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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000016#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
18#include "libGLESv2/main.h"
19#include "libGLESv2/mathutil.h"
20#include "libGLESv2/utilities.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Context.h"
23#include "libGLESv2/Framebuffer.h"
24#include "libGLESv2/Program.h"
25#include "libGLESv2/Renderbuffer.h"
26#include "libGLESv2/Shader.h"
27#include "libGLESv2/Texture.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028
29extern "C"
30{
31
32void __stdcall glActiveTexture(GLenum texture)
33{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000034 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035
36 try
37 {
38 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
39 {
40 return error(GL_INVALID_ENUM);
41 }
42
43 gl::Context *context = gl::getContext();
44
45 if (context)
46 {
47 context->activeSampler = texture - GL_TEXTURE0;
48 }
49 }
50 catch(std::bad_alloc&)
51 {
52 return error(GL_OUT_OF_MEMORY);
53 }
54}
55
56void __stdcall glAttachShader(GLuint program, GLuint shader)
57{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000058 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000059
60 try
61 {
62 gl::Context *context = gl::getContext();
63
64 if (context)
65 {
66 gl::Program *programObject = context->getProgram(program);
67 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000068
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000069 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070 {
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000071 if (context->getShader(program))
72 {
73 return error(GL_INVALID_OPERATION);
74 }
75 else
76 {
77 return error(GL_INVALID_VALUE);
78 }
79 }
80
81 if (!shaderObject)
82 {
83 if (context->getProgram(shader))
84 {
85 return error(GL_INVALID_OPERATION);
86 }
87 else
88 {
89 return error(GL_INVALID_VALUE);
90 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000091 }
92
93 if (!programObject->attachShader(shaderObject))
94 {
95 return error(GL_INVALID_OPERATION);
96 }
97 }
98 }
99 catch(std::bad_alloc&)
100 {
101 return error(GL_OUT_OF_MEMORY);
102 }
103}
104
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000105void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000106{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000107 TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108
109 try
110 {
111 if (index >= gl::MAX_VERTEX_ATTRIBS)
112 {
113 return error(GL_INVALID_VALUE);
114 }
115
116 gl::Context *context = gl::getContext();
117
118 if (context)
119 {
120 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000121
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000122 if (!programObject)
123 {
daniel@transgaming.com98079832010-04-13 03:26:29 +0000124 if (context->getShader(program))
125 {
126 return error(GL_INVALID_OPERATION);
127 }
128 else
129 {
130 return error(GL_INVALID_VALUE);
131 }
132 }
133
134 if (strncmp(name, "gl_", 3) == 0)
135 {
136 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000137 }
138
139 programObject->bindAttributeLocation(index, name);
140 }
141 }
142 catch(std::bad_alloc&)
143 {
144 return error(GL_OUT_OF_MEMORY);
145 }
146}
147
148void __stdcall glBindBuffer(GLenum target, GLuint buffer)
149{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000150 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151
152 try
153 {
154 gl::Context *context = gl::getContext();
155
156 if (context)
157 {
158 switch (target)
159 {
160 case GL_ARRAY_BUFFER:
161 context->bindArrayBuffer(buffer);
162 return;
163 case GL_ELEMENT_ARRAY_BUFFER:
164 context->bindElementArrayBuffer(buffer);
165 return;
166 default:
167 return error(GL_INVALID_ENUM);
168 }
169 }
170 }
171 catch(std::bad_alloc&)
172 {
173 return error(GL_OUT_OF_MEMORY);
174 }
175}
176
177void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
178{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000179 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000180
181 try
182 {
183 if (target != GL_FRAMEBUFFER)
184 {
185 return error(GL_INVALID_ENUM);
186 }
187
188 gl::Context *context = gl::getContext();
189
190 if (context)
191 {
192 context->bindFramebuffer(framebuffer);
193 }
194 }
195 catch(std::bad_alloc&)
196 {
197 return error(GL_OUT_OF_MEMORY);
198 }
199}
200
201void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
202{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000203 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000204
205 try
206 {
207 if (target != GL_RENDERBUFFER)
208 {
209 return error(GL_INVALID_ENUM);
210 }
211
212 gl::Context *context = gl::getContext();
213
214 if (context)
215 {
216 context->bindRenderbuffer(renderbuffer);
217 }
218 }
219 catch(std::bad_alloc&)
220 {
221 return error(GL_OUT_OF_MEMORY);
222 }
223}
224
225void __stdcall glBindTexture(GLenum target, GLuint texture)
226{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000227 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000228
229 try
230 {
231 gl::Context *context = gl::getContext();
232
233 if (context)
234 {
235 gl::Texture *textureObject = context->getTexture(texture);
236
237 if (textureObject && textureObject->getTarget() != target && texture != 0)
238 {
239 return error(GL_INVALID_OPERATION);
240 }
241
242 switch (target)
243 {
244 case GL_TEXTURE_2D:
245 context->bindTexture2D(texture);
246 return;
247 case GL_TEXTURE_CUBE_MAP:
248 context->bindTextureCubeMap(texture);
249 return;
250 default:
251 return error(GL_INVALID_ENUM);
252 }
253 }
254 }
255 catch(std::bad_alloc&)
256 {
257 return error(GL_OUT_OF_MEMORY);
258 }
259}
260
261void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
262{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000263 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
264 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000265
266 try
267 {
268 gl::Context* context = gl::getContext();
269
270 if (context)
271 {
272 context->blendColor.red = gl::clamp01(red);
273 context->blendColor.blue = gl::clamp01(blue);
274 context->blendColor.green = gl::clamp01(green);
275 context->blendColor.alpha = gl::clamp01(alpha);
276 }
277 }
278 catch(std::bad_alloc&)
279 {
280 return error(GL_OUT_OF_MEMORY);
281 }
282}
283
284void __stdcall glBlendEquation(GLenum mode)
285{
286 glBlendEquationSeparate(mode, mode);
287}
288
289void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
290{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000291 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000292
293 try
294 {
295 switch (modeRGB)
296 {
297 case GL_FUNC_ADD:
298 case GL_FUNC_SUBTRACT:
299 case GL_FUNC_REVERSE_SUBTRACT:
300 break;
301 default:
302 return error(GL_INVALID_ENUM);
303 }
304
305 switch (modeAlpha)
306 {
307 case GL_FUNC_ADD:
308 case GL_FUNC_SUBTRACT:
309 case GL_FUNC_REVERSE_SUBTRACT:
310 break;
311 default:
312 return error(GL_INVALID_ENUM);
313 }
314
315 gl::Context *context = gl::getContext();
316
317 if (context)
318 {
319 context->blendEquationRGB = modeRGB;
320 context->blendEquationAlpha = modeAlpha;
321 }
322 }
323 catch(std::bad_alloc&)
324 {
325 return error(GL_OUT_OF_MEMORY);
326 }
327}
328
329void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
330{
331 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
332}
333
334void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
335{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000336 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
337 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000338
339 try
340 {
341 switch (srcRGB)
342 {
343 case GL_ZERO:
344 case GL_ONE:
345 case GL_SRC_COLOR:
346 case GL_ONE_MINUS_SRC_COLOR:
347 case GL_DST_COLOR:
348 case GL_ONE_MINUS_DST_COLOR:
349 case GL_SRC_ALPHA:
350 case GL_ONE_MINUS_SRC_ALPHA:
351 case GL_DST_ALPHA:
352 case GL_ONE_MINUS_DST_ALPHA:
353 case GL_CONSTANT_COLOR:
354 case GL_ONE_MINUS_CONSTANT_COLOR:
355 case GL_CONSTANT_ALPHA:
356 case GL_ONE_MINUS_CONSTANT_ALPHA:
357 case GL_SRC_ALPHA_SATURATE:
358 break;
359 default:
360 return error(GL_INVALID_ENUM);
361 }
362
363 switch (dstRGB)
364 {
365 case GL_ZERO:
366 case GL_ONE:
367 case GL_SRC_COLOR:
368 case GL_ONE_MINUS_SRC_COLOR:
369 case GL_DST_COLOR:
370 case GL_ONE_MINUS_DST_COLOR:
371 case GL_SRC_ALPHA:
372 case GL_ONE_MINUS_SRC_ALPHA:
373 case GL_DST_ALPHA:
374 case GL_ONE_MINUS_DST_ALPHA:
375 case GL_CONSTANT_COLOR:
376 case GL_ONE_MINUS_CONSTANT_COLOR:
377 case GL_CONSTANT_ALPHA:
378 case GL_ONE_MINUS_CONSTANT_ALPHA:
379 break;
380 default:
381 return error(GL_INVALID_ENUM);
382 }
383
384 switch (srcAlpha)
385 {
386 case GL_ZERO:
387 case GL_ONE:
388 case GL_SRC_COLOR:
389 case GL_ONE_MINUS_SRC_COLOR:
390 case GL_DST_COLOR:
391 case GL_ONE_MINUS_DST_COLOR:
392 case GL_SRC_ALPHA:
393 case GL_ONE_MINUS_SRC_ALPHA:
394 case GL_DST_ALPHA:
395 case GL_ONE_MINUS_DST_ALPHA:
396 case GL_CONSTANT_COLOR:
397 case GL_ONE_MINUS_CONSTANT_COLOR:
398 case GL_CONSTANT_ALPHA:
399 case GL_ONE_MINUS_CONSTANT_ALPHA:
400 case GL_SRC_ALPHA_SATURATE:
401 break;
402 default:
403 return error(GL_INVALID_ENUM);
404 }
405
406 switch (dstAlpha)
407 {
408 case GL_ZERO:
409 case GL_ONE:
410 case GL_SRC_COLOR:
411 case GL_ONE_MINUS_SRC_COLOR:
412 case GL_DST_COLOR:
413 case GL_ONE_MINUS_DST_COLOR:
414 case GL_SRC_ALPHA:
415 case GL_ONE_MINUS_SRC_ALPHA:
416 case GL_DST_ALPHA:
417 case GL_ONE_MINUS_DST_ALPHA:
418 case GL_CONSTANT_COLOR:
419 case GL_ONE_MINUS_CONSTANT_COLOR:
420 case GL_CONSTANT_ALPHA:
421 case GL_ONE_MINUS_CONSTANT_ALPHA:
422 break;
423 default:
424 return error(GL_INVALID_ENUM);
425 }
426
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000427 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
428 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
429
430 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
431 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
432
433 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000434 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000435 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
436 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000437 }
438
439 gl::Context *context = gl::getContext();
440
441 if (context)
442 {
443 context->sourceBlendRGB = srcRGB;
444 context->sourceBlendAlpha = srcAlpha;
445 context->destBlendRGB = dstRGB;
446 context->destBlendAlpha = dstAlpha;
447 }
448 }
449 catch(std::bad_alloc&)
450 {
451 return error(GL_OUT_OF_MEMORY);
452 }
453}
454
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000455void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000456{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000457 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p, GLenum usage = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000458 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000459
460 try
461 {
462 if (size < 0)
463 {
464 return error(GL_INVALID_VALUE);
465 }
466
467 switch (usage)
468 {
469 case GL_STREAM_DRAW:
470 case GL_STATIC_DRAW:
471 case GL_DYNAMIC_DRAW:
472 break;
473 default:
474 return error(GL_INVALID_ENUM);
475 }
476
477 gl::Context *context = gl::getContext();
478
479 if (context)
480 {
481 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000482
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000483 switch (target)
484 {
485 case GL_ARRAY_BUFFER:
486 buffer = context->getArrayBuffer();
487 break;
488 case GL_ELEMENT_ARRAY_BUFFER:
489 buffer = context->getElementArrayBuffer();
490 break;
491 default:
492 return error(GL_INVALID_ENUM);
493 }
494
495 if (!buffer)
496 {
497 return error(GL_INVALID_OPERATION);
498 }
499
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000500 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000501 }
502 }
503 catch(std::bad_alloc&)
504 {
505 return error(GL_OUT_OF_MEMORY);
506 }
507}
508
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000509void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000511 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000512 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000513
514 try
515 {
516 if (size < 0)
517 {
518 return error(GL_INVALID_VALUE);
519 }
520
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000521 if (data == NULL)
522 {
523 return;
524 }
525
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000526 gl::Context *context = gl::getContext();
527
528 if (context)
529 {
530 gl::Buffer *buffer;
531
532 switch (target)
533 {
534 case GL_ARRAY_BUFFER:
535 buffer = context->getArrayBuffer();
536 break;
537 case GL_ELEMENT_ARRAY_BUFFER:
538 buffer = context->getElementArrayBuffer();
539 break;
540 default:
541 return error(GL_INVALID_ENUM);
542 }
543
544 if (!buffer)
545 {
546 return error(GL_INVALID_OPERATION);
547 }
548
549 GLenum err = buffer->bufferSubData(data, size, offset);
550
551 if (err != GL_NO_ERROR)
552 {
553 return error(err);
554 }
555 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 }
557 catch(std::bad_alloc&)
558 {
559 return error(GL_OUT_OF_MEMORY);
560 }
561}
562
563GLenum __stdcall glCheckFramebufferStatus(GLenum target)
564{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000565 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000566
567 try
568 {
569 if (target != GL_FRAMEBUFFER)
570 {
571 return error(GL_INVALID_ENUM, 0);
572 }
573
574 gl::Context *context = gl::getContext();
575
576 if (context)
577 {
578 gl::Framebuffer *framebuffer = context->getFramebuffer();
579
580 return framebuffer->completeness();
581 }
582 }
583 catch(std::bad_alloc&)
584 {
585 return error(GL_OUT_OF_MEMORY, 0);
586 }
587
588 return 0;
589}
590
591void __stdcall glClear(GLbitfield mask)
592{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000593 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000594
595 try
596 {
597 gl::Context *context = gl::getContext();
598
599 if (context)
600 {
601 context->clear(mask);
602 }
603 }
604 catch(std::bad_alloc&)
605 {
606 return error(GL_OUT_OF_MEMORY);
607 }
608}
609
610void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
611{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000612 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
613 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000614
615 try
616 {
617 gl::Context *context = gl::getContext();
618
619 if (context)
620 {
621 context->setClearColor(red, green, blue, alpha);
622 }
623 }
624 catch(std::bad_alloc&)
625 {
626 return error(GL_OUT_OF_MEMORY);
627 }
628}
629
630void __stdcall glClearDepthf(GLclampf depth)
631{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000632 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633
634 try
635 {
636 gl::Context *context = gl::getContext();
637
638 if (context)
639 {
640 context->setClearDepth(depth);
641 }
642 }
643 catch(std::bad_alloc&)
644 {
645 return error(GL_OUT_OF_MEMORY);
646 }
647}
648
649void __stdcall glClearStencil(GLint s)
650{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000651 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000652
653 try
654 {
655 gl::Context *context = gl::getContext();
656
657 if (context)
658 {
659 context->setClearStencil(s);
660 }
661 }
662 catch(std::bad_alloc&)
663 {
664 return error(GL_OUT_OF_MEMORY);
665 }
666}
667
668void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
669{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000670 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
671 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000672
673 try
674 {
675 gl::Context *context = gl::getContext();
676
677 if (context)
678 {
679 context->colorMaskRed = red != GL_FALSE;
680 context->colorMaskGreen = green != GL_FALSE;
681 context->colorMaskBlue = blue != GL_FALSE;
682 context->colorMaskAlpha = alpha != GL_FALSE;
683 }
684 }
685 catch(std::bad_alloc&)
686 {
687 return error(GL_OUT_OF_MEMORY);
688 }
689}
690
691void __stdcall glCompileShader(GLuint shader)
692{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000693 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000694
695 try
696 {
697 gl::Context *context = gl::getContext();
698
699 if (context)
700 {
701 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000702
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000703 if (!shaderObject)
704 {
daniel@transgaming.com0cefaf42010-04-13 03:26:36 +0000705 if (context->getProgram(shader))
706 {
707 return error(GL_INVALID_OPERATION);
708 }
709 else
710 {
711 return error(GL_INVALID_VALUE);
712 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000713 }
714
715 shaderObject->compile();
716 }
717 }
718 catch(std::bad_alloc&)
719 {
720 return error(GL_OUT_OF_MEMORY);
721 }
722}
723
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000724void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
725 GLint border, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000726{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000727 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000728 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000729 target, level, internalformat, width, height, border, imageSize, data);
730
731 try
732 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000733 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
734 {
735 return error(GL_INVALID_ENUM);
736 }
737
738 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000739 {
740 return error(GL_INVALID_VALUE);
741 }
742
daniel@transgaming.com41430492010-03-11 20:36:18 +0000743 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
744 {
745 return error(GL_INVALID_VALUE);
746 }
747
748 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000749 }
750 catch(std::bad_alloc&)
751 {
752 return error(GL_OUT_OF_MEMORY);
753 }
754}
755
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000756void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
757 GLenum format, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000758{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000759 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
760 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000761 "GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000762 target, level, xoffset, yoffset, width, height, format, imageSize, data);
763
764 try
765 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000766 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
767 {
768 return error(GL_INVALID_ENUM);
769 }
770
771 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000772 {
773 return error(GL_INVALID_VALUE);
774 }
775
daniel@transgaming.com41430492010-03-11 20:36:18 +0000776 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
777 {
778 return error(GL_INVALID_VALUE);
779 }
780
781 if (xoffset != 0 || yoffset != 0)
782 {
783 return error(GL_INVALID_OPERATION);
784 }
785
786 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000787 }
788 catch(std::bad_alloc&)
789 {
790 return error(GL_OUT_OF_MEMORY);
791 }
792}
793
794void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
795{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000796 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
797 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000798 target, level, internalformat, x, y, width, height, border);
799
800 try
801 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000802 if (level < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000803 {
804 return error(GL_INVALID_VALUE);
805 }
806
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000807 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
808 {
809 return error(GL_INVALID_VALUE);
810 }
811
812 switch (target)
813 {
814 case GL_TEXTURE_2D:
815 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
816 {
817 return error(GL_INVALID_VALUE);
818 }
819 break;
820 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
821 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
822 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
823 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
824 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
825 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +0000826 if (width != height)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000827 {
828 return error(GL_INVALID_VALUE);
829 }
830
831 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
832 {
833 return error(GL_INVALID_VALUE);
834 }
835 break;
836 default:
837 return error(GL_INVALID_ENUM);
838 }
839
840 switch (internalformat)
841 {
842 case GL_ALPHA:
843 case GL_LUMINANCE:
844 case GL_LUMINANCE_ALPHA:
845 case GL_RGB:
846 case GL_RGBA:
847 break;
848 default:
849 return error(GL_INVALID_VALUE);
850 }
851
852 if (border != 0)
853 {
854 return error(GL_INVALID_VALUE);
855 }
856
857 gl::Context *context = gl::getContext();
858
859 if (context)
860 {
861 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
862
863 if (target == GL_TEXTURE_2D)
864 {
865 gl::Texture2D *texture = context->getTexture2D();
866
867 if (!texture)
868 {
869 return error(GL_INVALID_OPERATION);
870 }
871
872 texture->copyImage(level, internalformat, x, y, width, height, source);
873 }
874 else if (es2dx::IsCubemapTextureTarget(target))
875 {
876 gl::TextureCubeMap *texture = context->getTextureCubeMap();
877
878 if (!texture)
879 {
880 return error(GL_INVALID_OPERATION);
881 }
882
883 texture->copyImage(target, level, internalformat, x, y, width, height, source);
884 }
885 else
886 {
887 UNREACHABLE();
888 }
889 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000890 }
891 catch(std::bad_alloc&)
892 {
893 return error(GL_OUT_OF_MEMORY);
894 }
895}
896
897void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
898{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000899 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
900 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000901 target, level, xoffset, yoffset, x, y, width, height);
902
903 try
904 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000905 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
906 {
907 return error(GL_INVALID_ENUM);
908 }
909
910 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000911 {
912 return error(GL_INVALID_VALUE);
913 }
914
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000915 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
916 {
917 return error(GL_INVALID_VALUE);
918 }
919
920 if (width == 0 || height == 0)
921 {
922 return;
923 }
924
925 gl::Context *context = gl::getContext();
926
927 if (context)
928 {
929 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
930
931 if (target == GL_TEXTURE_2D)
932 {
933 gl::Texture2D *texture = context->getTexture2D();
934
935 if (!texture)
936 {
937 return error(GL_INVALID_OPERATION);
938 }
939
940 texture->copySubImage(level, xoffset, yoffset, x, y, width, height, source);
941 }
942 else if (es2dx::IsCubemapTextureTarget(target))
943 {
944 gl::TextureCubeMap *texture = context->getTextureCubeMap();
945
946 if (!texture)
947 {
948 return error(GL_INVALID_OPERATION);
949 }
950
951 texture->copySubImage(target, level, xoffset, yoffset, x, y, width, height, source);
952 }
953 else
954 {
955 UNREACHABLE();
956 }
957 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000958 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000959
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000960 catch(std::bad_alloc&)
961 {
962 return error(GL_OUT_OF_MEMORY);
963 }
964}
965
966GLuint __stdcall glCreateProgram(void)
967{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000968 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000969
970 try
971 {
972 gl::Context *context = gl::getContext();
973
974 if (context)
975 {
976 return context->createProgram();
977 }
978 }
979 catch(std::bad_alloc&)
980 {
981 return error(GL_OUT_OF_MEMORY, 0);
982 }
983
984 return 0;
985}
986
987GLuint __stdcall glCreateShader(GLenum type)
988{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000989 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000990
991 try
992 {
993 gl::Context *context = gl::getContext();
994
995 if (context)
996 {
997 switch (type)
998 {
999 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001000 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001001 return context->createShader(type);
1002 default:
1003 return error(GL_INVALID_ENUM, 0);
1004 }
1005 }
1006 }
1007 catch(std::bad_alloc&)
1008 {
1009 return error(GL_OUT_OF_MEMORY, 0);
1010 }
1011
1012 return 0;
1013}
1014
1015void __stdcall glCullFace(GLenum mode)
1016{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001017 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001018
1019 try
1020 {
1021 switch (mode)
1022 {
1023 case GL_FRONT:
1024 case GL_BACK:
1025 case GL_FRONT_AND_BACK:
1026 {
1027 gl::Context *context = gl::getContext();
1028
1029 if (context)
1030 {
1031 context->cullMode = mode;
1032 }
1033 }
1034 break;
1035 default:
1036 return error(GL_INVALID_ENUM);
1037 }
1038 }
1039 catch(std::bad_alloc&)
1040 {
1041 return error(GL_OUT_OF_MEMORY);
1042 }
1043}
1044
1045void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
1046{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001047 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001048
1049 try
1050 {
1051 if (n < 0)
1052 {
1053 return error(GL_INVALID_VALUE);
1054 }
1055
1056 gl::Context *context = gl::getContext();
1057
1058 if (context)
1059 {
1060 for (int i = 0; i < n; i++)
1061 {
1062 context->deleteBuffer(buffers[i]);
1063 }
1064 }
1065 }
1066 catch(std::bad_alloc&)
1067 {
1068 return error(GL_OUT_OF_MEMORY);
1069 }
1070}
1071
1072void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
1073{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001074 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001075
1076 try
1077 {
1078 if (n < 0)
1079 {
1080 return error(GL_INVALID_VALUE);
1081 }
1082
1083 gl::Context *context = gl::getContext();
1084
1085 if (context)
1086 {
1087 for (int i = 0; i < n; i++)
1088 {
1089 if (framebuffers[i] != 0)
1090 {
1091 context->deleteFramebuffer(framebuffers[i]);
1092 }
1093 }
1094 }
1095 }
1096 catch(std::bad_alloc&)
1097 {
1098 return error(GL_OUT_OF_MEMORY);
1099 }
1100}
1101
1102void __stdcall glDeleteProgram(GLuint program)
1103{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001104 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001105
1106 try
1107 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001108 if (program == 0)
1109 {
1110 return;
1111 }
1112
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001113 gl::Context *context = gl::getContext();
1114
1115 if (context)
1116 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001117 if (!context->getProgram(program))
1118 {
1119 if(context->getShader(program))
1120 {
1121 return error(GL_INVALID_OPERATION);
1122 }
1123 else
1124 {
1125 return error(GL_INVALID_VALUE);
1126 }
1127 }
1128
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001129 context->deleteProgram(program);
1130 }
1131 }
1132 catch(std::bad_alloc&)
1133 {
1134 return error(GL_OUT_OF_MEMORY);
1135 }
1136}
1137
1138void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
1139{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001140 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001141
1142 try
1143 {
1144 if (n < 0)
1145 {
1146 return error(GL_INVALID_VALUE);
1147 }
1148
1149 gl::Context *context = gl::getContext();
1150
1151 if (context)
1152 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +00001153 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001154 {
1155 context->deleteRenderbuffer(renderbuffers[i]);
1156 }
1157 }
1158 }
1159 catch(std::bad_alloc&)
1160 {
1161 return error(GL_OUT_OF_MEMORY);
1162 }
1163}
1164
1165void __stdcall glDeleteShader(GLuint shader)
1166{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001167 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001168
1169 try
1170 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001171 if (shader == 0)
1172 {
1173 return;
1174 }
1175
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001176 gl::Context *context = gl::getContext();
1177
1178 if (context)
1179 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001180 if (!context->getShader(shader))
1181 {
1182 if(context->getProgram(shader))
1183 {
1184 return error(GL_INVALID_OPERATION);
1185 }
1186 else
1187 {
1188 return error(GL_INVALID_VALUE);
1189 }
1190 }
1191
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001192 context->deleteShader(shader);
1193 }
1194 }
1195 catch(std::bad_alloc&)
1196 {
1197 return error(GL_OUT_OF_MEMORY);
1198 }
1199}
1200
1201void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
1202{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001203 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001204
1205 try
1206 {
1207 if (n < 0)
1208 {
1209 return error(GL_INVALID_VALUE);
1210 }
1211
1212 gl::Context *context = gl::getContext();
1213
1214 if (context)
1215 {
1216 for (int i = 0; i < n; i++)
1217 {
1218 if (textures[i] != 0)
1219 {
1220 context->deleteTexture(textures[i]);
1221 }
1222 }
1223 }
1224 }
1225 catch(std::bad_alloc&)
1226 {
1227 return error(GL_OUT_OF_MEMORY);
1228 }
1229}
1230
1231void __stdcall glDepthFunc(GLenum func)
1232{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001233 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001234
1235 try
1236 {
1237 switch (func)
1238 {
1239 case GL_NEVER:
1240 case GL_ALWAYS:
1241 case GL_LESS:
1242 case GL_LEQUAL:
1243 case GL_EQUAL:
1244 case GL_GREATER:
1245 case GL_GEQUAL:
1246 case GL_NOTEQUAL:
1247 break;
1248 default:
1249 return error(GL_INVALID_ENUM);
1250 }
1251
1252 gl::Context *context = gl::getContext();
1253
1254 if (context)
1255 {
1256 context->depthFunc = func;
1257 }
1258 }
1259 catch(std::bad_alloc&)
1260 {
1261 return error(GL_OUT_OF_MEMORY);
1262 }
1263}
1264
1265void __stdcall glDepthMask(GLboolean flag)
1266{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001267 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001268
1269 try
1270 {
1271 gl::Context *context = gl::getContext();
1272
1273 if (context)
1274 {
1275 context->depthMask = flag != GL_FALSE;
1276 }
1277 }
1278 catch(std::bad_alloc&)
1279 {
1280 return error(GL_OUT_OF_MEMORY);
1281 }
1282}
1283
1284void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1285{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001286 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001287
1288 try
1289 {
1290 gl::Context *context = gl::getContext();
1291
1292 if (context)
1293 {
1294 context->zNear = zNear;
1295 context->zFar = zFar;
1296 }
1297 }
1298 catch(std::bad_alloc&)
1299 {
1300 return error(GL_OUT_OF_MEMORY);
1301 }
1302}
1303
1304void __stdcall glDetachShader(GLuint program, GLuint shader)
1305{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001306 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001307
1308 try
1309 {
1310 gl::Context *context = gl::getContext();
1311
1312 if (context)
1313 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001314
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001315 gl::Program *programObject = context->getProgram(program);
1316 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001317
1318 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001319 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001320 gl::Shader *shaderByProgramHandle;
1321 shaderByProgramHandle = context->getShader(program);
1322 if (!shaderByProgramHandle)
1323 {
1324 return error(GL_INVALID_VALUE);
1325 }
1326 else
1327 {
1328 return error(GL_INVALID_OPERATION);
1329 }
1330 }
1331
1332 if (!shaderObject)
1333 {
1334 gl::Program *programByShaderHandle = context->getProgram(shader);
1335 if (!programByShaderHandle)
1336 {
1337 return error(GL_INVALID_VALUE);
1338 }
1339 else
1340 {
1341 return error(GL_INVALID_OPERATION);
1342 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001343 }
1344
1345 if (!programObject->detachShader(shaderObject))
1346 {
1347 return error(GL_INVALID_OPERATION);
1348 }
1349
1350 if (shaderObject->isDeletable())
1351 {
1352 context->deleteShader(shader);
1353 }
1354 }
1355 }
1356 catch(std::bad_alloc&)
1357 {
1358 return error(GL_OUT_OF_MEMORY);
1359 }
1360}
1361
1362void __stdcall glDisable(GLenum cap)
1363{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001364 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001365
1366 try
1367 {
1368 gl::Context *context = gl::getContext();
1369
1370 if (context)
1371 {
1372 switch (cap)
1373 {
1374 case GL_CULL_FACE: context->cullFace = false; break;
1375 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1376 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1377 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1378 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1379 case GL_STENCIL_TEST: context->stencilTest = false; break;
1380 case GL_DEPTH_TEST: context->depthTest = false; break;
1381 case GL_BLEND: context->blend = false; break;
1382 case GL_DITHER: context->dither = false; break;
1383 default:
1384 return error(GL_INVALID_ENUM);
1385 }
1386 }
1387 }
1388 catch(std::bad_alloc&)
1389 {
1390 return error(GL_OUT_OF_MEMORY);
1391 }
1392}
1393
1394void __stdcall glDisableVertexAttribArray(GLuint index)
1395{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001396 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001397
1398 try
1399 {
1400 if (index >= gl::MAX_VERTEX_ATTRIBS)
1401 {
1402 return error(GL_INVALID_VALUE);
1403 }
1404
1405 gl::Context *context = gl::getContext();
1406
1407 if (context)
1408 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001409 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001410 }
1411 }
1412 catch(std::bad_alloc&)
1413 {
1414 return error(GL_OUT_OF_MEMORY);
1415 }
1416}
1417
1418void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1419{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001420 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001421
1422 try
1423 {
1424 if (count < 0 || first < 0)
1425 {
1426 return error(GL_INVALID_VALUE);
1427 }
1428
1429 gl::Context *context = gl::getContext();
1430
1431 if (context)
1432 {
1433 context->drawArrays(mode, first, count);
1434 }
1435 }
1436 catch(std::bad_alloc&)
1437 {
1438 return error(GL_OUT_OF_MEMORY);
1439 }
1440}
1441
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001442void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001443{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001444 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001445 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001446
1447 try
1448 {
1449 if (count < 0)
1450 {
1451 return error(GL_INVALID_VALUE);
1452 }
1453
1454 switch (type)
1455 {
1456 case GL_UNSIGNED_BYTE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001457 case GL_UNSIGNED_SHORT:
1458 break;
1459 default:
1460 return error(GL_INVALID_ENUM);
1461 }
1462
1463 gl::Context *context = gl::getContext();
1464
1465 if (context)
1466 {
1467 context->drawElements(mode, count, type, indices);
1468 }
1469 }
1470 catch(std::bad_alloc&)
1471 {
1472 return error(GL_OUT_OF_MEMORY);
1473 }
1474}
1475
1476void __stdcall glEnable(GLenum cap)
1477{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001478 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001479
1480 try
1481 {
1482 gl::Context *context = gl::getContext();
1483
1484 if (context)
1485 {
1486 switch (cap)
1487 {
1488 case GL_CULL_FACE: context->cullFace = true; break;
1489 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1490 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1491 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1492 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1493 case GL_STENCIL_TEST: context->stencilTest = true; break;
1494 case GL_DEPTH_TEST: context->depthTest = true; break;
1495 case GL_BLEND: context->blend = true; break;
1496 case GL_DITHER: context->dither = true; break;
1497 default:
1498 return error(GL_INVALID_ENUM);
1499 }
1500 }
1501 }
1502 catch(std::bad_alloc&)
1503 {
1504 return error(GL_OUT_OF_MEMORY);
1505 }
1506}
1507
1508void __stdcall glEnableVertexAttribArray(GLuint index)
1509{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001510 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001511
1512 try
1513 {
1514 if (index >= gl::MAX_VERTEX_ATTRIBS)
1515 {
1516 return error(GL_INVALID_VALUE);
1517 }
1518
1519 gl::Context *context = gl::getContext();
1520
1521 if (context)
1522 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001523 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001524 }
1525 }
1526 catch(std::bad_alloc&)
1527 {
1528 return error(GL_OUT_OF_MEMORY);
1529 }
1530}
1531
1532void __stdcall glFinish(void)
1533{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001534 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001535
1536 try
1537 {
1538 gl::Context *context = gl::getContext();
1539
1540 if (context)
1541 {
1542 context->finish();
1543 }
1544 }
1545 catch(std::bad_alloc&)
1546 {
1547 return error(GL_OUT_OF_MEMORY);
1548 }
1549}
1550
1551void __stdcall glFlush(void)
1552{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001553 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001554
1555 try
1556 {
1557 gl::Context *context = gl::getContext();
1558
1559 if (context)
1560 {
1561 context->flush();
1562 }
1563 }
1564 catch(std::bad_alloc&)
1565 {
1566 return error(GL_OUT_OF_MEMORY);
1567 }
1568}
1569
1570void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1571{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001572 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1573 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001574
1575 try
1576 {
1577 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1578 {
1579 return error(GL_INVALID_ENUM);
1580 }
1581
1582 gl::Context *context = gl::getContext();
1583
1584 if (context)
1585 {
1586 gl::Framebuffer *framebuffer = context->getFramebuffer();
1587
1588 if (context->framebuffer == 0 || !framebuffer)
1589 {
1590 return error(GL_INVALID_OPERATION);
1591 }
1592
1593 switch (attachment)
1594 {
1595 case GL_COLOR_ATTACHMENT0:
1596 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1597 break;
1598 case GL_DEPTH_ATTACHMENT:
1599 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1600 break;
1601 case GL_STENCIL_ATTACHMENT:
1602 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1603 break;
1604 default:
1605 return error(GL_INVALID_ENUM);
1606 }
1607 }
1608 }
1609 catch(std::bad_alloc&)
1610 {
1611 return error(GL_OUT_OF_MEMORY);
1612 }
1613}
1614
1615void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1616{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001617 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1618 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001619
1620 try
1621 {
1622 if (target != GL_FRAMEBUFFER)
1623 {
1624 return error(GL_INVALID_ENUM);
1625 }
1626
1627 switch (attachment)
1628 {
1629 case GL_COLOR_ATTACHMENT0:
1630 break;
1631 default:
1632 return error(GL_INVALID_ENUM);
1633 }
1634
1635 gl::Context *context = gl::getContext();
1636
1637 if (context)
1638 {
1639 if (texture)
1640 {
1641 switch (textarget)
1642 {
1643 case GL_TEXTURE_2D:
1644 if (!context->getTexture2D())
1645 {
1646 return error(GL_INVALID_OPERATION);
1647 }
1648 break;
1649 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1650 UNIMPLEMENTED(); // FIXME
1651 break;
1652 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1653 UNIMPLEMENTED(); // FIXME
1654 break;
1655 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1656 UNIMPLEMENTED(); // FIXME
1657 break;
1658 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1659 UNIMPLEMENTED(); // FIXME
1660 break;
1661 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1662 UNIMPLEMENTED(); // FIXME
1663 break;
1664 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1665 UNIMPLEMENTED(); // FIXME
1666 break;
1667 default:
1668 return error(GL_INVALID_ENUM);
1669 }
1670
1671 if (level != 0)
1672 {
1673 return error(GL_INVALID_VALUE);
1674 }
1675 }
1676
1677 gl::Framebuffer *framebuffer = context->getFramebuffer();
1678
1679 if (context->framebuffer == 0 || !framebuffer)
1680 {
1681 return error(GL_INVALID_OPERATION);
1682 }
1683
1684 framebuffer->setColorbuffer(GL_TEXTURE, texture);
1685 }
1686 }
1687 catch(std::bad_alloc&)
1688 {
1689 return error(GL_OUT_OF_MEMORY);
1690 }
1691}
1692
1693void __stdcall glFrontFace(GLenum mode)
1694{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001695 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001696
1697 try
1698 {
1699 switch (mode)
1700 {
1701 case GL_CW:
1702 case GL_CCW:
1703 {
1704 gl::Context *context = gl::getContext();
1705
1706 if (context)
1707 {
1708 context->frontFace = mode;
1709 }
1710 }
1711 break;
1712 default:
1713 return error(GL_INVALID_ENUM);
1714 }
1715 }
1716 catch(std::bad_alloc&)
1717 {
1718 return error(GL_OUT_OF_MEMORY);
1719 }
1720}
1721
1722void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1723{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001724 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001725
1726 try
1727 {
1728 if (n < 0)
1729 {
1730 return error(GL_INVALID_VALUE);
1731 }
1732
1733 gl::Context *context = gl::getContext();
1734
1735 if (context)
1736 {
1737 for (int i = 0; i < n; i++)
1738 {
1739 buffers[i] = context->createBuffer();
1740 }
1741 }
1742 }
1743 catch(std::bad_alloc&)
1744 {
1745 return error(GL_OUT_OF_MEMORY);
1746 }
1747}
1748
1749void __stdcall glGenerateMipmap(GLenum target)
1750{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001751 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001752
1753 try
1754 {
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +00001755 gl::Context *context = gl::getContext();
1756
1757 if (context)
1758 {
1759 gl::Texture *texture;
1760
1761 switch (target)
1762 {
1763 case GL_TEXTURE_2D:
1764 texture = context->getTexture2D();
1765 break;
1766
1767 case GL_TEXTURE_CUBE_MAP:
1768 texture = context->getTextureCubeMap();
1769 break;
1770
1771 default:
1772 return error(GL_INVALID_ENUM);
1773 }
1774
1775 texture->generateMipmaps();
1776 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001777 }
1778 catch(std::bad_alloc&)
1779 {
1780 return error(GL_OUT_OF_MEMORY);
1781 }
1782}
1783
1784void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1785{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001786 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001787
1788 try
1789 {
1790 if (n < 0)
1791 {
1792 return error(GL_INVALID_VALUE);
1793 }
1794
1795 gl::Context *context = gl::getContext();
1796
1797 if (context)
1798 {
1799 for (int i = 0; i < n; i++)
1800 {
1801 framebuffers[i] = context->createFramebuffer();
1802 }
1803 }
1804 }
1805 catch(std::bad_alloc&)
1806 {
1807 return error(GL_OUT_OF_MEMORY);
1808 }
1809}
1810
1811void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1812{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001813 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001814
1815 try
1816 {
1817 if (n < 0)
1818 {
1819 return error(GL_INVALID_VALUE);
1820 }
1821
1822 gl::Context *context = gl::getContext();
1823
1824 if (context)
1825 {
1826 for (int i = 0; i < n; i++)
1827 {
1828 renderbuffers[i] = context->createRenderbuffer();
1829 }
1830 }
1831 }
1832 catch(std::bad_alloc&)
1833 {
1834 return error(GL_OUT_OF_MEMORY);
1835 }
1836}
1837
1838void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1839{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001840 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001841
1842 try
1843 {
1844 if (n < 0)
1845 {
1846 return error(GL_INVALID_VALUE);
1847 }
1848
1849 gl::Context *context = gl::getContext();
1850
1851 if (context)
1852 {
1853 for (int i = 0; i < n; i++)
1854 {
1855 textures[i] = context->createTexture();
1856 }
1857 }
1858 }
1859 catch(std::bad_alloc&)
1860 {
1861 return error(GL_OUT_OF_MEMORY);
1862 }
1863}
1864
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001865void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001866{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001867 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001868 "GLint* size = 0x%0.8p, GLenum* type = %0.8p, GLchar* name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001869 program, index, bufsize, length, size, type, name);
1870
1871 try
1872 {
1873 if (bufsize < 0)
1874 {
1875 return error(GL_INVALID_VALUE);
1876 }
1877
1878 UNIMPLEMENTED(); // FIXME
1879 }
1880 catch(std::bad_alloc&)
1881 {
1882 return error(GL_OUT_OF_MEMORY);
1883 }
1884}
1885
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001886void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001887{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001888 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001889 "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 +00001890 program, index, bufsize, length, size, type, name);
1891
1892 try
1893 {
1894 if (bufsize < 0)
1895 {
1896 return error(GL_INVALID_VALUE);
1897 }
1898
1899 UNIMPLEMENTED(); // FIXME
1900 }
1901 catch(std::bad_alloc&)
1902 {
1903 return error(GL_OUT_OF_MEMORY);
1904 }
1905}
1906
1907void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1908{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001909 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1910 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001911
1912 try
1913 {
1914 if (maxcount < 0)
1915 {
1916 return error(GL_INVALID_VALUE);
1917 }
1918
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001919 gl::Context *context = gl::getContext();
1920
1921 if (context)
1922 {
1923 gl::Program *programObject = context->getProgram(program);
1924
1925 if (!programObject)
1926 {
daniel@transgaming.com23953e32010-04-13 19:53:31 +00001927 if (context->getShader(program))
1928 {
1929 return error(GL_INVALID_OPERATION);
1930 }
1931 else
1932 {
1933 return error(GL_INVALID_VALUE);
1934 }
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001935 }
1936
1937 return programObject->getAttachedShaders(maxcount, count, shaders);
1938 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001939 }
1940 catch(std::bad_alloc&)
1941 {
1942 return error(GL_OUT_OF_MEMORY);
1943 }
1944}
1945
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001946int __stdcall glGetAttribLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001947{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001948 TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001949
1950 try
1951 {
1952 gl::Context *context = gl::getContext();
1953
1954 if (context)
1955 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00001956
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001957 gl::Program *programObject = context->getProgram(program);
1958
1959 if (!programObject)
1960 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00001961 if (context->getShader(program))
1962 {
1963 return error(GL_INVALID_OPERATION, -1);
1964 }
1965 else
1966 {
1967 return error(GL_INVALID_VALUE, -1);
1968 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001969 }
1970
daniel@transgaming.comcf4aa872010-04-13 03:26:27 +00001971 if (!programObject->isLinked())
1972 {
1973 return error(GL_INVALID_OPERATION, -1);
1974 }
1975
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001976 return programObject->getAttributeLocation(name);
1977 }
1978 }
1979 catch(std::bad_alloc&)
1980 {
1981 return error(GL_OUT_OF_MEMORY, -1);
1982 }
1983
1984 return -1;
1985}
1986
1987void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
1988{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001989 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001990
1991 try
1992 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001993 gl::Context *context = gl::getContext();
1994
1995 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001996 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001997 if (!(context->getBooleanv(pname, params)))
1998 {
1999 GLenum nativeType;
2000 unsigned int numParams = 0;
2001 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2002 return error(GL_INVALID_ENUM);
2003
2004 if (numParams == 0)
2005 return; // it is known that the pname is valid, but there are no parameters to return
2006
2007 if (nativeType == GL_FLOAT)
2008 {
2009 GLfloat *floatParams = NULL;
2010 floatParams = new GLfloat[numParams];
2011
2012 context->getFloatv(pname, floatParams);
2013
2014 for (unsigned int i = 0; i < numParams; ++i)
2015 {
2016 if (floatParams[i] == 0.0f)
2017 params[i] = GL_FALSE;
2018 else
2019 params[i] = GL_TRUE;
2020 }
2021
2022 delete [] floatParams;
2023 }
2024 else if (nativeType == GL_INT)
2025 {
2026 GLint *intParams = NULL;
2027 intParams = new GLint[numParams];
2028
2029 context->getIntegerv(pname, intParams);
2030
2031 for (unsigned int i = 0; i < numParams; ++i)
2032 {
2033 if (intParams[i] == 0)
2034 params[i] = GL_FALSE;
2035 else
2036 params[i] = GL_TRUE;
2037 }
2038
2039 delete [] intParams;
2040 }
2041 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002042 }
2043 }
2044 catch(std::bad_alloc&)
2045 {
2046 return error(GL_OUT_OF_MEMORY);
2047 }
2048}
2049
2050void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
2051{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002052 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 +00002053
2054 try
2055 {
daniel@transgaming.comaa0ccbd2010-04-15 20:45:05 +00002056 gl::Context *context = gl::getContext();
2057
2058 if (context)
2059 {
2060 gl::Buffer *buffer;
2061
2062 switch (target)
2063 {
2064 case GL_ARRAY_BUFFER:
2065 buffer = context->getArrayBuffer();
2066 break;
2067 case GL_ELEMENT_ARRAY_BUFFER:
2068 buffer = context->getElementArrayBuffer();
2069 break;
2070 default: return error(GL_INVALID_ENUM);
2071 }
2072
2073 if (!buffer)
2074 {
2075 // A null buffer means that "0" is bound to the requested buffer target
2076 return error(GL_INVALID_OPERATION);
2077 }
2078
2079 switch (pname)
2080 {
2081 case GL_BUFFER_USAGE:
2082 *params = buffer->usage();
2083 break;
2084 case GL_BUFFER_SIZE:
2085 *params = buffer->size();
2086 break;
2087 default: return error(GL_INVALID_ENUM);
2088 }
2089 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002090 }
2091 catch(std::bad_alloc&)
2092 {
2093 return error(GL_OUT_OF_MEMORY);
2094 }
2095}
2096
2097GLenum __stdcall glGetError(void)
2098{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002099 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002100
2101 gl::Context *context = gl::getContext();
2102
2103 if (context)
2104 {
2105 return context->getError();
2106 }
2107
2108 return GL_NO_ERROR;
2109}
2110
2111void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
2112{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002113 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002114
2115 try
2116 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002117 gl::Context *context = gl::getContext();
2118
2119 if (context)
2120 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002121 if (!(context->getFloatv(pname, params)))
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002122 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002123 GLenum nativeType;
2124 unsigned int numParams = 0;
2125 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2126 return error(GL_INVALID_ENUM);
2127
2128 if (numParams == 0)
2129 return; // it is known that the pname is valid, but that there are no parameters to return.
2130
2131 if (nativeType == GL_BOOL)
2132 {
2133 GLboolean *boolParams = NULL;
2134 boolParams = new GLboolean[numParams];
2135
2136 context->getBooleanv(pname, boolParams);
2137
2138 for (unsigned int i = 0; i < numParams; ++i)
2139 {
2140 if (boolParams[i] == GL_FALSE)
2141 params[i] = 0.0f;
2142 else
2143 params[i] = 1.0f;
2144 }
2145
2146 delete [] boolParams;
2147 }
2148 else if (nativeType == GL_INT)
2149 {
2150 GLint *intParams = NULL;
2151 intParams = new GLint[numParams];
2152
2153 context->getIntegerv(pname, intParams);
2154
2155 for (unsigned int i = 0; i < numParams; ++i)
2156 {
2157 params[i] = (GLfloat)intParams[i];
2158 }
2159
2160 delete [] intParams;
2161 }
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002162 }
2163 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002164 }
2165 catch(std::bad_alloc&)
2166 {
2167 return error(GL_OUT_OF_MEMORY);
2168 }
2169}
2170
2171void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
2172{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002173 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
2174 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002175
2176 try
2177 {
2178 gl::Context *context = gl::getContext();
2179
2180 if (context)
2181 {
2182 if (context->framebuffer == 0)
2183 {
2184 return error(GL_INVALID_OPERATION);
2185 }
2186
2187 UNIMPLEMENTED(); // FIXME
2188 }
2189 }
2190 catch(std::bad_alloc&)
2191 {
2192 return error(GL_OUT_OF_MEMORY);
2193 }
2194}
2195
2196void __stdcall glGetIntegerv(GLenum pname, GLint* params)
2197{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002198 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002199
2200 try
2201 {
2202 gl::Context *context = gl::getContext();
2203
2204 if (context)
2205 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002206 if (!(context->getIntegerv(pname, params)))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002207 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002208 GLenum nativeType;
2209 unsigned int numParams = 0;
2210 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2211 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002212
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002213 if (numParams == 0)
2214 return; // it is known that pname is valid, but there are no parameters to return
2215
2216 if (nativeType == GL_BOOL)
2217 {
2218 GLboolean *boolParams = NULL;
2219 boolParams = new GLboolean[numParams];
2220
2221 context->getBooleanv(pname, boolParams);
2222
2223 for (unsigned int i = 0; i < numParams; ++i)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002224 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002225 if (boolParams[i] == GL_FALSE)
2226 params[i] = 0;
2227 else
2228 params[i] = 1;
2229 }
2230
2231 delete [] boolParams;
2232 }
2233 else if (nativeType == GL_FLOAT)
2234 {
2235 GLfloat *floatParams = NULL;
2236 floatParams = new GLfloat[numParams];
2237
2238 context->getFloatv(pname, floatParams);
2239
2240 for (unsigned int i = 0; i < numParams; ++i)
2241 {
2242 if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002243 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002244 params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002245 }
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002246 else
2247 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 +00002248 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002249
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002250 delete [] floatParams;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002251 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002252 }
2253 }
2254 }
2255 catch(std::bad_alloc&)
2256 {
2257 return error(GL_OUT_OF_MEMORY);
2258 }
2259}
2260
2261void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
2262{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002263 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002264
2265 try
2266 {
2267 gl::Context *context = gl::getContext();
2268
2269 if (context)
2270 {
2271 gl::Program *programObject = context->getProgram(program);
2272
2273 if (!programObject)
2274 {
2275 return error(GL_INVALID_VALUE);
2276 }
2277
2278 switch (pname)
2279 {
2280 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002281 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002282 return;
2283 case GL_LINK_STATUS:
2284 *params = programObject->isLinked();
2285 return;
2286 case GL_VALIDATE_STATUS:
2287 UNIMPLEMENTED(); // FIXME
2288 *params = GL_TRUE;
2289 return;
2290 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002291 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002292 return;
2293 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002294 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002295 return;
2296 case GL_ACTIVE_ATTRIBUTES:
2297 UNIMPLEMENTED(); // FIXME
2298 *params = 0;
2299 return;
2300 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
2301 UNIMPLEMENTED(); // FIXME
2302 *params = 0;
2303 return;
2304 case GL_ACTIVE_UNIFORMS:
2305 UNIMPLEMENTED(); // FIXME
2306 *params = 0;
2307 return;
2308 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
2309 UNIMPLEMENTED(); // FIXME
2310 *params = 0;
2311 return;
2312 default:
2313 return error(GL_INVALID_ENUM);
2314 }
2315 }
2316 }
2317 catch(std::bad_alloc&)
2318 {
2319 return error(GL_OUT_OF_MEMORY);
2320 }
2321}
2322
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002323void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002324{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002325 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 +00002326 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002327
2328 try
2329 {
2330 if (bufsize < 0)
2331 {
2332 return error(GL_INVALID_VALUE);
2333 }
2334
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002335 gl::Context *context = gl::getContext();
2336
2337 if (context)
2338 {
2339 gl::Program *programObject = context->getProgram(program);
2340
2341 if (!programObject)
2342 {
2343 return error(GL_INVALID_VALUE);
2344 }
2345
2346 programObject->getInfoLog(bufsize, length, infolog);
2347 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002348 }
2349 catch(std::bad_alloc&)
2350 {
2351 return error(GL_OUT_OF_MEMORY);
2352 }
2353}
2354
2355void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2356{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002357 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 +00002358
2359 try
2360 {
2361 UNIMPLEMENTED(); // FIXME
2362 }
2363 catch(std::bad_alloc&)
2364 {
2365 return error(GL_OUT_OF_MEMORY);
2366 }
2367}
2368
2369void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2370{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002371 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002372
2373 try
2374 {
2375 gl::Context *context = gl::getContext();
2376
2377 if (context)
2378 {
2379 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002380
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002381 if (!shaderObject)
2382 {
2383 return error(GL_INVALID_VALUE);
2384 }
2385
2386 switch (pname)
2387 {
2388 case GL_SHADER_TYPE:
2389 *params = shaderObject->getType();
2390 return;
2391 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002392 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002393 return;
2394 case GL_COMPILE_STATUS:
2395 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2396 return;
2397 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002398 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002399 return;
2400 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002401 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002402 return;
2403 default:
2404 return error(GL_INVALID_ENUM);
2405 }
2406 }
2407 }
2408 catch(std::bad_alloc&)
2409 {
2410 return error(GL_OUT_OF_MEMORY);
2411 }
2412}
2413
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002414void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002415{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002416 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 +00002417 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002418
2419 try
2420 {
2421 if (bufsize < 0)
2422 {
2423 return error(GL_INVALID_VALUE);
2424 }
2425
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002426 gl::Context *context = gl::getContext();
2427
2428 if (context)
2429 {
2430 gl::Shader *shaderObject = context->getShader(shader);
2431
2432 if (!shaderObject)
2433 {
2434 return error(GL_INVALID_VALUE);
2435 }
2436
2437 shaderObject->getInfoLog(bufsize, length, infolog);
2438 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002439 }
2440 catch(std::bad_alloc&)
2441 {
2442 return error(GL_OUT_OF_MEMORY);
2443 }
2444}
2445
2446void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2447{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002448 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2449 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002450
2451 try
2452 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002453 switch (shadertype)
2454 {
2455 case GL_VERTEX_SHADER:
2456 case GL_FRAGMENT_SHADER:
2457 break;
2458 default:
2459 return error(GL_INVALID_ENUM);
2460 }
2461
2462 switch (precisiontype)
2463 {
2464 case GL_LOW_FLOAT:
2465 case GL_MEDIUM_FLOAT:
2466 case GL_HIGH_FLOAT:
2467 // Assume IEEE 754 precision
2468 range[0] = 127;
2469 range[1] = 127;
2470 precision[0] = 23;
2471 precision[1] = 23;
2472 break;
2473 case GL_LOW_INT:
2474 case GL_MEDIUM_INT:
2475 case GL_HIGH_INT:
2476 // Some (most) hardware only supports single-precision floating-point numbers,
2477 // which can accurately represent integers up to +/-16777216
2478 range[0] = 24;
2479 range[1] = 24;
2480 precision[0] = 0;
2481 precision[1] = 0;
2482 break;
2483 default:
2484 return error(GL_INVALID_ENUM);
2485 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002486 }
2487 catch(std::bad_alloc&)
2488 {
2489 return error(GL_OUT_OF_MEMORY);
2490 }
2491}
2492
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002493void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002494{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002495 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 +00002496 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002497
2498 try
2499 {
2500 if (bufsize < 0)
2501 {
2502 return error(GL_INVALID_VALUE);
2503 }
2504
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002505 gl::Context *context = gl::getContext();
2506
2507 if (context)
2508 {
2509 gl::Shader *shaderObject = context->getShader(shader);
2510
2511 if (!shaderObject)
2512 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +00002513 return error(GL_INVALID_OPERATION);
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002514 }
2515
2516 shaderObject->getSource(bufsize, length, source);
2517 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002518 }
2519 catch(std::bad_alloc&)
2520 {
2521 return error(GL_OUT_OF_MEMORY);
2522 }
2523}
2524
2525const GLubyte* __stdcall glGetString(GLenum name)
2526{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002527 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002528
2529 try
2530 {
2531 switch (name)
2532 {
2533 case GL_VENDOR:
2534 return (GLubyte*)"TransGaming Inc.";
2535 case GL_RENDERER:
2536 return (GLubyte*)"ANGLE";
2537 case GL_VERSION:
2538 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2539 case GL_SHADING_LANGUAGE_VERSION:
2540 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2541 case GL_EXTENSIONS:
2542 return (GLubyte*)"";
2543 default:
2544 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2545 }
2546 }
2547 catch(std::bad_alloc&)
2548 {
2549 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2550 }
2551
2552 return NULL;
2553}
2554
2555void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2556{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002557 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 +00002558
2559 try
2560 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002561 gl::Context *context = gl::getContext();
2562
2563 if (context)
2564 {
2565 gl::Texture *texture;
2566
2567 switch (target)
2568 {
2569 case GL_TEXTURE_2D:
2570 texture = context->getTexture2D();
2571 break;
2572 case GL_TEXTURE_CUBE_MAP:
2573 texture = context->getTextureCubeMap();
2574 break;
2575 default:
2576 return error(GL_INVALID_ENUM);
2577 }
2578
2579 switch (pname)
2580 {
2581 case GL_TEXTURE_MAG_FILTER:
2582 *params = (GLfloat)texture->getMagFilter();
2583 break;
2584 case GL_TEXTURE_MIN_FILTER:
2585 *params = (GLfloat)texture->getMinFilter();
2586 break;
2587 case GL_TEXTURE_WRAP_S:
2588 *params = (GLfloat)texture->getWrapS();
2589 break;
2590 case GL_TEXTURE_WRAP_T:
2591 *params = (GLfloat)texture->getWrapT();
2592 break;
2593 default:
2594 return error(GL_INVALID_ENUM);
2595 }
2596 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002597 }
2598 catch(std::bad_alloc&)
2599 {
2600 return error(GL_OUT_OF_MEMORY);
2601 }
2602}
2603
2604void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2605{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002606 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 +00002607
2608 try
2609 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002610 gl::Context *context = gl::getContext();
2611
2612 if (context)
2613 {
2614 gl::Texture *texture;
2615
2616 switch (target)
2617 {
2618 case GL_TEXTURE_2D:
2619 texture = context->getTexture2D();
2620 break;
2621 case GL_TEXTURE_CUBE_MAP:
2622 texture = context->getTextureCubeMap();
2623 break;
2624 default:
2625 return error(GL_INVALID_ENUM);
2626 }
2627
2628 switch (pname)
2629 {
2630 case GL_TEXTURE_MAG_FILTER:
2631 *params = texture->getMagFilter();
2632 break;
2633 case GL_TEXTURE_MIN_FILTER:
2634 *params = texture->getMinFilter();
2635 break;
2636 case GL_TEXTURE_WRAP_S:
2637 *params = texture->getWrapS();
2638 break;
2639 case GL_TEXTURE_WRAP_T:
2640 *params = texture->getWrapT();
2641 break;
2642 default:
2643 return error(GL_INVALID_ENUM);
2644 }
2645 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002646 }
2647 catch(std::bad_alloc&)
2648 {
2649 return error(GL_OUT_OF_MEMORY);
2650 }
2651}
2652
2653void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2654{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002655 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002656
2657 try
2658 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002659 gl::Context *context = gl::getContext();
2660
2661 if (context)
2662 {
2663 if (program == 0)
2664 {
2665 return error(GL_INVALID_VALUE);
2666 }
2667
2668 gl::Program *programObject = context->getProgram(program);
2669
2670 if (!programObject || !programObject->isLinked())
2671 {
2672 return error(GL_INVALID_OPERATION);
2673 }
2674
2675 if (!programObject->getUniformfv(location, params))
2676 {
2677 return error(GL_INVALID_OPERATION);
2678 }
2679 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002680 }
2681 catch(std::bad_alloc&)
2682 {
2683 return error(GL_OUT_OF_MEMORY);
2684 }
2685}
2686
2687void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2688{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002689 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002690
2691 try
2692 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002693 gl::Context *context = gl::getContext();
2694
2695 if (context)
2696 {
2697 if (program == 0)
2698 {
2699 return error(GL_INVALID_VALUE);
2700 }
2701
2702 gl::Program *programObject = context->getProgram(program);
2703
2704 if (!programObject || !programObject->isLinked())
2705 {
2706 return error(GL_INVALID_OPERATION);
2707 }
2708
2709 if (!programObject)
2710 {
2711 return error(GL_INVALID_OPERATION);
2712 }
2713
2714 if (!programObject->getUniformiv(location, params))
2715 {
2716 return error(GL_INVALID_OPERATION);
2717 }
2718 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002719 }
2720 catch(std::bad_alloc&)
2721 {
2722 return error(GL_OUT_OF_MEMORY);
2723 }
2724}
2725
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002726int __stdcall glGetUniformLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002727{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002728 TRACE("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002729
2730 try
2731 {
2732 gl::Context *context = gl::getContext();
2733
2734 if (strstr(name, "gl_") == name)
2735 {
2736 return -1;
2737 }
2738
2739 if (context)
2740 {
2741 gl::Program *programObject = context->getProgram(program);
2742
2743 if (!programObject)
2744 {
daniel@transgaming.comd1abe5b2010-04-13 19:53:33 +00002745 if (context->getShader(program))
2746 {
2747 return error(GL_INVALID_OPERATION, -1);
2748 }
2749 else
2750 {
2751 return error(GL_INVALID_VALUE, -1);
2752 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002753 }
2754
2755 if (!programObject->isLinked())
2756 {
2757 return error(GL_INVALID_OPERATION, -1);
2758 }
2759
2760 return programObject->getUniformLocation(name);
2761 }
2762 }
2763 catch(std::bad_alloc&)
2764 {
2765 return error(GL_OUT_OF_MEMORY, -1);
2766 }
2767
2768 return -1;
2769}
2770
2771void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2772{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002773 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002774
2775 try
2776 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002777 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002778
daniel@transgaming.come0078962010-04-15 20:45:08 +00002779 if (context)
2780 {
2781 if (index >= gl::MAX_VERTEX_ATTRIBS)
2782 {
2783 return error(GL_INVALID_VALUE);
2784 }
2785
2786 switch (pname)
2787 {
2788 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
2789 *params = (GLfloat)(context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
2790 break;
2791 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
2792 *params = (GLfloat)context->vertexAttribute[index].mSize;
2793 break;
2794 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
2795 *params = (GLfloat)context->vertexAttribute[index].mStride;
2796 break;
2797 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
2798 *params = (GLfloat)context->vertexAttribute[index].mType;
2799 break;
2800 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
2801 *params = (GLfloat)(context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
2802 break;
2803 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
2804 *params = (GLfloat)context->vertexAttribute[index].mBoundBuffer;
2805 break;
2806 case GL_CURRENT_VERTEX_ATTRIB:
2807 for (int i = 0; i < 4; ++i)
2808 {
2809 params[i] = context->vertexAttribute[index].mCurrentValue[i];
2810 }
2811 break;
2812 default: return error(GL_INVALID_ENUM);
2813 }
2814 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002815 }
2816 catch(std::bad_alloc&)
2817 {
2818 return error(GL_OUT_OF_MEMORY);
2819 }
2820}
2821
2822void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2823{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002824 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002825
2826 try
2827 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002828 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002829
daniel@transgaming.come0078962010-04-15 20:45:08 +00002830 if (context)
2831 {
2832 if (index >= gl::MAX_VERTEX_ATTRIBS)
2833 {
2834 return error(GL_INVALID_VALUE);
2835 }
2836
2837 switch (pname)
2838 {
2839 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
2840 *params = (context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
2841 break;
2842 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
2843 *params = context->vertexAttribute[index].mSize;
2844 break;
2845 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
2846 *params = context->vertexAttribute[index].mStride;
2847 break;
2848 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
2849 *params = context->vertexAttribute[index].mType;
2850 break;
2851 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
2852 *params = (context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
2853 break;
2854 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
2855 *params = context->vertexAttribute[index].mBoundBuffer;
2856 break;
2857 case GL_CURRENT_VERTEX_ATTRIB:
2858 for (int i = 0; i < 4; ++i)
2859 {
2860 float currentValue = context->vertexAttribute[index].mCurrentValue[i];
2861 params[i] = (GLint)(currentValue > 0.0f ? floor(currentValue + 0.5f) : ceil(currentValue - 0.5f));
2862 }
2863 break;
2864 default: return error(GL_INVALID_ENUM);
2865 }
2866 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002867 }
2868 catch(std::bad_alloc&)
2869 {
2870 return error(GL_OUT_OF_MEMORY);
2871 }
2872}
2873
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002874void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002875{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002876 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002877
2878 try
2879 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002880 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002881
daniel@transgaming.come0078962010-04-15 20:45:08 +00002882 if (context)
2883 {
2884 if (index >= gl::MAX_VERTEX_ATTRIBS)
2885 {
2886 return error(GL_INVALID_VALUE);
2887 }
2888
2889 if (pname != GL_VERTEX_ATTRIB_ARRAY_POINTER)
2890 {
2891 return error(GL_INVALID_ENUM);
2892 }
2893
2894 *pointer = const_cast<GLvoid*>(context->vertexAttribute[index].mPointer);
2895 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002896 }
2897 catch(std::bad_alloc&)
2898 {
2899 return error(GL_OUT_OF_MEMORY);
2900 }
2901}
2902
2903void __stdcall glHint(GLenum target, GLenum mode)
2904{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002905 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002906
2907 try
2908 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00002909 switch (target)
2910 {
2911 case GL_GENERATE_MIPMAP_HINT:
2912 switch (mode)
2913 {
2914 case GL_FASTEST:
2915 case GL_NICEST:
2916 case GL_DONT_CARE:
2917 break;
2918 default:
2919 return error(GL_INVALID_ENUM);
2920 }
2921 break;
2922 default:
2923 return error(GL_INVALID_ENUM);
2924 }
2925
2926 gl::Context *context = gl::getContext();
2927 if (context)
2928 {
2929 if (target == GL_GENERATE_MIPMAP_HINT)
2930 context->generateMipmapHint = mode;
2931 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002932 }
2933 catch(std::bad_alloc&)
2934 {
2935 return error(GL_OUT_OF_MEMORY);
2936 }
2937}
2938
2939GLboolean __stdcall glIsBuffer(GLuint buffer)
2940{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002941 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002942
2943 try
2944 {
2945 gl::Context *context = gl::getContext();
2946
2947 if (context && buffer)
2948 {
2949 gl::Buffer *bufferObject = context->getBuffer(buffer);
2950
2951 if (bufferObject)
2952 {
2953 return GL_TRUE;
2954 }
2955 }
2956 }
2957 catch(std::bad_alloc&)
2958 {
2959 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2960 }
2961
2962 return GL_FALSE;
2963}
2964
2965GLboolean __stdcall glIsEnabled(GLenum cap)
2966{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002967 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002968
2969 try
2970 {
2971 gl::Context *context = gl::getContext();
2972
2973 if (context)
2974 {
2975 switch (cap)
2976 {
2977 case GL_CULL_FACE: return context->cullFace;
2978 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
2979 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
2980 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
2981 case GL_SCISSOR_TEST: return context->scissorTest;
2982 case GL_STENCIL_TEST: return context->stencilTest;
2983 case GL_DEPTH_TEST: return context->depthTest;
2984 case GL_BLEND: return context->blend;
2985 case GL_DITHER: return context->dither;
2986 default:
2987 return error(GL_INVALID_ENUM, false);
2988 }
2989 }
2990 }
2991 catch(std::bad_alloc&)
2992 {
2993 return error(GL_OUT_OF_MEMORY, false);
2994 }
2995
2996 return false;
2997}
2998
2999GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
3000{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003001 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003002
3003 try
3004 {
3005 gl::Context *context = gl::getContext();
3006
3007 if (context && framebuffer)
3008 {
3009 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
3010
3011 if (framebufferObject)
3012 {
3013 return GL_TRUE;
3014 }
3015 }
3016 }
3017 catch(std::bad_alloc&)
3018 {
3019 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3020 }
3021
3022 return GL_FALSE;
3023}
3024
3025GLboolean __stdcall glIsProgram(GLuint program)
3026{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003027 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003028
3029 try
3030 {
3031 gl::Context *context = gl::getContext();
3032
3033 if (context && program)
3034 {
3035 gl::Program *programObject = context->getProgram(program);
3036
3037 if (programObject)
3038 {
3039 return GL_TRUE;
3040 }
3041 }
3042 }
3043 catch(std::bad_alloc&)
3044 {
3045 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3046 }
3047
3048 return GL_FALSE;
3049}
3050
3051GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
3052{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003053 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003054
3055 try
3056 {
3057 gl::Context *context = gl::getContext();
3058
3059 if (context && renderbuffer)
3060 {
3061 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
3062
3063 if (renderbufferObject)
3064 {
3065 return GL_TRUE;
3066 }
3067 }
3068 }
3069 catch(std::bad_alloc&)
3070 {
3071 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3072 }
3073
3074 return GL_FALSE;
3075}
3076
3077GLboolean __stdcall glIsShader(GLuint shader)
3078{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003079 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003080
3081 try
3082 {
3083 gl::Context *context = gl::getContext();
3084
3085 if (context && shader)
3086 {
3087 gl::Shader *shaderObject = context->getShader(shader);
3088
3089 if (shaderObject)
3090 {
3091 return GL_TRUE;
3092 }
3093 }
3094 }
3095 catch(std::bad_alloc&)
3096 {
3097 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3098 }
3099
3100 return GL_FALSE;
3101}
3102
3103GLboolean __stdcall glIsTexture(GLuint texture)
3104{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003105 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003106
3107 try
3108 {
3109 gl::Context *context = gl::getContext();
3110
3111 if (context && texture)
3112 {
3113 gl::Texture *textureObject = context->getTexture(texture);
3114
3115 if (textureObject)
3116 {
3117 return GL_TRUE;
3118 }
3119 }
3120 }
3121 catch(std::bad_alloc&)
3122 {
3123 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3124 }
3125
3126 return GL_FALSE;
3127}
3128
3129void __stdcall glLineWidth(GLfloat width)
3130{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003131 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003132
3133 try
3134 {
3135 if (width <= 0.0f)
3136 {
3137 return error(GL_INVALID_VALUE);
3138 }
3139
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003140 gl::Context *context = gl::getContext();
3141
3142 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003143 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003144 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003145 }
3146 }
3147 catch(std::bad_alloc&)
3148 {
3149 return error(GL_OUT_OF_MEMORY);
3150 }
3151}
3152
3153void __stdcall glLinkProgram(GLuint program)
3154{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003155 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003156
3157 try
3158 {
3159 gl::Context *context = gl::getContext();
3160
3161 if (context)
3162 {
3163 gl::Program *programObject = context->getProgram(program);
3164
3165 if (!programObject)
3166 {
daniel@transgaming.com277b7142010-04-13 03:26:44 +00003167 if (context->getShader(program))
3168 {
3169 return error(GL_INVALID_OPERATION);
3170 }
3171 else
3172 {
3173 return error(GL_INVALID_VALUE);
3174 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003175 }
3176
3177 programObject->link();
3178 }
3179 }
3180 catch(std::bad_alloc&)
3181 {
3182 return error(GL_OUT_OF_MEMORY);
3183 }
3184}
3185
3186void __stdcall glPixelStorei(GLenum pname, GLint param)
3187{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003188 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003189
3190 try
3191 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003192 gl::Context *context = gl::getContext();
3193
3194 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003195 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003196 switch (pname)
3197 {
3198 case GL_UNPACK_ALIGNMENT:
3199 if (param != 1 && param != 2 && param != 4 && param != 8)
3200 {
3201 return error(GL_INVALID_VALUE);
3202 }
3203
3204 context->unpackAlignment = param;
3205 break;
3206
3207 case GL_PACK_ALIGNMENT:
3208 if (param != 1 && param != 2 && param != 4 && param != 8)
3209 {
3210 return error(GL_INVALID_VALUE);
3211 }
3212
3213 context->packAlignment = param;
3214 break;
3215
3216 default:
3217 return error(GL_INVALID_ENUM);
3218 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003219 }
3220 }
3221 catch(std::bad_alloc&)
3222 {
3223 return error(GL_OUT_OF_MEMORY);
3224 }
3225}
3226
3227void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
3228{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003229 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003230
3231 try
3232 {
3233 if (factor != 0.0f || units != 0.0f)
3234 {
3235 UNIMPLEMENTED(); // FIXME
3236 }
3237 }
3238 catch(std::bad_alloc&)
3239 {
3240 return error(GL_OUT_OF_MEMORY);
3241 }
3242}
3243
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003244void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003245{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003246 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003247 "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003248 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003249
3250 try
3251 {
3252 if (width < 0 || height < 0)
3253 {
3254 return error(GL_INVALID_VALUE);
3255 }
3256
3257 switch (format)
3258 {
3259 case GL_RGBA:
3260 switch (type)
3261 {
3262 case GL_UNSIGNED_BYTE:
3263 break;
3264 default:
3265 return error(GL_INVALID_OPERATION);
3266 }
3267 break;
3268 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
3269 switch (type)
3270 {
3271 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
3272 break;
3273 default:
3274 return error(GL_INVALID_OPERATION);
3275 }
3276 break;
3277 default:
3278 return error(GL_INVALID_OPERATION);
3279 }
3280
3281 gl::Context *context = gl::getContext();
3282
3283 if (context)
3284 {
3285 context->readPixels(x, y, width, height, format, type, pixels);
3286 }
3287 }
3288 catch(std::bad_alloc&)
3289 {
3290 return error(GL_OUT_OF_MEMORY);
3291 }
3292}
3293
3294void __stdcall glReleaseShaderCompiler(void)
3295{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003296 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003297
3298 try
3299 {
3300 gl::Shader::releaseCompiler();
3301 }
3302 catch(std::bad_alloc&)
3303 {
3304 return error(GL_OUT_OF_MEMORY);
3305 }
3306}
3307
3308void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
3309{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003310 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
3311 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003312
3313 try
3314 {
3315 switch (target)
3316 {
3317 case GL_RENDERBUFFER:
3318 break;
3319 default:
3320 return error(GL_INVALID_ENUM);
3321 }
3322
3323 switch (internalformat)
3324 {
3325 case GL_DEPTH_COMPONENT16:
3326 case GL_RGBA4:
3327 case GL_RGB5_A1:
3328 case GL_RGB565:
3329 case GL_STENCIL_INDEX8:
3330 break;
3331 default:
3332 return error(GL_INVALID_ENUM);
3333 }
3334
3335 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
3336 {
3337 return error(GL_INVALID_VALUE);
3338 }
3339
3340 gl::Context *context = gl::getContext();
3341
3342 if (context)
3343 {
3344 if (context->framebuffer == 0 || context->renderbuffer == 0)
3345 {
3346 return error(GL_INVALID_OPERATION);
3347 }
3348
3349 switch (internalformat)
3350 {
3351 case GL_DEPTH_COMPONENT16:
3352 context->setRenderbuffer(new gl::Depthbuffer(width, height));
3353 break;
3354 case GL_RGBA4:
3355 case GL_RGB5_A1:
3356 case GL_RGB565:
3357 UNIMPLEMENTED(); // FIXME
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003358 // context->setRenderbuffer(new Colorbuffer(renderTarget));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003359 break;
3360 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003361 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003362 break;
3363 default:
3364 return error(GL_INVALID_ENUM);
3365 }
3366 }
3367 }
3368 catch(std::bad_alloc&)
3369 {
3370 return error(GL_OUT_OF_MEMORY);
3371 }
3372}
3373
3374void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
3375{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003376 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003377
3378 try
3379 {
3380 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003381
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003382 if (context)
3383 {
3384 context->sampleCoverageValue = gl::clamp01(value);
3385 context->sampleCoverageInvert = invert;
3386 }
3387 }
3388 catch(std::bad_alloc&)
3389 {
3390 return error(GL_OUT_OF_MEMORY);
3391 }
3392}
3393
3394void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
3395{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003396 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 +00003397
3398 try
3399 {
3400 if (width < 0 || height < 0)
3401 {
3402 return error(GL_INVALID_VALUE);
3403 }
3404
3405 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003406
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003407 if (context)
3408 {
3409 context->scissorX = x;
3410 context->scissorY = y;
3411 context->scissorWidth = width;
3412 context->scissorHeight = height;
3413 }
3414 }
3415 catch(std::bad_alloc&)
3416 {
3417 return error(GL_OUT_OF_MEMORY);
3418 }
3419}
3420
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003421void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003422{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003423 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003424 "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003425 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003426
3427 try
3428 {
3429 if (n < 0 || length < 0)
3430 {
3431 return error(GL_INVALID_VALUE);
3432 }
3433
3434 UNIMPLEMENTED(); // FIXME
3435 }
3436 catch(std::bad_alloc&)
3437 {
3438 return error(GL_OUT_OF_MEMORY);
3439 }
3440}
3441
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003442void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003443{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003444 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 +00003445 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003446
3447 try
3448 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003449 if (count < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003450 {
3451 return error(GL_INVALID_VALUE);
3452 }
3453
3454 gl::Context *context = gl::getContext();
3455
3456 if (context)
3457 {
3458 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003459
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003460 if (!shaderObject)
3461 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003462 if (context->getProgram(shader))
3463 {
3464 return error(GL_INVALID_OPERATION);
3465 }
3466 else
3467 {
3468 return error(GL_INVALID_VALUE);
3469 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003470 }
3471
3472 shaderObject->setSource(count, string, length);
3473 }
3474 }
3475 catch(std::bad_alloc&)
3476 {
3477 return error(GL_OUT_OF_MEMORY);
3478 }
3479}
3480
3481void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
3482{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003483 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003484}
3485
3486void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
3487{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003488 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 +00003489
3490 try
3491 {
3492 switch (face)
3493 {
3494 case GL_FRONT:
3495 case GL_BACK:
3496 case GL_FRONT_AND_BACK:
3497 break;
3498 default:
3499 return error(GL_INVALID_ENUM);
3500 }
3501
3502 switch (func)
3503 {
3504 case GL_NEVER:
3505 case GL_ALWAYS:
3506 case GL_LESS:
3507 case GL_LEQUAL:
3508 case GL_EQUAL:
3509 case GL_GEQUAL:
3510 case GL_GREATER:
3511 case GL_NOTEQUAL:
3512 break;
3513 default:
3514 return error(GL_INVALID_ENUM);
3515 }
3516
3517 gl::Context *context = gl::getContext();
3518
3519 if (context)
3520 {
3521 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3522 {
3523 context->stencilFunc = func;
3524 context->stencilRef = ref;
3525 context->stencilMask = mask;
3526 }
3527
3528 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3529 {
3530 context->stencilBackFunc = func;
3531 context->stencilBackRef = ref;
3532 context->stencilBackMask = mask;
3533 }
3534 }
3535 }
3536 catch(std::bad_alloc&)
3537 {
3538 return error(GL_OUT_OF_MEMORY);
3539 }
3540}
3541
3542void __stdcall glStencilMask(GLuint mask)
3543{
3544 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
3545}
3546
3547void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
3548{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003549 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003550
3551 try
3552 {
3553 switch (face)
3554 {
3555 case GL_FRONT:
3556 case GL_BACK:
3557 case GL_FRONT_AND_BACK:
3558 break;
3559 default:
3560 return error(GL_INVALID_ENUM);
3561 }
3562
3563 gl::Context *context = gl::getContext();
3564
3565 if (context)
3566 {
3567 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3568 {
3569 context->stencilWritemask = mask;
3570 }
3571
3572 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3573 {
3574 context->stencilBackWritemask = mask;
3575 }
3576 }
3577 }
3578 catch(std::bad_alloc&)
3579 {
3580 return error(GL_OUT_OF_MEMORY);
3581 }
3582}
3583
3584void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
3585{
3586 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
3587}
3588
3589void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
3590{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003591 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
3592 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003593
3594 try
3595 {
3596 switch (face)
3597 {
3598 case GL_FRONT:
3599 case GL_BACK:
3600 case GL_FRONT_AND_BACK:
3601 break;
3602 default:
3603 return error(GL_INVALID_ENUM);
3604 }
3605
3606 switch (fail)
3607 {
3608 case GL_ZERO:
3609 case GL_KEEP:
3610 case GL_REPLACE:
3611 case GL_INCR:
3612 case GL_DECR:
3613 case GL_INVERT:
3614 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003615 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003616 break;
3617 default:
3618 return error(GL_INVALID_ENUM);
3619 }
3620
3621 switch (zfail)
3622 {
3623 case GL_ZERO:
3624 case GL_KEEP:
3625 case GL_REPLACE:
3626 case GL_INCR:
3627 case GL_DECR:
3628 case GL_INVERT:
3629 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003630 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003631 break;
3632 default:
3633 return error(GL_INVALID_ENUM);
3634 }
3635
3636 switch (zpass)
3637 {
3638 case GL_ZERO:
3639 case GL_KEEP:
3640 case GL_REPLACE:
3641 case GL_INCR:
3642 case GL_DECR:
3643 case GL_INVERT:
3644 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003645 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003646 break;
3647 default:
3648 return error(GL_INVALID_ENUM);
3649 }
3650
3651 gl::Context *context = gl::getContext();
3652
3653 if (context)
3654 {
3655 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3656 {
3657 context->stencilFail = fail;
3658 context->stencilPassDepthFail = zfail;
3659 context->stencilPassDepthPass = zpass;
3660 }
3661
3662 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3663 {
3664 context->stencilBackFail = fail;
3665 context->stencilBackPassDepthFail = zfail;
3666 context->stencilBackPassDepthPass = zpass;
3667 }
3668 }
3669 }
3670 catch(std::bad_alloc&)
3671 {
3672 return error(GL_OUT_OF_MEMORY);
3673 }
3674}
3675
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003676void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
3677 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003678{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003679 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 +00003680 "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 +00003681 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003682
3683 try
3684 {
3685 if (level < 0 || width < 0 || height < 0)
3686 {
3687 return error(GL_INVALID_VALUE);
3688 }
3689
3690 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3691 {
3692 return error(GL_INVALID_VALUE);
3693 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003694
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003695 switch (target)
3696 {
3697 case GL_TEXTURE_2D:
3698 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3699 {
3700 return error(GL_INVALID_VALUE);
3701 }
3702 break;
3703 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3704 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3705 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3706 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3707 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3708 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +00003709 if (width != height)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003710 {
3711 return error(GL_INVALID_VALUE);
3712 }
3713
3714 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3715 {
3716 return error(GL_INVALID_VALUE);
3717 }
3718 break;
3719 default:
3720 return error(GL_INVALID_ENUM);
3721 }
3722
3723 if (internalformat != format)
3724 {
3725 return error(GL_INVALID_OPERATION);
3726 }
3727
3728 switch (internalformat)
3729 {
3730 case GL_ALPHA:
3731 case GL_LUMINANCE:
3732 case GL_LUMINANCE_ALPHA:
3733 switch (type)
3734 {
3735 case GL_UNSIGNED_BYTE:
3736 break;
3737 default:
3738 return error(GL_INVALID_ENUM);
3739 }
3740 break;
3741 case GL_RGB:
3742 switch (type)
3743 {
3744 case GL_UNSIGNED_BYTE:
3745 case GL_UNSIGNED_SHORT_5_6_5:
3746 break;
3747 default:
3748 return error(GL_INVALID_ENUM);
3749 }
3750 break;
3751 case GL_RGBA:
3752 switch (type)
3753 {
3754 case GL_UNSIGNED_BYTE:
3755 case GL_UNSIGNED_SHORT_4_4_4_4:
3756 case GL_UNSIGNED_SHORT_5_5_5_1:
3757 break;
3758 default:
3759 return error(GL_INVALID_ENUM);
3760 }
3761 break;
3762 default:
3763 return error(GL_INVALID_VALUE);
3764 }
3765
3766 if (border != 0)
3767 {
3768 return error(GL_INVALID_VALUE);
3769 }
3770
3771 gl::Context *context = gl::getContext();
3772
3773 if (context)
3774 {
3775 if (target == GL_TEXTURE_2D)
3776 {
3777 gl::Texture2D *texture = context->getTexture2D();
3778
3779 if (!texture)
3780 {
3781 return error(GL_INVALID_OPERATION);
3782 }
3783
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003784 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003785 }
3786 else
3787 {
3788 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3789
3790 if (!texture)
3791 {
3792 return error(GL_INVALID_OPERATION);
3793 }
3794
3795 switch (target)
3796 {
3797 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003798 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003799 break;
3800 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003801 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003802 break;
3803 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003804 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003805 break;
3806 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003807 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003808 break;
3809 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003810 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003811 break;
3812 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003813 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003814 break;
3815 default: UNREACHABLE();
3816 }
3817 }
3818 }
3819 }
3820 catch(std::bad_alloc&)
3821 {
3822 return error(GL_OUT_OF_MEMORY);
3823 }
3824}
3825
3826void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3827{
3828 glTexParameteri(target, pname, (GLint)param);
3829}
3830
3831void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3832{
3833 glTexParameteri(target, pname, (GLint)*params);
3834}
3835
3836void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3837{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003838 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003839
3840 try
3841 {
3842 gl::Context *context = gl::getContext();
3843
3844 if (context)
3845 {
3846 gl::Texture *texture;
3847
3848 switch (target)
3849 {
3850 case GL_TEXTURE_2D:
3851 texture = context->getTexture2D();
3852 break;
3853 case GL_TEXTURE_CUBE_MAP:
3854 texture = context->getTextureCubeMap();
3855 break;
3856 default:
3857 return error(GL_INVALID_ENUM);
3858 }
3859
3860 switch (pname)
3861 {
3862 case GL_TEXTURE_WRAP_S:
3863 if (!texture->setWrapS((GLenum)param))
3864 {
3865 return error(GL_INVALID_ENUM);
3866 }
3867 break;
3868 case GL_TEXTURE_WRAP_T:
3869 if (!texture->setWrapT((GLenum)param))
3870 {
3871 return error(GL_INVALID_ENUM);
3872 }
3873 break;
3874 case GL_TEXTURE_MIN_FILTER:
3875 if (!texture->setMinFilter((GLenum)param))
3876 {
3877 return error(GL_INVALID_ENUM);
3878 }
3879 break;
3880 case GL_TEXTURE_MAG_FILTER:
3881 if (!texture->setMagFilter((GLenum)param))
3882 {
3883 return error(GL_INVALID_ENUM);
3884 }
3885 break;
3886 default:
3887 return error(GL_INVALID_ENUM);
3888 }
3889 }
3890 }
3891 catch(std::bad_alloc&)
3892 {
3893 return error(GL_OUT_OF_MEMORY);
3894 }
3895}
3896
3897void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
3898{
3899 glTexParameteri(target, pname, *params);
3900}
3901
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003902void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
3903 GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003904{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003905 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
3906 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003907 "const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003908 target, level, xoffset, yoffset, width, height, format, type, pixels);
3909
3910 try
3911 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003912 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
3913 {
3914 return error(GL_INVALID_ENUM);
3915 }
3916
3917 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003918 {
3919 return error(GL_INVALID_VALUE);
3920 }
3921
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003922 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
3923 {
3924 return error(GL_INVALID_VALUE);
3925 }
3926
3927 if (!es2dx::CheckTextureFormatType(format, type))
3928 {
3929 return error(GL_INVALID_ENUM);
3930 }
3931
3932 if (width == 0 || height == 0 || pixels == NULL)
3933 {
3934 return;
3935 }
3936
3937 gl::Context *context = gl::getContext();
3938
3939 if (context)
3940 {
3941 if (target == GL_TEXTURE_2D)
3942 {
3943 gl::Texture2D *texture = context->getTexture2D();
3944
3945 if (!texture)
3946 {
3947 return error(GL_INVALID_OPERATION);
3948 }
3949
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003950 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003951 }
3952 else if (es2dx::IsCubemapTextureTarget(target))
3953 {
3954 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3955
3956 if (!texture)
3957 {
3958 return error(GL_INVALID_OPERATION);
3959 }
3960
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003961 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003962 }
3963 else
3964 {
3965 UNREACHABLE();
3966 }
3967 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003968 }
3969 catch(std::bad_alloc&)
3970 {
3971 return error(GL_OUT_OF_MEMORY);
3972 }
3973}
3974
3975void __stdcall glUniform1f(GLint location, GLfloat x)
3976{
3977 glUniform1fv(location, 1, &x);
3978}
3979
3980void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
3981{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003982 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003983
3984 try
3985 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003986 if (count < 0)
3987 {
3988 return error(GL_INVALID_VALUE);
3989 }
3990
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003991 if (location == -1)
3992 {
3993 return;
3994 }
3995
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003996 gl::Context *context = gl::getContext();
3997
3998 if (context)
3999 {
4000 gl::Program *program = context->getCurrentProgram();
4001
4002 if (!program)
4003 {
4004 return error(GL_INVALID_OPERATION);
4005 }
4006
4007 if (!program->setUniform1fv(location, count, v))
4008 {
4009 return error(GL_INVALID_OPERATION);
4010 }
4011 }
4012 }
4013 catch(std::bad_alloc&)
4014 {
4015 return error(GL_OUT_OF_MEMORY);
4016 }
4017}
4018
4019void __stdcall glUniform1i(GLint location, GLint x)
4020{
4021 glUniform1iv(location, 1, &x);
4022}
4023
4024void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
4025{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004026 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004027
4028 try
4029 {
4030 if (count < 0)
4031 {
4032 return error(GL_INVALID_VALUE);
4033 }
4034
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004035 if (location == -1)
4036 {
4037 return;
4038 }
4039
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004040 gl::Context *context = gl::getContext();
4041
4042 if (context)
4043 {
4044 gl::Program *program = context->getCurrentProgram();
4045
4046 if (!program)
4047 {
4048 return error(GL_INVALID_OPERATION);
4049 }
4050
4051 if (!program->setUniform1iv(location, count, v))
4052 {
4053 return error(GL_INVALID_OPERATION);
4054 }
4055 }
4056 }
4057 catch(std::bad_alloc&)
4058 {
4059 return error(GL_OUT_OF_MEMORY);
4060 }
4061}
4062
4063void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
4064{
4065 GLfloat xy[2] = {x, y};
4066
4067 glUniform2fv(location, 1, (GLfloat*)&xy);
4068}
4069
4070void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
4071{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004072 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004073
4074 try
4075 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004076 if (count < 0)
4077 {
4078 return error(GL_INVALID_VALUE);
4079 }
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004080
4081 if (location == -1)
4082 {
4083 return;
4084 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004085
4086 gl::Context *context = gl::getContext();
4087
4088 if (context)
4089 {
4090 gl::Program *program = context->getCurrentProgram();
4091
4092 if (!program)
4093 {
4094 return error(GL_INVALID_OPERATION);
4095 }
4096
4097 if (!program->setUniform2fv(location, count, v))
4098 {
4099 return error(GL_INVALID_OPERATION);
4100 }
4101 }
4102 }
4103 catch(std::bad_alloc&)
4104 {
4105 return error(GL_OUT_OF_MEMORY);
4106 }
4107}
4108
4109void __stdcall glUniform2i(GLint location, GLint x, GLint y)
4110{
4111 GLint xy[4] = {x, y};
4112
4113 glUniform2iv(location, 1, (GLint*)&xy);
4114}
4115
4116void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
4117{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004118 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004119
4120 try
4121 {
4122 if (count < 0)
4123 {
4124 return error(GL_INVALID_VALUE);
4125 }
4126
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004127 if (location == -1)
4128 {
4129 return;
4130 }
4131
4132 gl::Context *context = gl::getContext();
4133
4134 if (context)
4135 {
4136 gl::Program *program = context->getCurrentProgram();
4137
4138 if (!program)
4139 {
4140 return error(GL_INVALID_OPERATION);
4141 }
4142
4143 if (!program->setUniform2iv(location, count, v))
4144 {
4145 return error(GL_INVALID_OPERATION);
4146 }
4147 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004148 }
4149 catch(std::bad_alloc&)
4150 {
4151 return error(GL_OUT_OF_MEMORY);
4152 }
4153}
4154
4155void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
4156{
4157 GLfloat xyz[3] = {x, y, z};
4158
4159 glUniform3fv(location, 1, (GLfloat*)&xyz);
4160}
4161
4162void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
4163{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004164 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004165
4166 try
4167 {
4168 if (count < 0)
4169 {
4170 return error(GL_INVALID_VALUE);
4171 }
4172
4173 if (location == -1)
4174 {
4175 return;
4176 }
4177
4178 gl::Context *context = gl::getContext();
4179
4180 if (context)
4181 {
4182 gl::Program *program = context->getCurrentProgram();
4183
4184 if (!program)
4185 {
4186 return error(GL_INVALID_OPERATION);
4187 }
4188
4189 if (!program->setUniform3fv(location, count, v))
4190 {
4191 return error(GL_INVALID_OPERATION);
4192 }
4193 }
4194 }
4195 catch(std::bad_alloc&)
4196 {
4197 return error(GL_OUT_OF_MEMORY);
4198 }
4199}
4200
4201void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
4202{
4203 GLint xyz[3] = {x, y, z};
4204
4205 glUniform3iv(location, 1, (GLint*)&xyz);
4206}
4207
4208void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
4209{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004210 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004211
4212 try
4213 {
4214 if (count < 0)
4215 {
4216 return error(GL_INVALID_VALUE);
4217 }
4218
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004219 if (location == -1)
4220 {
4221 return;
4222 }
4223
4224 gl::Context *context = gl::getContext();
4225
4226 if (context)
4227 {
4228 gl::Program *program = context->getCurrentProgram();
4229
4230 if (!program)
4231 {
4232 return error(GL_INVALID_OPERATION);
4233 }
4234
4235 if (!program->setUniform3iv(location, count, v))
4236 {
4237 return error(GL_INVALID_OPERATION);
4238 }
4239 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004240 }
4241 catch(std::bad_alloc&)
4242 {
4243 return error(GL_OUT_OF_MEMORY);
4244 }
4245}
4246
4247void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4248{
4249 GLfloat xyzw[4] = {x, y, z, w};
4250
4251 glUniform4fv(location, 1, (GLfloat*)&xyzw);
4252}
4253
4254void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
4255{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004256 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004257
4258 try
4259 {
4260 if (count < 0)
4261 {
4262 return error(GL_INVALID_VALUE);
4263 }
4264
4265 if (location == -1)
4266 {
4267 return;
4268 }
4269
4270 gl::Context *context = gl::getContext();
4271
4272 if (context)
4273 {
4274 gl::Program *program = context->getCurrentProgram();
4275
4276 if (!program)
4277 {
4278 return error(GL_INVALID_OPERATION);
4279 }
4280
4281 if (!program->setUniform4fv(location, count, v))
4282 {
4283 return error(GL_INVALID_OPERATION);
4284 }
4285 }
4286 }
4287 catch(std::bad_alloc&)
4288 {
4289 return error(GL_OUT_OF_MEMORY);
4290 }
4291}
4292
4293void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
4294{
4295 GLint xyzw[4] = {x, y, z, w};
4296
4297 glUniform4iv(location, 1, (GLint*)&xyzw);
4298}
4299
4300void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
4301{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004302 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004303
4304 try
4305 {
4306 if (count < 0)
4307 {
4308 return error(GL_INVALID_VALUE);
4309 }
4310
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004311 if (location == -1)
4312 {
4313 return;
4314 }
4315
4316 gl::Context *context = gl::getContext();
4317
4318 if (context)
4319 {
4320 gl::Program *program = context->getCurrentProgram();
4321
4322 if (!program)
4323 {
4324 return error(GL_INVALID_OPERATION);
4325 }
4326
4327 if (!program->setUniform4iv(location, count, v))
4328 {
4329 return error(GL_INVALID_OPERATION);
4330 }
4331 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004332 }
4333 catch(std::bad_alloc&)
4334 {
4335 return error(GL_OUT_OF_MEMORY);
4336 }
4337}
4338
4339void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4340{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004341 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4342 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004343
4344 try
4345 {
4346 if (count < 0 || transpose != GL_FALSE)
4347 {
4348 return error(GL_INVALID_VALUE);
4349 }
4350
4351 if (location == -1)
4352 {
4353 return;
4354 }
4355
4356 gl::Context *context = gl::getContext();
4357
4358 if (context)
4359 {
4360 gl::Program *program = context->getCurrentProgram();
4361
4362 if (!program)
4363 {
4364 return error(GL_INVALID_OPERATION);
4365 }
4366
4367 if (!program->setUniformMatrix2fv(location, count, value))
4368 {
4369 return error(GL_INVALID_OPERATION);
4370 }
4371 }
4372 }
4373 catch(std::bad_alloc&)
4374 {
4375 return error(GL_OUT_OF_MEMORY);
4376 }
4377}
4378
4379void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4380{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004381 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4382 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004383
4384 try
4385 {
4386 if (count < 0 || transpose != GL_FALSE)
4387 {
4388 return error(GL_INVALID_VALUE);
4389 }
4390
4391 if (location == -1)
4392 {
4393 return;
4394 }
4395
4396 gl::Context *context = gl::getContext();
4397
4398 if (context)
4399 {
4400 gl::Program *program = context->getCurrentProgram();
4401
4402 if (!program)
4403 {
4404 return error(GL_INVALID_OPERATION);
4405 }
4406
4407 if (!program->setUniformMatrix3fv(location, count, value))
4408 {
4409 return error(GL_INVALID_OPERATION);
4410 }
4411 }
4412 }
4413 catch(std::bad_alloc&)
4414 {
4415 return error(GL_OUT_OF_MEMORY);
4416 }
4417}
4418
4419void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4420{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004421 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4422 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004423
4424 try
4425 {
4426 if (count < 0 || transpose != GL_FALSE)
4427 {
4428 return error(GL_INVALID_VALUE);
4429 }
4430
4431 if (location == -1)
4432 {
4433 return;
4434 }
4435
4436 gl::Context *context = gl::getContext();
4437
4438 if (context)
4439 {
4440 gl::Program *program = context->getCurrentProgram();
4441
4442 if (!program)
4443 {
4444 return error(GL_INVALID_OPERATION);
4445 }
4446
4447 if (!program->setUniformMatrix4fv(location, count, value))
4448 {
4449 return error(GL_INVALID_OPERATION);
4450 }
4451 }
4452 }
4453 catch(std::bad_alloc&)
4454 {
4455 return error(GL_OUT_OF_MEMORY);
4456 }
4457}
4458
4459void __stdcall glUseProgram(GLuint program)
4460{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004461 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004462
4463 try
4464 {
4465 gl::Context *context = gl::getContext();
4466
4467 if (context)
4468 {
4469 gl::Program *programObject = context->getProgram(program);
4470
daniel@transgaming.comc8478202010-04-13 19:53:35 +00004471 if (!programObject && program != 0)
4472 {
4473 if (context->getShader(program))
4474 {
4475 return error(GL_INVALID_OPERATION);
4476 }
4477 else
4478 {
4479 return error(GL_INVALID_VALUE);
4480 }
4481 }
4482
4483 if (program != 0 && !programObject->isLinked())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004484 {
4485 return error(GL_INVALID_OPERATION);
4486 }
4487
4488 context->useProgram(program);
4489 }
4490 }
4491 catch(std::bad_alloc&)
4492 {
4493 return error(GL_OUT_OF_MEMORY);
4494 }
4495}
4496
4497void __stdcall glValidateProgram(GLuint program)
4498{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004499 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004500
4501 try
4502 {
4503 UNIMPLEMENTED(); // FIXME
4504 }
4505 catch(std::bad_alloc&)
4506 {
4507 return error(GL_OUT_OF_MEMORY);
4508 }
4509}
4510
4511void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
4512{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004513 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004514
4515 try
4516 {
4517 if (index >= gl::MAX_VERTEX_ATTRIBS)
4518 {
4519 return error(GL_INVALID_VALUE);
4520 }
4521
4522 UNIMPLEMENTED(); // FIXME
4523 }
4524 catch(std::bad_alloc&)
4525 {
4526 return error(GL_OUT_OF_MEMORY);
4527 }
4528}
4529
4530void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
4531{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004532 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004533
4534 try
4535 {
4536 if (index >= gl::MAX_VERTEX_ATTRIBS)
4537 {
4538 return error(GL_INVALID_VALUE);
4539 }
4540
4541 UNIMPLEMENTED(); // FIXME
4542 }
4543 catch(std::bad_alloc&)
4544 {
4545 return error(GL_OUT_OF_MEMORY);
4546 }
4547}
4548
4549void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
4550{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004551 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004552
4553 try
4554 {
4555 if (index >= gl::MAX_VERTEX_ATTRIBS)
4556 {
4557 return error(GL_INVALID_VALUE);
4558 }
4559
4560 UNIMPLEMENTED(); // FIXME
4561 }
4562 catch(std::bad_alloc&)
4563 {
4564 return error(GL_OUT_OF_MEMORY);
4565 }
4566}
4567
4568void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
4569{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004570 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004571
4572 try
4573 {
4574 if (index >= gl::MAX_VERTEX_ATTRIBS)
4575 {
4576 return error(GL_INVALID_VALUE);
4577 }
4578
4579 UNIMPLEMENTED(); // FIXME
4580 }
4581 catch(std::bad_alloc&)
4582 {
4583 return error(GL_OUT_OF_MEMORY);
4584 }
4585}
4586
4587void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
4588{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004589 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 +00004590
4591 try
4592 {
4593 if (index >= gl::MAX_VERTEX_ATTRIBS)
4594 {
4595 return error(GL_INVALID_VALUE);
4596 }
4597
4598 UNIMPLEMENTED(); // FIXME
4599 }
4600 catch(std::bad_alloc&)
4601 {
4602 return error(GL_OUT_OF_MEMORY);
4603 }
4604}
4605
4606void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
4607{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004608 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004609
4610 try
4611 {
4612 if (index >= gl::MAX_VERTEX_ATTRIBS)
4613 {
4614 return error(GL_INVALID_VALUE);
4615 }
4616
4617 UNIMPLEMENTED(); // FIXME
4618 }
4619 catch(std::bad_alloc&)
4620 {
4621 return error(GL_OUT_OF_MEMORY);
4622 }
4623}
4624
4625void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4626{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004627 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 +00004628
4629 try
4630 {
4631 if (index >= gl::MAX_VERTEX_ATTRIBS)
4632 {
4633 return error(GL_INVALID_VALUE);
4634 }
4635
4636 UNIMPLEMENTED(); // FIXME
4637 }
4638 catch(std::bad_alloc&)
4639 {
4640 return error(GL_OUT_OF_MEMORY);
4641 }
4642}
4643
4644void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
4645{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004646 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004647
4648 try
4649 {
4650 if (index >= gl::MAX_VERTEX_ATTRIBS)
4651 {
4652 return error(GL_INVALID_VALUE);
4653 }
4654
4655 UNIMPLEMENTED(); // FIXME
4656 }
4657 catch(std::bad_alloc&)
4658 {
4659 return error(GL_OUT_OF_MEMORY);
4660 }
4661}
4662
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004663void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004664{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004665 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004666 "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004667 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004668
4669 try
4670 {
4671 if (index >= gl::MAX_VERTEX_ATTRIBS)
4672 {
4673 return error(GL_INVALID_VALUE);
4674 }
4675
4676 if (size < 1 || size > 4)
4677 {
4678 return error(GL_INVALID_VALUE);
4679 }
4680
4681 switch (type)
4682 {
4683 case GL_BYTE:
4684 case GL_UNSIGNED_BYTE:
4685 case GL_SHORT:
4686 case GL_UNSIGNED_SHORT:
4687 case GL_FIXED:
4688 case GL_FLOAT:
4689 break;
4690 default:
4691 return error(GL_INVALID_ENUM);
4692 }
4693
4694 if (stride < 0)
4695 {
4696 return error(GL_INVALID_VALUE);
4697 }
4698
4699 gl::Context *context = gl::getContext();
4700
4701 if (context)
4702 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004703 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4704 context->vertexAttribute[index].mSize = size;
4705 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004706 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004707 context->vertexAttribute[index].mStride = stride;
4708 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004709 }
4710 }
4711 catch(std::bad_alloc&)
4712 {
4713 return error(GL_OUT_OF_MEMORY);
4714 }
4715}
4716
4717void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4718{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004719 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 +00004720
4721 try
4722 {
4723 if (width < 0 || height < 0)
4724 {
4725 return error(GL_INVALID_VALUE);
4726 }
4727
4728 gl::Context *context = gl::getContext();
4729
4730 if (context)
4731 {
4732 context->viewportX = x;
4733 context->viewportY = y;
4734 context->viewportWidth = width;
4735 context->viewportHeight = height;
4736 }
4737 }
4738 catch(std::bad_alloc&)
4739 {
4740 return error(GL_OUT_OF_MEMORY);
4741 }
4742}
4743
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004744void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
4745 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004746{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004747 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4748 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004749 "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004750 target, level, internalformat, width, height, depth, border, format, type, pixels);
4751
4752 try
4753 {
4754 UNIMPLEMENTED(); // FIXME
4755 }
4756 catch(std::bad_alloc&)
4757 {
4758 return error(GL_OUT_OF_MEMORY);
4759 }
4760}
4761}