1729 return error(GL_INVALID_VALUE);
1730 }
1731
1732 gl::Context *context = gl::getContext();
1733
1734 if (context)
1735 {
1736 for (int i = 0; i < n; i++)
1737 {
1738 buffers[i] = context->createBuffer();
1739 }
1740 }
1741 }
1742 catch(std::bad_alloc&)
1743 {
1744 return error(GL_OUT_OF_MEMORY);
1745 }
1746}
1747
1748void __stdcall glGenerateMipmap(GLenum target)
1749{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001750 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001751
1752 try
1753 {
1754 UNIMPLEMENTED(); // FIXME
1755 }
1756 catch(std::bad_alloc&)
1757 {
1758 return error(GL_OUT_OF_MEMORY);
1759 }
1760}
1761
1762void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1763{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001764 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001765
1766 try
1767 {
1768 if (n < 0)
1769 {
1770 return error(GL_INVALID_VALUE);
1771 }
1772
1773 gl::Context *context = gl::getContext();
1774
1775 if (context)
1776 {
1777 for (int i = 0; i < n; i++)
1778 {
1779 framebuffers[i] = context->createFramebuffer();
1780 }
1781 }
1782 }
1783 catch(std::bad_alloc&)
1784 {
1785 return error(GL_OUT_OF_MEMORY);
1786 }
1787}
1788
1789void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1790{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001791 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001792
1793 try
1794 {
1795 if (n < 0)
1796 {
1797 return error(GL_INVALID_VALUE);
1798 }
1799
1800 gl::Context *context = gl::getContext();
1801
1802 if (context)
1803 {
1804 for (int i = 0; i < n; i++)
1805 {
1806 renderbuffers[i] = context->createRenderbuffer();
1807 }
1808 }
1809 }
1810 catch(std::bad_alloc&)
1811 {
1812 return error(GL_OUT_OF_MEMORY);
1813 }
1814}
1815
1816void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1817{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001818 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001819
1820 try
1821 {
1822 if (n < 0)
1823 {
1824 return error(GL_INVALID_VALUE);
1825 }
1826
1827 gl::Context *context = gl::getContext();
1828
1829 if (context)
1830 {
1831 for (int i = 0; i < n; i++)
1832 {
1833 textures[i] = context->createTexture();
1834 }
1835 }
1836 }
1837 catch(std::bad_alloc&)
1838 {
1839 return error(GL_OUT_OF_MEMORY);
1840 }
1841}
1842
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001843void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001844{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001845 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001846 "GLint* size = 0x%0.8p, GLenum* type = %0.8p, GLchar* name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001847 program, index, bufsize, length, size, type, name);
1848
1849 try
1850 {
1851 if (bufsize < 0)
1852 {
1853 return error(GL_INVALID_VALUE);
1854 }
1855
1856 UNIMPLEMENTED(); // FIXME
1857 }
1858 catch(std::bad_alloc&)
1859 {
1860 return error(GL_OUT_OF_MEMORY);
1861 }
1862}
1863
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001864void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001865{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001866 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001867 "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 +00001868 program, index, bufsize, length, size, type, name);
1869
1870 try
1871 {
1872 if (bufsize < 0)
1873 {
1874 return error(GL_INVALID_VALUE);
1875 }
1876
1877 UNIMPLEMENTED(); // FIXME
1878 }
1879 catch(std::bad_alloc&)
1880 {
1881 return error(GL_OUT_OF_MEMORY);
1882 }
1883}
1884
1885void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1886{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001887 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1888 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001889
1890 try
1891 {
1892 if (maxcount < 0)
1893 {
1894 return error(GL_INVALID_VALUE);
1895 }
1896
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001897 gl::Context *context = gl::getContext();
1898
1899 if (context)
1900 {
1901 gl::Program *programObject = context->getProgram(program);
1902
1903 if (!programObject)
1904 {
1905 return error(GL_INVALID_VALUE);
1906 }
1907
1908 return programObject->getAttachedShaders(maxcount, count, shaders);
1909 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001910 }
1911 catch(std::bad_alloc&)
1912 {
1913 return error(GL_OUT_OF_MEMORY);
1914 }
1915}
1916
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001917int __stdcall glGetAttribLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001918{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001919 TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001920
1921 try
1922 {
1923 gl::Context *context = gl::getContext();
1924
1925 if (context)
1926 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00001927
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001928 gl::Program *programObject = context->getProgram(program);
1929
1930 if (!programObject)
1931 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00001932 if (context->getShader(program))
1933 {
1934 return error(GL_INVALID_OPERATION, -1);
1935 }
1936 else
1937 {
1938 return error(GL_INVALID_VALUE, -1);
1939 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001940 }
1941
daniel@transgaming.comcf4aa872010-04-13 03:26:27 +00001942 if (!programObject->isLinked())
1943 {
1944 return error(GL_INVALID_OPERATION, -1);
1945 }
1946
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001947 return programObject->getAttributeLocation(name);
1948 }
1949 }
1950 catch(std::bad_alloc&)
1951 {
1952 return error(GL_OUT_OF_MEMORY, -1);
1953 }
1954
1955 return -1;
1956}
1957
1958void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
1959{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001960 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001961
1962 try
1963 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001964 gl::Context *context = gl::getContext();
1965
1966 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001967 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001968 if (!(context->getBooleanv(pname, params)))
1969 {
1970 GLenum nativeType;
1971 unsigned int numParams = 0;
1972 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
1973 return error(GL_INVALID_ENUM);
1974
1975 if (numParams == 0)
1976 return; // it is known that the pname is valid, but there are no parameters to return
1977
1978 if (nativeType == GL_FLOAT)
1979 {
1980 GLfloat *floatParams = NULL;
1981 floatParams = new GLfloat[numParams];
1982
1983 context->getFloatv(pname, floatParams);
1984
1985 for (unsigned int i = 0; i < numParams; ++i)
1986 {
1987 if (floatParams[i] == 0.0f)
1988 params[i] = GL_FALSE;
1989 else
1990 params[i] = GL_TRUE;
1991 }
1992
1993 delete [] floatParams;
1994 }
1995 else if (nativeType == GL_INT)
1996 {
1997 GLint *intParams = NULL;
1998 intParams = new GLint[numParams];
1999
2000 context->getIntegerv(pname, intParams);
2001
2002 for (unsigned int i = 0; i < numParams; ++i)
2003 {
2004 if (intParams[i] == 0)
2005 params[i] = GL_FALSE;
2006 else
2007 params[i] = GL_TRUE;
2008 }
2009
2010 delete [] intParams;
2011 }
2012 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002013 }
2014 }
2015 catch(std::bad_alloc&)
2016 {
2017 return error(GL_OUT_OF_MEMORY);
2018 }
2019}
2020
2021void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
2022{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002023 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 +00002024
2025 try
2026 {
2027 UNIMPLEMENTED(); // FIXME
2028 }
2029 catch(std::bad_alloc&)
2030 {
2031 return error(GL_OUT_OF_MEMORY);
2032 }
2033}
2034
2035GLenum __stdcall glGetError(void)
2036{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002037 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002038
2039 gl::Context *context = gl::getContext();
2040
2041 if (context)
2042 {
2043 return context->getError();
2044 }
2045
2046 return GL_NO_ERROR;
2047}
2048
2049void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
2050{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002051 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002052
2053 try
2054 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002055 gl::Context *context = gl::getContext();
2056
2057 if (context)
2058 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002059 if (!(context->getFloatv(pname, params)))
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002060 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002061 GLenum nativeType;
2062 unsigned int numParams = 0;
2063 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2064 return error(GL_INVALID_ENUM);
2065
2066 if (numParams == 0)
2067 return; // it is known that the pname is valid, but that there are no parameters to return.
2068
2069 if (nativeType == GL_BOOL)
2070 {
2071 GLboolean *boolParams = NULL;
2072 boolParams = new GLboolean[numParams];
2073
2074 context->getBooleanv(pname, boolParams);
2075
2076 for (unsigned int i = 0; i < numParams; ++i)
2077 {
2078 if (boolParams[i] == GL_FALSE)
2079 params[i] = 0.0f;
2080 else
2081 params[i] = 1.0f;
2082 }
2083
2084 delete [] boolParams;
2085 }
2086 else if (nativeType == GL_INT)
2087 {
2088 GLint *intParams = NULL;
2089 intParams = new GLint[numParams];
2090
2091 context->getIntegerv(pname, intParams);
2092
2093 for (unsigned int i = 0; i < numParams; ++i)
2094 {
2095 params[i] = (GLfloat)intParams[i];
2096 }
2097
2098 delete [] intParams;
2099 }
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002100 }
2101 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002102 }
2103 catch(std::bad_alloc&)
2104 {
2105 return error(GL_OUT_OF_MEMORY);
2106 }
2107}
2108
2109void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
2110{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002111 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
2112 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002113
2114 try
2115 {
2116 gl::Context *context = gl::getContext();
2117
2118 if (context)
2119 {
2120 if (context->framebuffer == 0)
2121 {
2122 return error(GL_INVALID_OPERATION);
2123 }
2124
2125 UNIMPLEMENTED(); // FIXME
2126 }
2127 }
2128 catch(std::bad_alloc&)
2129 {
2130 return error(GL_OUT_OF_MEMORY);
2131 }
2132}
2133
2134void __stdcall glGetIntegerv(GLenum pname, GLint* params)
2135{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002136 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002137
2138 try
2139 {
2140 gl::Context *context = gl::getContext();
2141
2142 if (context)
2143 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002144 if (!(context->getIntegerv(pname, params)))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002145 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002146 GLenum nativeType;
2147 unsigned int numParams = 0;
2148 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2149 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002150
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002151 if (numParams == 0)
2152 return; // it is known that pname is valid, but there are no parameters to return
2153
2154 if (nativeType == GL_BOOL)
2155 {
2156 GLboolean *boolParams = NULL;
2157 boolParams = new GLboolean[numParams];
2158
2159 context->getBooleanv(pname, boolParams);
2160
2161 for (unsigned int i = 0; i < numParams; ++i)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002162 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002163 if (boolParams[i] == GL_FALSE)
2164 params[i] = 0;
2165 else
2166 params[i] = 1;
2167 }
2168
2169 delete [] boolParams;
2170 }
2171 else if (nativeType == GL_FLOAT)
2172 {
2173 GLfloat *floatParams = NULL;
2174 floatParams = new GLfloat[numParams];
2175
2176 context->getFloatv(pname, floatParams);
2177
2178 for (unsigned int i = 0; i < numParams; ++i)
2179 {
2180 if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002181 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002182 params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002183 }
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002184 else
2185 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 +00002186 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002187
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002188 delete [] floatParams;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002189 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002190 }
2191 }
2192 }
2193 catch(std::bad_alloc&)
2194 {
2195 return error(GL_OUT_OF_MEMORY);
2196 }
2197}
2198
2199void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
2200{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002201 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002202
2203 try
2204 {
2205 gl::Context *context = gl::getContext();
2206
2207 if (context)
2208 {
2209 gl::Program *programObject = context->getProgram(program);
2210
2211 if (!programObject)
2212 {
2213 return error(GL_INVALID_VALUE);
2214 }
2215
2216 switch (pname)
2217 {
2218 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002219 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002220 return;
2221 case GL_LINK_STATUS:
2222 *params = programObject->isLinked();
2223 return;
2224 case GL_VALIDATE_STATUS:
2225 UNIMPLEMENTED(); // FIXME
2226 *params = GL_TRUE;
2227 return;
2228 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002229 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002230 return;
2231 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002232 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002233 return;
2234 case GL_ACTIVE_ATTRIBUTES:
2235 UNIMPLEMENTED(); // FIXME
2236 *params = 0;
2237 return;
2238 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
2239 UNIMPLEMENTED(); // FIXME
2240 *params = 0;
2241 return;
2242 case GL_ACTIVE_UNIFORMS:
2243 UNIMPLEMENTED(); // FIXME
2244 *params = 0;
2245 return;
2246 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
2247 UNIMPLEMENTED(); // FIXME
2248 *params = 0;
2249 return;
2250 default:
2251 return error(GL_INVALID_ENUM);
2252 }
2253 }
2254 }
2255 catch(std::bad_alloc&)
2256 {
2257 return error(GL_OUT_OF_MEMORY);
2258 }
2259}
2260
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002261void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002262{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002263 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 +00002264 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002265
2266 try
2267 {
2268 if (bufsize < 0)
2269 {
2270 return error(GL_INVALID_VALUE);
2271 }
2272
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002273 gl::Context *context = gl::getContext();
2274
2275 if (context)
2276 {
2277 gl::Program *programObject = context->getProgram(program);
2278
2279 if (!programObject)
2280 {
2281 return error(GL_INVALID_VALUE);
2282 }
2283
2284 programObject->getInfoLog(bufsize, length, infolog);
2285 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002286 }
2287 catch(std::bad_alloc&)
2288 {
2289 return error(GL_OUT_OF_MEMORY);
2290 }
2291}
2292
2293void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2294{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002295 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 +00002296
2297 try
2298 {
2299 UNIMPLEMENTED(); // FIXME
2300 }
2301 catch(std::bad_alloc&)
2302 {
2303 return error(GL_OUT_OF_MEMORY);
2304 }
2305}
2306
2307void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2308{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002309 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002310
2311 try
2312 {
2313 gl::Context *context = gl::getContext();
2314
2315 if (context)
2316 {
2317 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002318
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002319 if (!shaderObject)
2320 {
2321 return error(GL_INVALID_VALUE);
2322 }
2323
2324 switch (pname)
2325 {
2326 case GL_SHADER_TYPE:
2327 *params = shaderObject->getType();
2328 return;
2329 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002330 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002331 return;
2332 case GL_COMPILE_STATUS:
2333 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2334 return;
2335 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002336 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002337 return;
2338 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002339 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002340 return;
2341 default:
2342 return error(GL_INVALID_ENUM);
2343 }
2344 }
2345 }
2346 catch(std::bad_alloc&)
2347 {
2348 return error(GL_OUT_OF_MEMORY);
2349 }
2350}
2351
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002352void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002353{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002354 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 +00002355 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002356
2357 try
2358 {
2359 if (bufsize < 0)
2360 {
2361 return error(GL_INVALID_VALUE);
2362 }
2363
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002364 gl::Context *context = gl::getContext();
2365
2366 if (context)
2367 {
2368 gl::Shader *shaderObject = context->getShader(shader);
2369
2370 if (!shaderObject)
2371 {
2372 return error(GL_INVALID_VALUE);
2373 }
2374
2375 shaderObject->getInfoLog(bufsize, length, infolog);
2376 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002377 }
2378 catch(std::bad_alloc&)
2379 {
2380 return error(GL_OUT_OF_MEMORY);
2381 }
2382}
2383
2384void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2385{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002386 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2387 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002388
2389 try
2390 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002391 switch (shadertype)
2392 {
2393 case GL_VERTEX_SHADER:
2394 case GL_FRAGMENT_SHADER:
2395 break;
2396 default:
2397 return error(GL_INVALID_ENUM);
2398 }
2399
2400 switch (precisiontype)
2401 {
2402 case GL_LOW_FLOAT:
2403 case GL_MEDIUM_FLOAT:
2404 case GL_HIGH_FLOAT:
2405 // Assume IEEE 754 precision
2406 range[0] = 127;
2407 range[1] = 127;
2408 precision[0] = 23;
2409 precision[1] = 23;
2410 break;
2411 case GL_LOW_INT:
2412 case GL_MEDIUM_INT:
2413 case GL_HIGH_INT:
2414 // Some (most) hardware only supports single-precision floating-point numbers,
2415 // which can accurately represent integers up to +/-16777216
2416 range[0] = 24;
2417 range[1] = 24;
2418 precision[0] = 0;
2419 precision[1] = 0;
2420 break;
2421 default:
2422 return error(GL_INVALID_ENUM);
2423 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002424 }
2425 catch(std::bad_alloc&)
2426 {
2427 return error(GL_OUT_OF_MEMORY);
2428 }
2429}
2430
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002431void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002432{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002433 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 +00002434 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002435
2436 try
2437 {
2438 if (bufsize < 0)
2439 {
2440 return error(GL_INVALID_VALUE);
2441 }
2442
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002443 gl::Context *context = gl::getContext();
2444
2445 if (context)
2446 {
2447 gl::Shader *shaderObject = context->getShader(shader);
2448
2449 if (!shaderObject)
2450 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +00002451 return error(GL_INVALID_OPERATION);
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002452 }
2453
2454 shaderObject->getSource(bufsize, length, source);
2455 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002456 }
2457 catch(std::bad_alloc&)
2458 {
2459 return error(GL_OUT_OF_MEMORY);
2460 }
2461}
2462
2463const GLubyte* __stdcall glGetString(GLenum name)
2464{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002465 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002466
2467 try
2468 {
2469 switch (name)
2470 {
2471 case GL_VENDOR:
2472 return (GLubyte*)"TransGaming Inc.";
2473 case GL_RENDERER:
2474 return (GLubyte*)"ANGLE";
2475 case GL_VERSION:
2476 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2477 case GL_SHADING_LANGUAGE_VERSION:
2478 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2479 case GL_EXTENSIONS:
2480 return (GLubyte*)"";
2481 default:
2482 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2483 }
2484 }
2485 catch(std::bad_alloc&)
2486 {
2487 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2488 }
2489
2490 return NULL;
2491}
2492
2493void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2494{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002495 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 +00002496
2497 try
2498 {
2499 UNIMPLEMENTED(); // FIXME
2500 }
2501 catch(std::bad_alloc&)
2502 {
2503 return error(GL_OUT_OF_MEMORY);
2504 }
2505}
2506
2507void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2508{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002509 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 +00002510
2511 try
2512 {
2513 UNIMPLEMENTED(); // FIXME
2514 }
2515 catch(std::bad_alloc&)
2516 {
2517 return error(GL_OUT_OF_MEMORY);
2518 }
2519}
2520
2521void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2522{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002523 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002524
2525 try
2526 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002527 gl::Context *context = gl::getContext();
2528
2529 if (context)
2530 {
2531 if (program == 0)
2532 {
2533 return error(GL_INVALID_VALUE);
2534 }
2535
2536 gl::Program *programObject = context->getProgram(program);
2537
2538 if (!programObject || !programObject->isLinked())
2539 {
2540 return error(GL_INVALID_OPERATION);
2541 }
2542
2543 if (!programObject->getUniformfv(location, params))
2544 {
2545 return error(GL_INVALID_OPERATION);
2546 }
2547 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002548 }
2549 catch(std::bad_alloc&)
2550 {
2551 return error(GL_OUT_OF_MEMORY);
2552 }
2553}
2554
2555void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2556{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002557 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002558
2559 try
2560 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002561 gl::Context *context = gl::getContext();
2562
2563 if (context)
2564 {
2565 if (program == 0)
2566 {
2567 return error(GL_INVALID_VALUE);
2568 }
2569
2570 gl::Program *programObject = context->getProgram(program);
2571
2572 if (!programObject || !programObject->isLinked())
2573 {
2574 return error(GL_INVALID_OPERATION);
2575 }
2576
2577 if (!programObject)
2578 {
2579 return error(GL_INVALID_OPERATION);
2580 }
2581
2582 if (!programObject->getUniformiv(location, params))
2583 {
2584 return error(GL_INVALID_OPERATION);
2585 }
2586 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002587 }
2588 catch(std::bad_alloc&)
2589 {
2590 return error(GL_OUT_OF_MEMORY);
2591 }
2592}
2593
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002594int __stdcall glGetUniformLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002595{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002596 TRACE("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002597
2598 try
2599 {
2600 gl::Context *context = gl::getContext();
2601
2602 if (strstr(name, "gl_") == name)
2603 {
2604 return -1;
2605 }
2606
2607 if (context)
2608 {
2609 gl::Program *programObject = context->getProgram(program);
2610
2611 if (!programObject)
2612 {
2613 return error(GL_INVALID_VALUE, -1);
2614 }
2615
2616 if (!programObject->isLinked())
2617 {
2618 return error(GL_INVALID_OPERATION, -1);
2619 }
2620
2621 return programObject->getUniformLocation(name);
2622 }
2623 }
2624 catch(std::bad_alloc&)
2625 {
2626 return error(GL_OUT_OF_MEMORY, -1);
2627 }
2628
2629 return -1;
2630}
2631
2632void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2633{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002634 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002635
2636 try
2637 {
2638 if (index >= gl::MAX_VERTEX_ATTRIBS)
2639 {
2640 return error(GL_INVALID_VALUE);
2641 }
2642
2643 UNIMPLEMENTED(); // FIXME
2644 }
2645 catch(std::bad_alloc&)
2646 {
2647 return error(GL_OUT_OF_MEMORY);
2648 }
2649}
2650
2651void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2652{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002653 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002654
2655 try
2656 {
2657 if (index >= gl::MAX_VERTEX_ATTRIBS)
2658 {
2659 return error(GL_INVALID_VALUE);
2660 }
2661
2662 UNIMPLEMENTED(); // FIXME
2663 }
2664 catch(std::bad_alloc&)
2665 {
2666 return error(GL_OUT_OF_MEMORY);
2667 }
2668}
2669
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002670void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002671{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002672 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002673
2674 try
2675 {
2676 if (index >= gl::MAX_VERTEX_ATTRIBS)
2677 {
2678 return error(GL_INVALID_VALUE);
2679 }
2680
2681 UNIMPLEMENTED(); // FIXME
2682 }
2683 catch(std::bad_alloc&)
2684 {
2685 return error(GL_OUT_OF_MEMORY);
2686 }
2687}
2688
2689void __stdcall glHint(GLenum target, GLenum mode)
2690{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002691 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002692
2693 try
2694 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00002695 switch (target)
2696 {
2697 case GL_GENERATE_MIPMAP_HINT:
2698 switch (mode)
2699 {
2700 case GL_FASTEST:
2701 case GL_NICEST:
2702 case GL_DONT_CARE:
2703 break;
2704 default:
2705 return error(GL_INVALID_ENUM);
2706 }
2707 break;
2708 default:
2709 return error(GL_INVALID_ENUM);
2710 }
2711
2712 gl::Context *context = gl::getContext();
2713 if (context)
2714 {
2715 if (target == GL_GENERATE_MIPMAP_HINT)
2716 context->generateMipmapHint = mode;
2717 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002718 }
2719 catch(std::bad_alloc&)
2720 {
2721 return error(GL_OUT_OF_MEMORY);
2722 }
2723}
2724
2725GLboolean __stdcall glIsBuffer(GLuint buffer)
2726{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002727 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002728
2729 try
2730 {
2731 gl::Context *context = gl::getContext();
2732
2733 if (context && buffer)
2734 {
2735 gl::Buffer *bufferObject = context->getBuffer(buffer);
2736
2737 if (bufferObject)
2738 {
2739 return GL_TRUE;
2740 }
2741 }
2742 }
2743 catch(std::bad_alloc&)
2744 {
2745 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2746 }
2747
2748 return GL_FALSE;
2749}
2750
2751GLboolean __stdcall glIsEnabled(GLenum cap)
2752{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002753 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002754
2755 try
2756 {
2757 gl::Context *context = gl::getContext();
2758
2759 if (context)
2760 {
2761 switch (cap)
2762 {
2763 case GL_CULL_FACE: return context->cullFace;
2764 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
2765 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
2766 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
2767 case GL_SCISSOR_TEST: return context->scissorTest;
2768 case GL_STENCIL_TEST: return context->stencilTest;
2769 case GL_DEPTH_TEST: return context->depthTest;
2770 case GL_BLEND: return context->blend;
2771 case GL_DITHER: return context->dither;
2772 default:
2773 return error(GL_INVALID_ENUM, false);
2774 }
2775 }
2776 }
2777 catch(std::bad_alloc&)
2778 {
2779 return error(GL_OUT_OF_MEMORY, false);
2780 }
2781
2782 return false;
2783}
2784
2785GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
2786{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002787 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002788
2789 try
2790 {
2791 gl::Context *context = gl::getContext();
2792
2793 if (context && framebuffer)
2794 {
2795 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
2796
2797 if (framebufferObject)
2798 {
2799 return GL_TRUE;
2800 }
2801 }
2802 }
2803 catch(std::bad_alloc&)
2804 {
2805 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2806 }
2807
2808 return GL_FALSE;
2809}
2810
2811GLboolean __stdcall glIsProgram(GLuint program)
2812{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002813 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002814
2815 try
2816 {
2817 gl::Context *context = gl::getContext();
2818
2819 if (context && program)
2820 {
2821 gl::Program *programObject = context->getProgram(program);
2822
2823 if (programObject)
2824 {
2825 return GL_TRUE;
2826 }
2827 }
2828 }
2829 catch(std::bad_alloc&)
2830 {
2831 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2832 }
2833
2834 return GL_FALSE;
2835}
2836
2837GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
2838{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002839 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002840
2841 try
2842 {
2843 gl::Context *context = gl::getContext();
2844
2845 if (context && renderbuffer)
2846 {
2847 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
2848
2849 if (renderbufferObject)
2850 {
2851 return GL_TRUE;
2852 }
2853 }
2854 }
2855 catch(std::bad_alloc&)
2856 {
2857 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2858 }
2859
2860 return GL_FALSE;
2861}
2862
2863GLboolean __stdcall glIsShader(GLuint shader)
2864{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002865 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002866
2867 try
2868 {
2869 gl::Context *context = gl::getContext();
2870
2871 if (context && shader)
2872 {
2873 gl::Shader *shaderObject = context->getShader(shader);
2874
2875 if (shaderObject)
2876 {
2877 return GL_TRUE;
2878 }
2879 }
2880 }
2881 catch(std::bad_alloc&)
2882 {
2883 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2884 }
2885
2886 return GL_FALSE;
2887}
2888
2889GLboolean __stdcall glIsTexture(GLuint texture)
2890{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002891 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002892
2893 try
2894 {
2895 gl::Context *context = gl::getContext();
2896
2897 if (context && texture)
2898 {
2899 gl::Texture *textureObject = context->getTexture(texture);
2900
2901 if (textureObject)
2902 {
2903 return GL_TRUE;
2904 }
2905 }
2906 }
2907 catch(std::bad_alloc&)
2908 {
2909 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2910 }
2911
2912 return GL_FALSE;
2913}
2914
2915void __stdcall glLineWidth(GLfloat width)
2916{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002917 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002918
2919 try
2920 {
2921 if (width <= 0.0f)
2922 {
2923 return error(GL_INVALID_VALUE);
2924 }
2925
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002926 gl::Context *context = gl::getContext();
2927
2928 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002929 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002930 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002931 }
2932 }
2933 catch(std::bad_alloc&)
2934 {
2935 return error(GL_OUT_OF_MEMORY);
2936 }
2937}
2938
2939void __stdcall glLinkProgram(GLuint program)
2940{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002941 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002942
2943 try
2944 {
2945 gl::Context *context = gl::getContext();
2946
2947 if (context)
2948 {
2949 gl::Program *programObject = context->getProgram(program);
2950
2951 if (!programObject)
2952 {
daniel@transgaming.com277b7142010-04-13 03:26:44 +00002953 if (context->getShader(program))
2954 {
2955 return error(GL_INVALID_OPERATION);
2956 }
2957 else
2958 {
2959 return error(GL_INVALID_VALUE);
2960 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002961 }
2962
2963 programObject->link();
2964 }
2965 }
2966 catch(std::bad_alloc&)
2967 {
2968 return error(GL_OUT_OF_MEMORY);
2969 }
2970}
2971
2972void __stdcall glPixelStorei(GLenum pname, GLint param)
2973{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002974 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002975
2976 try
2977 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002978 gl::Context *context = gl::getContext();
2979
2980 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002981 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002982 switch (pname)
2983 {
2984 case GL_UNPACK_ALIGNMENT:
2985 if (param != 1 && param != 2 && param != 4 && param != 8)
2986 {
2987 return error(GL_INVALID_VALUE);
2988 }
2989
2990 context->unpackAlignment = param;
2991 break;
2992
2993 case GL_PACK_ALIGNMENT:
2994 if (param != 1 && param != 2 && param != 4 && param != 8)
2995 {
2996 return error(GL_INVALID_VALUE);
2997 }
2998
2999 context->packAlignment = param;
3000 break;
3001
3002 default:
3003 return error(GL_INVALID_ENUM);
3004 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003005 }
3006 }
3007 catch(std::bad_alloc&)
3008 {
3009 return error(GL_OUT_OF_MEMORY);
3010 }
3011}
3012
3013void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
3014{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003015 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003016
3017 try
3018 {
3019 if (factor != 0.0f || units != 0.0f)
3020 {
3021 UNIMPLEMENTED(); // FIXME
3022 }
3023 }
3024 catch(std::bad_alloc&)
3025 {
3026 return error(GL_OUT_OF_MEMORY);
3027 }
3028}
3029
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003030void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003031{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003032 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003033 "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003034 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003035
3036 try
3037 {
3038 if (width < 0 || height < 0)
3039 {
3040 return error(GL_INVALID_VALUE);
3041 }
3042
3043 switch (format)
3044 {
3045 case GL_RGBA:
3046 switch (type)
3047 {
3048 case GL_UNSIGNED_BYTE:
3049 break;
3050 default:
3051 return error(GL_INVALID_OPERATION);
3052 }
3053 break;
3054 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
3055 switch (type)
3056 {
3057 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
3058 break;
3059 default:
3060 return error(GL_INVALID_OPERATION);
3061 }
3062 break;
3063 default:
3064 return error(GL_INVALID_OPERATION);
3065 }
3066
3067 gl::Context *context = gl::getContext();
3068
3069 if (context)
3070 {
3071 context->readPixels(x, y, width, height, format, type, pixels);
3072 }
3073 }
3074 catch(std::bad_alloc&)
3075 {
3076 return error(GL_OUT_OF_MEMORY);
3077 }
3078}
3079
3080void __stdcall glReleaseShaderCompiler(void)
3081{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003082 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003083
3084 try
3085 {
3086 gl::Shader::releaseCompiler();
3087 }
3088 catch(std::bad_alloc&)
3089 {
3090 return error(GL_OUT_OF_MEMORY);
3091 }
3092}
3093
3094void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
3095{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003096 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
3097 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003098
3099 try
3100 {
3101 switch (target)
3102 {
3103 case GL_RENDERBUFFER:
3104 break;
3105 default:
3106 return error(GL_INVALID_ENUM);
3107 }
3108
3109 switch (internalformat)
3110 {
3111 case GL_DEPTH_COMPONENT16:
3112 case GL_RGBA4:
3113 case GL_RGB5_A1:
3114 case GL_RGB565:
3115 case GL_STENCIL_INDEX8:
3116 break;
3117 default:
3118 return error(GL_INVALID_ENUM);
3119 }
3120
3121 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
3122 {
3123 return error(GL_INVALID_VALUE);
3124 }
3125
3126 gl::Context *context = gl::getContext();
3127
3128 if (context)
3129 {
3130 if (context->framebuffer == 0 || context->renderbuffer == 0)
3131 {
3132 return error(GL_INVALID_OPERATION);
3133 }
3134
3135 switch (internalformat)
3136 {
3137 case GL_DEPTH_COMPONENT16:
3138 context->setRenderbuffer(new gl::Depthbuffer(width, height));
3139 break;
3140 case GL_RGBA4:
3141 case GL_RGB5_A1:
3142 case GL_RGB565:
3143 UNIMPLEMENTED(); // FIXME
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003144 // context->setRenderbuffer(new Colorbuffer(renderTarget));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003145 break;
3146 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003147 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003148 break;
3149 default:
3150 return error(GL_INVALID_ENUM);
3151 }
3152 }
3153 }
3154 catch(std::bad_alloc&)
3155 {
3156 return error(GL_OUT_OF_MEMORY);
3157 }
3158}
3159
3160void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
3161{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003162 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003163
3164 try
3165 {
3166 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003167
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003168 if (context)
3169 {
3170 context->sampleCoverageValue = gl::clamp01(value);
3171 context->sampleCoverageInvert = invert;
3172 }
3173 }
3174 catch(std::bad_alloc&)
3175 {
3176 return error(GL_OUT_OF_MEMORY);
3177 }
3178}
3179
3180void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
3181{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003182 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 +00003183
3184 try
3185 {
3186 if (width < 0 || height < 0)
3187 {
3188 return error(GL_INVALID_VALUE);
3189 }
3190
3191 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003192
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003193 if (context)
3194 {
3195 context->scissorX = x;
3196 context->scissorY = y;
3197 context->scissorWidth = width;
3198 context->scissorHeight = height;
3199 }
3200 }
3201 catch(std::bad_alloc&)
3202 {
3203 return error(GL_OUT_OF_MEMORY);
3204 }
3205}
3206
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003207void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003208{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003209 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003210 "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003211 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003212
3213 try
3214 {
3215 if (n < 0 || length < 0)
3216 {
3217 return error(GL_INVALID_VALUE);
3218 }
3219
3220 UNIMPLEMENTED(); // FIXME
3221 }
3222 catch(std::bad_alloc&)
3223 {
3224 return error(GL_OUT_OF_MEMORY);
3225 }
3226}
3227
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003228void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003229{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003230 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 +00003231 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003232
3233 try
3234 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003235 if (count < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003236 {
3237 return error(GL_INVALID_VALUE);
3238 }
3239
3240 gl::Context *context = gl::getContext();
3241
3242 if (context)
3243 {
3244 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003245
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003246 if (!shaderObject)
3247 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003248 if (context->getProgram(shader))
3249 {
3250 return error(GL_INVALID_OPERATION);
3251 }
3252 else
3253 {
3254 return error(GL_INVALID_VALUE);
3255 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003256 }
3257
3258 shaderObject->setSource(count, string, length);
3259 }
3260 }
3261 catch(std::bad_alloc&)
3262 {
3263 return error(GL_OUT_OF_MEMORY);
3264 }
3265}
3266
3267void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
3268{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003269 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003270}
3271
3272void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
3273{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003274 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 +00003275
3276 try
3277 {
3278 switch (face)
3279 {
3280 case GL_FRONT:
3281 case GL_BACK:
3282 case GL_FRONT_AND_BACK:
3283 break;
3284 default:
3285 return error(GL_INVALID_ENUM);
3286 }
3287
3288 switch (func)
3289 {
3290 case GL_NEVER:
3291 case GL_ALWAYS:
3292 case GL_LESS:
3293 case GL_LEQUAL:
3294 case GL_EQUAL:
3295 case GL_GEQUAL:
3296 case GL_GREATER:
3297 case GL_NOTEQUAL:
3298 break;
3299 default:
3300 return error(GL_INVALID_ENUM);
3301 }
3302
3303 gl::Context *context = gl::getContext();
3304
3305 if (context)
3306 {
3307 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3308 {
3309 context->stencilFunc = func;
3310 context->stencilRef = ref;
3311 context->stencilMask = mask;
3312 }
3313
3314 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3315 {
3316 context->stencilBackFunc = func;
3317 context->stencilBackRef = ref;
3318 context->stencilBackMask = mask;
3319 }
3320 }
3321 }
3322 catch(std::bad_alloc&)
3323 {
3324 return error(GL_OUT_OF_MEMORY);
3325 }
3326}
3327
3328void __stdcall glStencilMask(GLuint mask)
3329{
3330 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
3331}
3332
3333void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
3334{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003335 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003336
3337 try
3338 {
3339 switch (face)
3340 {
3341 case GL_FRONT:
3342 case GL_BACK:
3343 case GL_FRONT_AND_BACK:
3344 break;
3345 default:
3346 return error(GL_INVALID_ENUM);
3347 }
3348
3349 gl::Context *context = gl::getContext();
3350
3351 if (context)
3352 {
3353 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3354 {
3355 context->stencilWritemask = mask;
3356 }
3357
3358 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3359 {
3360 context->stencilBackWritemask = mask;
3361 }
3362 }
3363 }
3364 catch(std::bad_alloc&)
3365 {
3366 return error(GL_OUT_OF_MEMORY);
3367 }
3368}
3369
3370void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
3371{
3372 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
3373}
3374
3375void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
3376{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003377 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
3378 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003379
3380 try
3381 {
3382 switch (face)
3383 {
3384 case GL_FRONT:
3385 case GL_BACK:
3386 case GL_FRONT_AND_BACK:
3387 break;
3388 default:
3389 return error(GL_INVALID_ENUM);
3390 }
3391
3392 switch (fail)
3393 {
3394 case GL_ZERO:
3395 case GL_KEEP:
3396 case GL_REPLACE:
3397 case GL_INCR:
3398 case GL_DECR:
3399 case GL_INVERT:
3400 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003401 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003402 break;
3403 default:
3404 return error(GL_INVALID_ENUM);
3405 }
3406
3407 switch (zfail)
3408 {
3409 case GL_ZERO:
3410 case GL_KEEP:
3411 case GL_REPLACE:
3412 case GL_INCR:
3413 case GL_DECR:
3414 case GL_INVERT:
3415 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003416 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003417 break;
3418 default:
3419 return error(GL_INVALID_ENUM);
3420 }
3421
3422 switch (zpass)
3423 {
3424 case GL_ZERO:
3425 case GL_KEEP:
3426 case GL_REPLACE:
3427 case GL_INCR:
3428 case GL_DECR:
3429 case GL_INVERT:
3430 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003431 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003432 break;
3433 default:
3434 return error(GL_INVALID_ENUM);
3435 }
3436
3437 gl::Context *context = gl::getContext();
3438
3439 if (context)
3440 {
3441 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3442 {
3443 context->stencilFail = fail;
3444 context->stencilPassDepthFail = zfail;
3445 context->stencilPassDepthPass = zpass;
3446 }
3447
3448 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3449 {
3450 context->stencilBackFail = fail;
3451 context->stencilBackPassDepthFail = zfail;
3452 context->stencilBackPassDepthPass = zpass;
3453 }
3454 }
3455 }
3456 catch(std::bad_alloc&)
3457 {
3458 return error(GL_OUT_OF_MEMORY);
3459 }
3460}
3461
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003462void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
3463 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003464{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003465 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 +00003466 "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 +00003467 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003468
3469 try
3470 {
3471 if (level < 0 || width < 0 || height < 0)
3472 {
3473 return error(GL_INVALID_VALUE);
3474 }
3475
3476 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3477 {
3478 return error(GL_INVALID_VALUE);
3479 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003480
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003481 switch (target)
3482 {
3483 case GL_TEXTURE_2D:
3484 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3485 {
3486 return error(GL_INVALID_VALUE);
3487 }
3488 break;
3489 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3490 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3491 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3492 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3493 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3494 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3495 if (!gl::isPow2(width) || !gl::isPow2(height))
3496 {
3497 return error(GL_INVALID_VALUE);
3498 }
3499
3500 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3501 {
3502 return error(GL_INVALID_VALUE);
3503 }
3504 break;
3505 default:
3506 return error(GL_INVALID_ENUM);
3507 }
3508
3509 if (internalformat != format)
3510 {
3511 return error(GL_INVALID_OPERATION);
3512 }
3513
3514 switch (internalformat)
3515 {
3516 case GL_ALPHA:
3517 case GL_LUMINANCE:
3518 case GL_LUMINANCE_ALPHA:
3519 switch (type)
3520 {
3521 case GL_UNSIGNED_BYTE:
3522 break;
3523 default:
3524 return error(GL_INVALID_ENUM);
3525 }
3526 break;
3527 case GL_RGB:
3528 switch (type)
3529 {
3530 case GL_UNSIGNED_BYTE:
3531 case GL_UNSIGNED_SHORT_5_6_5:
3532 break;
3533 default:
3534 return error(GL_INVALID_ENUM);
3535 }
3536 break;
3537 case GL_RGBA:
3538 switch (type)
3539 {
3540 case GL_UNSIGNED_BYTE:
3541 case GL_UNSIGNED_SHORT_4_4_4_4:
3542 case GL_UNSIGNED_SHORT_5_5_5_1:
3543 break;
3544 default:
3545 return error(GL_INVALID_ENUM);
3546 }
3547 break;
3548 default:
3549 return error(GL_INVALID_VALUE);
3550 }
3551
3552 if (border != 0)
3553 {
3554 return error(GL_INVALID_VALUE);
3555 }
3556
3557 gl::Context *context = gl::getContext();
3558
3559 if (context)
3560 {
3561 if (target == GL_TEXTURE_2D)
3562 {
3563 gl::Texture2D *texture = context->getTexture2D();
3564
3565 if (!texture)
3566 {
3567 return error(GL_INVALID_OPERATION);
3568 }
3569
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003570 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003571 }
3572 else
3573 {
3574 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3575
3576 if (!texture)
3577 {
3578 return error(GL_INVALID_OPERATION);
3579 }
3580
3581 switch (target)
3582 {
3583 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003584 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003585 break;
3586 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003587 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003588 break;
3589 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003590 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003591 break;
3592 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003593 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003594 break;
3595 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003596 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003597 break;
3598 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003599 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003600 break;
3601 default: UNREACHABLE();
3602 }
3603 }
3604 }
3605 }
3606 catch(std::bad_alloc&)
3607 {
3608 return error(GL_OUT_OF_MEMORY);
3609 }
3610}
3611
3612void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3613{
3614 glTexParameteri(target, pname, (GLint)param);
3615}
3616
3617void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3618{
3619 glTexParameteri(target, pname, (GLint)*params);
3620}
3621
3622void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3623{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003624 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003625
3626 try
3627 {
3628 gl::Context *context = gl::getContext();
3629
3630 if (context)
3631 {
3632 gl::Texture *texture;
3633
3634 switch (target)
3635 {
3636 case GL_TEXTURE_2D:
3637 texture = context->getTexture2D();
3638 break;
3639 case GL_TEXTURE_CUBE_MAP:
3640 texture = context->getTextureCubeMap();
3641 break;
3642 default:
3643 return error(GL_INVALID_ENUM);
3644 }
3645
3646 switch (pname)
3647 {
3648 case GL_TEXTURE_WRAP_S:
3649 if (!texture->setWrapS((GLenum)param))
3650 {
3651 return error(GL_INVALID_ENUM);
3652 }
3653 break;
3654 case GL_TEXTURE_WRAP_T:
3655 if (!texture->setWrapT((GLenum)param))
3656 {
3657 return error(GL_INVALID_ENUM);
3658 }
3659 break;
3660 case GL_TEXTURE_MIN_FILTER:
3661 if (!texture->setMinFilter((GLenum)param))
3662 {
3663 return error(GL_INVALID_ENUM);
3664 }
3665 break;
3666 case GL_TEXTURE_MAG_FILTER:
3667 if (!texture->setMagFilter((GLenum)param))
3668 {
3669 return error(GL_INVALID_ENUM);
3670 }
3671 break;
3672 default:
3673 return error(GL_INVALID_ENUM);
3674 }
3675 }
3676 }
3677 catch(std::bad_alloc&)
3678 {
3679 return error(GL_OUT_OF_MEMORY);
3680 }
3681}
3682
3683void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
3684{
3685 glTexParameteri(target, pname, *params);
3686}
3687
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003688void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
3689 GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003690{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003691 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
3692 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003693 "const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003694 target, level, xoffset, yoffset, width, height, format, type, pixels);
3695
3696 try
3697 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003698 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
3699 {
3700 return error(GL_INVALID_ENUM);
3701 }
3702
3703 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003704 {
3705 return error(GL_INVALID_VALUE);
3706 }
3707
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003708 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
3709 {
3710 return error(GL_INVALID_VALUE);
3711 }
3712
3713 if (!es2dx::CheckTextureFormatType(format, type))
3714 {
3715 return error(GL_INVALID_ENUM);
3716 }
3717
3718 if (width == 0 || height == 0 || pixels == NULL)
3719 {
3720 return;
3721 }
3722
3723 gl::Context *context = gl::getContext();
3724
3725 if (context)
3726 {
3727 if (target == GL_TEXTURE_2D)
3728 {
3729 gl::Texture2D *texture = context->getTexture2D();
3730
3731 if (!texture)
3732 {
3733 return error(GL_INVALID_OPERATION);
3734 }
3735
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003736 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003737 }
3738 else if (es2dx::IsCubemapTextureTarget(target))
3739 {
3740 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3741
3742 if (!texture)
3743 {
3744 return error(GL_INVALID_OPERATION);
3745 }
3746
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003747 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003748 }
3749 else
3750 {
3751 UNREACHABLE();
3752 }
3753 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003754 }
3755 catch(std::bad_alloc&)
3756 {
3757 return error(GL_OUT_OF_MEMORY);
3758 }
3759}
3760
3761void __stdcall glUniform1f(GLint location, GLfloat x)
3762{
3763 glUniform1fv(location, 1, &x);
3764}
3765
3766void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
3767{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003768 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003769
3770 try
3771 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003772 if (count < 0)
3773 {
3774 return error(GL_INVALID_VALUE);
3775 }
3776
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003777 if (location == -1)
3778 {
3779 return;
3780 }
3781
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003782 gl::Context *context = gl::getContext();
3783
3784 if (context)
3785 {
3786 gl::Program *program = context->getCurrentProgram();
3787
3788 if (!program)
3789 {
3790 return error(GL_INVALID_OPERATION);
3791 }
3792
3793 if (!program->setUniform1fv(location, count, v))
3794 {
3795 return error(GL_INVALID_OPERATION);
3796 }
3797 }
3798 }
3799 catch(std::bad_alloc&)
3800 {
3801 return error(GL_OUT_OF_MEMORY);
3802 }
3803}
3804
3805void __stdcall glUniform1i(GLint location, GLint x)
3806{
3807 glUniform1iv(location, 1, &x);
3808}
3809
3810void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
3811{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003812 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003813
3814 try
3815 {
3816 if (count < 0)
3817 {
3818 return error(GL_INVALID_VALUE);
3819 }
3820
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003821 if (location == -1)
3822 {
3823 return;
3824 }
3825
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003826 gl::Context *context = gl::getContext();
3827
3828 if (context)
3829 {
3830 gl::Program *program = context->getCurrentProgram();
3831
3832 if (!program)
3833 {
3834 return error(GL_INVALID_OPERATION);
3835 }
3836
3837 if (!program->setUniform1iv(location, count, v))
3838 {
3839 return error(GL_INVALID_OPERATION);
3840 }
3841 }
3842 }
3843 catch(std::bad_alloc&)
3844 {
3845 return error(GL_OUT_OF_MEMORY);
3846 }
3847}
3848
3849void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
3850{
3851 GLfloat xy[2] = {x, y};
3852
3853 glUniform2fv(location, 1, (GLfloat*)&xy);
3854}
3855
3856void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
3857{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003858 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003859
3860 try
3861 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003862 if (count < 0)
3863 {
3864 return error(GL_INVALID_VALUE);
3865 }
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003866
3867 if (location == -1)
3868 {
3869 return;
3870 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003871
3872 gl::Context *context = gl::getContext();
3873
3874 if (context)
3875 {
3876 gl::Program *program = context->getCurrentProgram();
3877
3878 if (!program)
3879 {
3880 return error(GL_INVALID_OPERATION);
3881 }
3882
3883 if (!program->setUniform2fv(location, count, v))
3884 {
3885 return error(GL_INVALID_OPERATION);
3886 }
3887 }
3888 }
3889 catch(std::bad_alloc&)
3890 {
3891 return error(GL_OUT_OF_MEMORY);
3892 }
3893}
3894
3895void __stdcall glUniform2i(GLint location, GLint x, GLint y)
3896{
3897 GLint xy[4] = {x, y};
3898
3899 glUniform2iv(location, 1, (GLint*)&xy);
3900}
3901
3902void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
3903{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003904 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003905
3906 try
3907 {
3908 if (count < 0)
3909 {
3910 return error(GL_INVALID_VALUE);
3911 }
3912
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003913 if (location == -1)
3914 {
3915 return;
3916 }
3917
3918 gl::Context *context = gl::getContext();
3919
3920 if (context)
3921 {
3922 gl::Program *program = context->getCurrentProgram();
3923
3924 if (!program)
3925 {
3926 return error(GL_INVALID_OPERATION);
3927 }
3928
3929 if (!program->setUniform2iv(location, count, v))
3930 {
3931 return error(GL_INVALID_OPERATION);
3932 }
3933 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003934 }
3935 catch(std::bad_alloc&)
3936 {
3937 return error(GL_OUT_OF_MEMORY);
3938 }
3939}
3940
3941void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
3942{
3943 GLfloat xyz[3] = {x, y, z};
3944
3945 glUniform3fv(location, 1, (GLfloat*)&xyz);
3946}
3947
3948void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
3949{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003950 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003951
3952 try
3953 {
3954 if (count < 0)
3955 {
3956 return error(GL_INVALID_VALUE);
3957 }
3958
3959 if (location == -1)
3960 {
3961 return;
3962 }
3963
3964 gl::Context *context = gl::getContext();
3965
3966 if (context)
3967 {
3968 gl::Program *program = context->getCurrentProgram();
3969
3970 if (!program)
3971 {
3972 return error(GL_INVALID_OPERATION);
3973 }
3974
3975 if (!program->setUniform3fv(location, count, v))
3976 {
3977 return error(GL_INVALID_OPERATION);
3978 }
3979 }
3980 }
3981 catch(std::bad_alloc&)
3982 {
3983 return error(GL_OUT_OF_MEMORY);
3984 }
3985}
3986
3987void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
3988{
3989 GLint xyz[3] = {x, y, z};
3990
3991 glUniform3iv(location, 1, (GLint*)&xyz);
3992}
3993
3994void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
3995{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003996 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003997
3998 try
3999 {
4000 if (count < 0)
4001 {
4002 return error(GL_INVALID_VALUE);
4003 }
4004
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004005 if (location == -1)
4006 {
4007 return;
4008 }
4009
4010 gl::Context *context = gl::getContext();
4011
4012 if (context)
4013 {
4014 gl::Program *program = context->getCurrentProgram();
4015
4016 if (!program)
4017 {
4018 return error(GL_INVALID_OPERATION);
4019 }
4020
4021 if (!program->setUniform3iv(location, count, v))
4022 {
4023 return error(GL_INVALID_OPERATION);
4024 }
4025 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004026 }
4027 catch(std::bad_alloc&)
4028 {
4029 return error(GL_OUT_OF_MEMORY);
4030 }
4031}
4032
4033void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4034{
4035 GLfloat xyzw[4] = {x, y, z, w};
4036
4037 glUniform4fv(location, 1, (GLfloat*)&xyzw);
4038}
4039
4040void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
4041{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004042 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004043
4044 try
4045 {
4046 if (count < 0)
4047 {
4048 return error(GL_INVALID_VALUE);
4049 }
4050
4051 if (location == -1)
4052 {
4053 return;
4054 }
4055
4056 gl::Context *context = gl::getContext();
4057
4058 if (context)
4059 {
4060 gl::Program *program = context->getCurrentProgram();
4061
4062 if (!program)
4063 {
4064 return error(GL_INVALID_OPERATION);
4065 }
4066
4067 if (!program->setUniform4fv(location, count, v))
4068 {
4069 return error(GL_INVALID_OPERATION);
4070 }
4071 }
4072 }
4073 catch(std::bad_alloc&)
4074 {
4075 return error(GL_OUT_OF_MEMORY);
4076 }
4077}
4078
4079void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
4080{
4081 GLint xyzw[4] = {x, y, z, w};
4082
4083 glUniform4iv(location, 1, (GLint*)&xyzw);
4084}
4085
4086void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
4087{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004088 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004089
4090 try
4091 {
4092 if (count < 0)
4093 {
4094 return error(GL_INVALID_VALUE);
4095 }
4096
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004097 if (location == -1)
4098 {
4099 return;
4100 }
4101
4102 gl::Context *context = gl::getContext();
4103
4104 if (context)
4105 {
4106 gl::Program *program = context->getCurrentProgram();
4107
4108 if (!program)
4109 {
4110 return error(GL_INVALID_OPERATION);
4111 }
4112
4113 if (!program->setUniform4iv(location, count, v))
4114 {
4115 return error(GL_INVALID_OPERATION);
4116 }
4117 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004118 }
4119 catch(std::bad_alloc&)
4120 {
4121 return error(GL_OUT_OF_MEMORY);
4122 }
4123}
4124
4125void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4126{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004127 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4128 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004129
4130 try
4131 {
4132 if (count < 0 || transpose != GL_FALSE)
4133 {
4134 return error(GL_INVALID_VALUE);
4135 }
4136
4137 if (location == -1)
4138 {
4139 return;
4140 }
4141
4142 gl::Context *context = gl::getContext();
4143
4144 if (context)
4145 {
4146 gl::Program *program = context->getCurrentProgram();
4147
4148 if (!program)
4149 {
4150 return error(GL_INVALID_OPERATION);
4151 }
4152
4153 if (!program->setUniformMatrix2fv(location, count, value))
4154 {
4155 return error(GL_INVALID_OPERATION);
4156 }
4157 }
4158 }
4159 catch(std::bad_alloc&)
4160 {
4161 return error(GL_OUT_OF_MEMORY);
4162 }
4163}
4164
4165void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4166{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004167 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4168 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004169
4170 try
4171 {
4172 if (count < 0 || transpose != GL_FALSE)
4173 {
4174 return error(GL_INVALID_VALUE);
4175 }
4176
4177 if (location == -1)
4178 {
4179 return;
4180 }
4181
4182 gl::Context *context = gl::getContext();
4183
4184 if (context)
4185 {
4186 gl::Program *program = context->getCurrentProgram();
4187
4188 if (!program)
4189 {
4190 return error(GL_INVALID_OPERATION);
4191 }
4192
4193 if (!program->setUniformMatrix3fv(location, count, value))
4194 {
4195 return error(GL_INVALID_OPERATION);
4196 }
4197 }
4198 }
4199 catch(std::bad_alloc&)
4200 {
4201 return error(GL_OUT_OF_MEMORY);
4202 }
4203}
4204
4205void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4206{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004207 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4208 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004209
4210 try
4211 {
4212 if (count < 0 || transpose != GL_FALSE)
4213 {
4214 return error(GL_INVALID_VALUE);
4215 }
4216
4217 if (location == -1)
4218 {
4219 return;
4220 }
4221
4222 gl::Context *context = gl::getContext();
4223
4224 if (context)
4225 {
4226 gl::Program *program = context->getCurrentProgram();
4227
4228 if (!program)
4229 {
4230 return error(GL_INVALID_OPERATION);
4231 }
4232
4233 if (!program->setUniformMatrix4fv(location, count, value))
4234 {
4235 return error(GL_INVALID_OPERATION);
4236 }
4237 }
4238 }
4239 catch(std::bad_alloc&)
4240 {
4241 return error(GL_OUT_OF_MEMORY);
4242 }
4243}
4244
4245void __stdcall glUseProgram(GLuint program)
4246{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004247 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004248
4249 try
4250 {
4251 gl::Context *context = gl::getContext();
4252
4253 if (context)
4254 {
4255 gl::Program *programObject = context->getProgram(program);
4256
4257 if (programObject && !programObject->isLinked())
4258 {
4259 return error(GL_INVALID_OPERATION);
4260 }
4261
4262 context->useProgram(program);
4263 }
4264 }
4265 catch(std::bad_alloc&)
4266 {
4267 return error(GL_OUT_OF_MEMORY);
4268 }
4269}
4270
4271void __stdcall glValidateProgram(GLuint program)
4272{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004273 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004274
4275 try
4276 {
4277 UNIMPLEMENTED(); // FIXME
4278 }
4279 catch(std::bad_alloc&)
4280 {
4281 return error(GL_OUT_OF_MEMORY);
4282 }
4283}
4284
4285void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
4286{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004287 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004288
4289 try
4290 {
4291 if (index >= gl::MAX_VERTEX_ATTRIBS)
4292 {
4293 return error(GL_INVALID_VALUE);
4294 }
4295
4296 UNIMPLEMENTED(); // FIXME
4297 }
4298 catch(std::bad_alloc&)
4299 {
4300 return error(GL_OUT_OF_MEMORY);
4301 }
4302}
4303
4304void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
4305{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004306 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004307
4308 try
4309 {
4310 if (index >= gl::MAX_VERTEX_ATTRIBS)
4311 {
4312 return error(GL_INVALID_VALUE);
4313 }
4314
4315 UNIMPLEMENTED(); // FIXME
4316 }
4317 catch(std::bad_alloc&)
4318 {
4319 return error(GL_OUT_OF_MEMORY);
4320 }
4321}
4322
4323void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
4324{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004325 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004326
4327 try
4328 {
4329 if (index >= gl::MAX_VERTEX_ATTRIBS)
4330 {
4331 return error(GL_INVALID_VALUE);
4332 }
4333
4334 UNIMPLEMENTED(); // FIXME
4335 }
4336 catch(std::bad_alloc&)
4337 {
4338 return error(GL_OUT_OF_MEMORY);
4339 }
4340}
4341
4342void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
4343{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004344 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004345
4346 try
4347 {
4348 if (index >= gl::MAX_VERTEX_ATTRIBS)
4349 {
4350 return error(GL_INVALID_VALUE);
4351 }
4352
4353 UNIMPLEMENTED(); // FIXME
4354 }
4355 catch(std::bad_alloc&)
4356 {
4357 return error(GL_OUT_OF_MEMORY);
4358 }
4359}
4360
4361void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
4362{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004363 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 +00004364
4365 try
4366 {
4367 if (index >= gl::MAX_VERTEX_ATTRIBS)
4368 {
4369 return error(GL_INVALID_VALUE);
4370 }
4371
4372 UNIMPLEMENTED(); // FIXME
4373 }
4374 catch(std::bad_alloc&)
4375 {
4376 return error(GL_OUT_OF_MEMORY);
4377 }
4378}
4379
4380void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
4381{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004382 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004383
4384 try
4385 {
4386 if (index >= gl::MAX_VERTEX_ATTRIBS)
4387 {
4388 return error(GL_INVALID_VALUE);
4389 }
4390
4391 UNIMPLEMENTED(); // FIXME
4392 }
4393 catch(std::bad_alloc&)
4394 {
4395 return error(GL_OUT_OF_MEMORY);
4396 }
4397}
4398
4399void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4400{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004401 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 +00004402
4403 try
4404 {
4405 if (index >= gl::MAX_VERTEX_ATTRIBS)
4406 {
4407 return error(GL_INVALID_VALUE);
4408 }
4409
4410 UNIMPLEMENTED(); // FIXME
4411 }
4412 catch(std::bad_alloc&)
4413 {
4414 return error(GL_OUT_OF_MEMORY);
4415 }
4416}
4417
4418void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
4419{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004420 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004421
4422 try
4423 {
4424 if (index >= gl::MAX_VERTEX_ATTRIBS)
4425 {
4426 return error(GL_INVALID_VALUE);
4427 }
4428
4429 UNIMPLEMENTED(); // FIXME
4430 }
4431 catch(std::bad_alloc&)
4432 {
4433 return error(GL_OUT_OF_MEMORY);
4434 }
4435}
4436
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004437void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004438{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004439 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004440 "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004441 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004442
4443 try
4444 {
4445 if (index >= gl::MAX_VERTEX_ATTRIBS)
4446 {
4447 return error(GL_INVALID_VALUE);
4448 }
4449
4450 if (size < 1 || size > 4)
4451 {
4452 return error(GL_INVALID_VALUE);
4453 }
4454
4455 switch (type)
4456 {
4457 case GL_BYTE:
4458 case GL_UNSIGNED_BYTE:
4459 case GL_SHORT:
4460 case GL_UNSIGNED_SHORT:
4461 case GL_FIXED:
4462 case GL_FLOAT:
4463 break;
4464 default:
4465 return error(GL_INVALID_ENUM);
4466 }
4467
4468 if (stride < 0)
4469 {
4470 return error(GL_INVALID_VALUE);
4471 }
4472
4473 gl::Context *context = gl::getContext();
4474
4475 if (context)
4476 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004477 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4478 context->vertexAttribute[index].mSize = size;
4479 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004480 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004481 context->vertexAttribute[index].mStride = stride;
4482 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004483 }
4484 }
4485 catch(std::bad_alloc&)
4486 {
4487 return error(GL_OUT_OF_MEMORY);
4488 }
4489}
4490
4491void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4492{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004493 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 +00004494
4495 try
4496 {
4497 if (width < 0 || height < 0)
4498 {
4499 return error(GL_INVALID_VALUE);
4500 }
4501
4502 gl::Context *context = gl::getContext();
4503
4504 if (context)
4505 {
4506 context->viewportX = x;
4507 context->viewportY = y;
4508 context->viewportWidth = width;
4509 context->viewportHeight = height;
4510 }
4511 }
4512 catch(std::bad_alloc&)
4513 {
4514 return error(GL_OUT_OF_MEMORY);
4515 }
4516}
4517
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004518void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
4519 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004520{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004521 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4522 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004523 "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004524 target, level, internalformat, width, height, depth, border, format, type, pixels);
4525
4526 try
4527 {
4528 UNIMPLEMENTED(); // FIXME
4529 }
4530 catch(std::bad_alloc&)
4531 {
4532 return error(GL_OUT_OF_MEMORY);
4533 }
4534}
4535}