blob: bda72ea80489f39383d4ecf3ec2801857c375747 [file] [log] [blame]
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000016#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
18#include "libGLESv2/main.h"
19#include "libGLESv2/mathutil.h"
20#include "libGLESv2/utilities.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Context.h"
23#include "libGLESv2/Framebuffer.h"
24#include "libGLESv2/Program.h"
25#include "libGLESv2/Renderbuffer.h"
26#include "libGLESv2/Shader.h"
27#include "libGLESv2/Texture.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028
29extern "C"
30{
31
32void __stdcall glActiveTexture(GLenum texture)
33{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000034 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035
36 try
37 {
38 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
39 {
40 return error(GL_INVALID_ENUM);
41 }
42
43 gl::Context *context = gl::getContext();
44
45 if (context)
46 {
47 context->activeSampler = texture - GL_TEXTURE0;
48 }
49 }
50 catch(std::bad_alloc&)
51 {
52 return error(GL_OUT_OF_MEMORY);
53 }
54}
55
56void __stdcall glAttachShader(GLuint program, GLuint shader)
57{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000058 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000059
60 try
61 {
62 gl::Context *context = gl::getContext();
63
64 if (context)
65 {
66 gl::Program *programObject = context->getProgram(program);
67 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000068
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000069 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070 {
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000071 if (context->getShader(program))
72 {
73 return error(GL_INVALID_OPERATION);
74 }
75 else
76 {
77 return error(GL_INVALID_VALUE);
78 }
79 }
80
81 if (!shaderObject)
82 {
83 if (context->getProgram(shader))
84 {
85 return error(GL_INVALID_OPERATION);
86 }
87 else
88 {
89 return error(GL_INVALID_VALUE);
90 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000091 }
92
93 if (!programObject->attachShader(shaderObject))
94 {
95 return error(GL_INVALID_OPERATION);
96 }
97 }
98 }
99 catch(std::bad_alloc&)
100 {
101 return error(GL_OUT_OF_MEMORY);
102 }
103}
104
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000105void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000106{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000107 TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108
109 try
110 {
111 if (index >= gl::MAX_VERTEX_ATTRIBS)
112 {
113 return error(GL_INVALID_VALUE);
114 }
115
116 gl::Context *context = gl::getContext();
117
118 if (context)
119 {
120 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000121
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000122 if (!programObject)
123 {
daniel@transgaming.com98079832010-04-13 03:26:29 +0000124 if (context->getShader(program))
125 {
126 return error(GL_INVALID_OPERATION);
127 }
128 else
129 {
130 return error(GL_INVALID_VALUE);
131 }
132 }
133
134 if (strncmp(name, "gl_", 3) == 0)
135 {
136 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000137 }
138
139 programObject->bindAttributeLocation(index, name);
140 }
141 }
142 catch(std::bad_alloc&)
143 {
144 return error(GL_OUT_OF_MEMORY);
145 }
146}
147
148void __stdcall glBindBuffer(GLenum target, GLuint buffer)
149{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000150 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151
152 try
153 {
154 gl::Context *context = gl::getContext();
155
156 if (context)
157 {
158 switch (target)
159 {
160 case GL_ARRAY_BUFFER:
161 context->bindArrayBuffer(buffer);
162 return;
163 case GL_ELEMENT_ARRAY_BUFFER:
164 context->bindElementArrayBuffer(buffer);
165 return;
166 default:
167 return error(GL_INVALID_ENUM);
168 }
169 }
170 }
171 catch(std::bad_alloc&)
172 {
173 return error(GL_OUT_OF_MEMORY);
174 }
175}
176
177void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
178{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000179 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000180
181 try
182 {
183 if (target != GL_FRAMEBUFFER)
184 {
185 return error(GL_INVALID_ENUM);
186 }
187
188 gl::Context *context = gl::getContext();
189
190 if (context)
191 {
192 context->bindFramebuffer(framebuffer);
193 }
194 }
195 catch(std::bad_alloc&)
196 {
197 return error(GL_OUT_OF_MEMORY);
198 }
199}
200
201void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
202{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000203 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000204
205 try
206 {
207 if (target != GL_RENDERBUFFER)
208 {
209 return error(GL_INVALID_ENUM);
210 }
211
212 gl::Context *context = gl::getContext();
213
214 if (context)
215 {
216 context->bindRenderbuffer(renderbuffer);
217 }
218 }
219 catch(std::bad_alloc&)
220 {
221 return error(GL_OUT_OF_MEMORY);
222 }
223}
224
225void __stdcall glBindTexture(GLenum target, GLuint texture)
226{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000227 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000228
229 try
230 {
231 gl::Context *context = gl::getContext();
232
233 if (context)
234 {
235 gl::Texture *textureObject = context->getTexture(texture);
236
237 if (textureObject && textureObject->getTarget() != target && texture != 0)
238 {
239 return error(GL_INVALID_OPERATION);
240 }
241
242 switch (target)
243 {
244 case GL_TEXTURE_2D:
245 context->bindTexture2D(texture);
246 return;
247 case GL_TEXTURE_CUBE_MAP:
248 context->bindTextureCubeMap(texture);
249 return;
250 default:
251 return error(GL_INVALID_ENUM);
252 }
253 }
254 }
255 catch(std::bad_alloc&)
256 {
257 return error(GL_OUT_OF_MEMORY);
258 }
259}
260
261void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
262{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000263 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
264 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000265
266 try
267 {
268 gl::Context* context = gl::getContext();
269
270 if (context)
271 {
272 context->blendColor.red = gl::clamp01(red);
273 context->blendColor.blue = gl::clamp01(blue);
274 context->blendColor.green = gl::clamp01(green);
275 context->blendColor.alpha = gl::clamp01(alpha);
276 }
277 }
278 catch(std::bad_alloc&)
279 {
280 return error(GL_OUT_OF_MEMORY);
281 }
282}
283
284void __stdcall glBlendEquation(GLenum mode)
285{
286 glBlendEquationSeparate(mode, mode);
287}
288
289void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
290{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000291 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000292
293 try
294 {
295 switch (modeRGB)
296 {
297 case GL_FUNC_ADD:
298 case GL_FUNC_SUBTRACT:
299 case GL_FUNC_REVERSE_SUBTRACT:
300 break;
301 default:
302 return error(GL_INVALID_ENUM);
303 }
304
305 switch (modeAlpha)
306 {
307 case GL_FUNC_ADD:
308 case GL_FUNC_SUBTRACT:
309 case GL_FUNC_REVERSE_SUBTRACT:
310 break;
311 default:
312 return error(GL_INVALID_ENUM);
313 }
314
315 gl::Context *context = gl::getContext();
316
317 if (context)
318 {
319 context->blendEquationRGB = modeRGB;
320 context->blendEquationAlpha = modeAlpha;
321 }
322 }
323 catch(std::bad_alloc&)
324 {
325 return error(GL_OUT_OF_MEMORY);
326 }
327}
328
329void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
330{
331 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
332}
333
334void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
335{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000336 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
337 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000338
339 try
340 {
341 switch (srcRGB)
342 {
343 case GL_ZERO:
344 case GL_ONE:
345 case GL_SRC_COLOR:
346 case GL_ONE_MINUS_SRC_COLOR:
347 case GL_DST_COLOR:
348 case GL_ONE_MINUS_DST_COLOR:
349 case GL_SRC_ALPHA:
350 case GL_ONE_MINUS_SRC_ALPHA:
351 case GL_DST_ALPHA:
352 case GL_ONE_MINUS_DST_ALPHA:
353 case GL_CONSTANT_COLOR:
354 case GL_ONE_MINUS_CONSTANT_COLOR:
355 case GL_CONSTANT_ALPHA:
356 case GL_ONE_MINUS_CONSTANT_ALPHA:
357 case GL_SRC_ALPHA_SATURATE:
358 break;
359 default:
360 return error(GL_INVALID_ENUM);
361 }
362
363 switch (dstRGB)
364 {
365 case GL_ZERO:
366 case GL_ONE:
367 case GL_SRC_COLOR:
368 case GL_ONE_MINUS_SRC_COLOR:
369 case GL_DST_COLOR:
370 case GL_ONE_MINUS_DST_COLOR:
371 case GL_SRC_ALPHA:
372 case GL_ONE_MINUS_SRC_ALPHA:
373 case GL_DST_ALPHA:
374 case GL_ONE_MINUS_DST_ALPHA:
375 case GL_CONSTANT_COLOR:
376 case GL_ONE_MINUS_CONSTANT_COLOR:
377 case GL_CONSTANT_ALPHA:
378 case GL_ONE_MINUS_CONSTANT_ALPHA:
379 break;
380 default:
381 return error(GL_INVALID_ENUM);
382 }
383
384 switch (srcAlpha)
385 {
386 case GL_ZERO:
387 case GL_ONE:
388 case GL_SRC_COLOR:
389 case GL_ONE_MINUS_SRC_COLOR:
390 case GL_DST_COLOR:
391 case GL_ONE_MINUS_DST_COLOR:
392 case GL_SRC_ALPHA:
393 case GL_ONE_MINUS_SRC_ALPHA:
394 case GL_DST_ALPHA:
395 case GL_ONE_MINUS_DST_ALPHA:
396 case GL_CONSTANT_COLOR:
397 case GL_ONE_MINUS_CONSTANT_COLOR:
398 case GL_CONSTANT_ALPHA:
399 case GL_ONE_MINUS_CONSTANT_ALPHA:
400 case GL_SRC_ALPHA_SATURATE:
401 break;
402 default:
403 return error(GL_INVALID_ENUM);
404 }
405
406 switch (dstAlpha)
407 {
408 case GL_ZERO:
409 case GL_ONE:
410 case GL_SRC_COLOR:
411 case GL_ONE_MINUS_SRC_COLOR:
412 case GL_DST_COLOR:
413 case GL_ONE_MINUS_DST_COLOR:
414 case GL_SRC_ALPHA:
415 case GL_ONE_MINUS_SRC_ALPHA:
416 case GL_DST_ALPHA:
417 case GL_ONE_MINUS_DST_ALPHA:
418 case GL_CONSTANT_COLOR:
419 case GL_ONE_MINUS_CONSTANT_COLOR:
420 case GL_CONSTANT_ALPHA:
421 case GL_ONE_MINUS_CONSTANT_ALPHA:
422 break;
423 default:
424 return error(GL_INVALID_ENUM);
425 }
426
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000427 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
428 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
429
430 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
431 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
432
433 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000434 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000435 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
436 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000437 }
438
439 gl::Context *context = gl::getContext();
440
441 if (context)
442 {
443 context->sourceBlendRGB = srcRGB;
444 context->sourceBlendAlpha = srcAlpha;
445 context->destBlendRGB = dstRGB;
446 context->destBlendAlpha = dstAlpha;
447 }
448 }
449 catch(std::bad_alloc&)
450 {
451 return error(GL_OUT_OF_MEMORY);
452 }
453}
454
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000455void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000456{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000457 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p, GLenum usage = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000458 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000459
460 try
461 {
462 if (size < 0)
463 {
464 return error(GL_INVALID_VALUE);
465 }
466
467 switch (usage)
468 {
469 case GL_STREAM_DRAW:
470 case GL_STATIC_DRAW:
471 case GL_DYNAMIC_DRAW:
472 break;
473 default:
474 return error(GL_INVALID_ENUM);
475 }
476
477 gl::Context *context = gl::getContext();
478
479 if (context)
480 {
481 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000482
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000483 switch (target)
484 {
485 case GL_ARRAY_BUFFER:
486 buffer = context->getArrayBuffer();
487 break;
488 case GL_ELEMENT_ARRAY_BUFFER:
489 buffer = context->getElementArrayBuffer();
490 break;
491 default:
492 return error(GL_INVALID_ENUM);
493 }
494
495 if (!buffer)
496 {
497 return error(GL_INVALID_OPERATION);
498 }
499
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000500 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000501 }
502 }
503 catch(std::bad_alloc&)
504 {
505 return error(GL_OUT_OF_MEMORY);
506 }
507}
508
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000509void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000511 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000512 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000513
514 try
515 {
516 if (size < 0)
517 {
518 return error(GL_INVALID_VALUE);
519 }
520
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000521 if (data == NULL)
522 {
523 return;
524 }
525
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000526 gl::Context *context = gl::getContext();
527
528 if (context)
529 {
530 gl::Buffer *buffer;
531
532 switch (target)
533 {
534 case GL_ARRAY_BUFFER:
535 buffer = context->getArrayBuffer();
536 break;
537 case GL_ELEMENT_ARRAY_BUFFER:
538 buffer = context->getElementArrayBuffer();
539 break;
540 default:
541 return error(GL_INVALID_ENUM);
542 }
543
544 if (!buffer)
545 {
546 return error(GL_INVALID_OPERATION);
547 }
548
549 GLenum err = buffer->bufferSubData(data, size, offset);
550
551 if (err != GL_NO_ERROR)
552 {
553 return error(err);
554 }
555 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 }
557 catch(std::bad_alloc&)
558 {
559 return error(GL_OUT_OF_MEMORY);
560 }
561}
562
563GLenum __stdcall glCheckFramebufferStatus(GLenum target)
564{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000565 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000566
567 try
568 {
569 if (target != GL_FRAMEBUFFER)
570 {
571 return error(GL_INVALID_ENUM, 0);
572 }
573
574 gl::Context *context = gl::getContext();
575
576 if (context)
577 {
578 gl::Framebuffer *framebuffer = context->getFramebuffer();
579
580 return framebuffer->completeness();
581 }
582 }
583 catch(std::bad_alloc&)
584 {
585 return error(GL_OUT_OF_MEMORY, 0);
586 }
587
588 return 0;
589}
590
591void __stdcall glClear(GLbitfield mask)
592{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000593 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000594
595 try
596 {
597 gl::Context *context = gl::getContext();
598
599 if (context)
600 {
601 context->clear(mask);
602 }
603 }
604 catch(std::bad_alloc&)
605 {
606 return error(GL_OUT_OF_MEMORY);
607 }
608}
609
610void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
611{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000612 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
613 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000614
615 try
616 {
617 gl::Context *context = gl::getContext();
618
619 if (context)
620 {
621 context->setClearColor(red, green, blue, alpha);
622 }
623 }
624 catch(std::bad_alloc&)
625 {
626 return error(GL_OUT_OF_MEMORY);
627 }
628}
629
630void __stdcall glClearDepthf(GLclampf depth)
631{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000632 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633
634 try
635 {
636 gl::Context *context = gl::getContext();
637
638 if (context)
639 {
640 context->setClearDepth(depth);
641 }
642 }
643 catch(std::bad_alloc&)
644 {
645 return error(GL_OUT_OF_MEMORY);
646 }
647}
648
649void __stdcall glClearStencil(GLint s)
650{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000651 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000652
653 try
654 {
655 gl::Context *context = gl::getContext();
656
657 if (context)
658 {
659 context->setClearStencil(s);
660 }
661 }
662 catch(std::bad_alloc&)
663 {
664 return error(GL_OUT_OF_MEMORY);
665 }
666}
667
668void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
669{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000670 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
671 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000672
673 try
674 {
675 gl::Context *context = gl::getContext();
676
677 if (context)
678 {
679 context->colorMaskRed = red != GL_FALSE;
680 context->colorMaskGreen = green != GL_FALSE;
681 context->colorMaskBlue = blue != GL_FALSE;
682 context->colorMaskAlpha = alpha != GL_FALSE;
683 }
684 }
685 catch(std::bad_alloc&)
686 {
687 return error(GL_OUT_OF_MEMORY);
688 }
689}
690
691void __stdcall glCompileShader(GLuint shader)
692{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000693 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000694
695 try
696 {
697 gl::Context *context = gl::getContext();
698
699 if (context)
700 {
701 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000702
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000703 if (!shaderObject)
704 {
daniel@transgaming.com0cefaf42010-04-13 03:26:36 +0000705 if (context->getProgram(shader))
706 {
707 return error(GL_INVALID_OPERATION);
708 }
709 else
710 {
711 return error(GL_INVALID_VALUE);
712 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000713 }
714
715 shaderObject->compile();
716 }
717 }
718 catch(std::bad_alloc&)
719 {
720 return error(GL_OUT_OF_MEMORY);
721 }
722}
723
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000724void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
725 GLint border, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000726{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000727 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000728 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000729 target, level, internalformat, width, height, border, imageSize, data);
730
731 try
732 {
daniel@transgaming.comfbc09532010-04-26 15:33:41 +0000733 if (!es2dx::IsTextureTarget(target))
daniel@transgaming.com41430492010-03-11 20:36:18 +0000734 {
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.comfbc09532010-04-26 15:33:41 +0000766 if (!es2dx::IsTextureTarget(target))
daniel@transgaming.com41430492010-03-11 20:36:18 +0000767 {
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.comfbc09532010-04-26 15:33:41 +0000905 if (!es2dx::IsTextureTarget(target))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000906 {
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:
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00001630 case GL_DEPTH_ATTACHMENT:
1631 case GL_STENCIL_ATTACHMENT:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001632 break;
1633 default:
1634 return error(GL_INVALID_ENUM);
1635 }
1636
1637 gl::Context *context = gl::getContext();
1638
1639 if (context)
1640 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001641 if (texture == 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001642 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001643 textarget = GL_NONE;
1644 }
1645 else
1646 {
1647 gl::Texture *tex = context->getTexture(texture);
1648
1649 if (tex == NULL)
1650 {
1651 return error(GL_INVALID_OPERATION);
1652 }
1653
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001654 switch (textarget)
1655 {
1656 case GL_TEXTURE_2D:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001657 if (tex->getTarget() != GL_TEXTURE_2D)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001658 {
1659 return error(GL_INVALID_OPERATION);
1660 }
1661 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001662
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001663 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001664 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001665 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001666 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001667 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001668 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001669 if (tex->getTarget() != GL_TEXTURE_CUBE_MAP)
1670 {
1671 return error(GL_INVALID_OPERATION);
1672 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001673 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001674
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001675 default:
1676 return error(GL_INVALID_ENUM);
1677 }
1678
1679 if (level != 0)
1680 {
1681 return error(GL_INVALID_VALUE);
1682 }
1683 }
1684
1685 gl::Framebuffer *framebuffer = context->getFramebuffer();
1686
1687 if (context->framebuffer == 0 || !framebuffer)
1688 {
1689 return error(GL_INVALID_OPERATION);
1690 }
1691
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00001692 switch (attachment)
1693 {
1694 case GL_COLOR_ATTACHMENT0: framebuffer->setColorbuffer(textarget, texture); break;
1695 case GL_DEPTH_ATTACHMENT: framebuffer->setDepthbuffer(textarget, texture); break;
1696 case GL_STENCIL_ATTACHMENT: framebuffer->setStencilbuffer(textarget, texture); break;
1697 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001698 }
1699 }
1700 catch(std::bad_alloc&)
1701 {
1702 return error(GL_OUT_OF_MEMORY);
1703 }
1704}
1705
1706void __stdcall glFrontFace(GLenum mode)
1707{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001708 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001709
1710 try
1711 {
1712 switch (mode)
1713 {
1714 case GL_CW:
1715 case GL_CCW:
1716 {
1717 gl::Context *context = gl::getContext();
1718
1719 if (context)
1720 {
1721 context->frontFace = mode;
1722 }
1723 }
1724 break;
1725 default:
1726 return error(GL_INVALID_ENUM);
1727 }
1728 }
1729 catch(std::bad_alloc&)
1730 {
1731 return error(GL_OUT_OF_MEMORY);
1732 }
1733}
1734
1735void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1736{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001737 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001738
1739 try
1740 {
1741 if (n < 0)
1742 {
1743 return error(GL_INVALID_VALUE);
1744 }
1745
1746 gl::Context *context = gl::getContext();
1747
1748 if (context)
1749 {
1750 for (int i = 0; i < n; i++)
1751 {
1752 buffers[i] = context->createBuffer();
1753 }
1754 }
1755 }
1756 catch(std::bad_alloc&)
1757 {
1758 return error(GL_OUT_OF_MEMORY);
1759 }
1760}
1761
1762void __stdcall glGenerateMipmap(GLenum target)
1763{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001764 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001765
1766 try
1767 {
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +00001768 gl::Context *context = gl::getContext();
1769
1770 if (context)
1771 {
1772 gl::Texture *texture;
1773
1774 switch (target)
1775 {
1776 case GL_TEXTURE_2D:
1777 texture = context->getTexture2D();
1778 break;
1779
1780 case GL_TEXTURE_CUBE_MAP:
1781 texture = context->getTextureCubeMap();
1782 break;
1783
1784 default:
1785 return error(GL_INVALID_ENUM);
1786 }
1787
1788 texture->generateMipmaps();
1789 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001790 }
1791 catch(std::bad_alloc&)
1792 {
1793 return error(GL_OUT_OF_MEMORY);
1794 }
1795}
1796
1797void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1798{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001799 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001800
1801 try
1802 {
1803 if (n < 0)
1804 {
1805 return error(GL_INVALID_VALUE);
1806 }
1807
1808 gl::Context *context = gl::getContext();
1809
1810 if (context)
1811 {
1812 for (int i = 0; i < n; i++)
1813 {
1814 framebuffers[i] = context->createFramebuffer();
1815 }
1816 }
1817 }
1818 catch(std::bad_alloc&)
1819 {
1820 return error(GL_OUT_OF_MEMORY);
1821 }
1822}
1823
1824void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1825{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001826 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001827
1828 try
1829 {
1830 if (n < 0)
1831 {
1832 return error(GL_INVALID_VALUE);
1833 }
1834
1835 gl::Context *context = gl::getContext();
1836
1837 if (context)
1838 {
1839 for (int i = 0; i < n; i++)
1840 {
1841 renderbuffers[i] = context->createRenderbuffer();
1842 }
1843 }
1844 }
1845 catch(std::bad_alloc&)
1846 {
1847 return error(GL_OUT_OF_MEMORY);
1848 }
1849}
1850
1851void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1852{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001853 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001854
1855 try
1856 {
1857 if (n < 0)
1858 {
1859 return error(GL_INVALID_VALUE);
1860 }
1861
1862 gl::Context *context = gl::getContext();
1863
1864 if (context)
1865 {
1866 for (int i = 0; i < n; i++)
1867 {
1868 textures[i] = context->createTexture();
1869 }
1870 }
1871 }
1872 catch(std::bad_alloc&)
1873 {
1874 return error(GL_OUT_OF_MEMORY);
1875 }
1876}
1877
daniel@transgaming.com85423182010-04-22 13:35:27 +00001878void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001879{
daniel@transgaming.com85423182010-04-22 13:35:27 +00001880 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei *length = 0x%0.8p, "
1881 "GLint *size = 0x%0.8p, GLenum *type = %0.8p, GLchar *name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001882 program, index, bufsize, length, size, type, name);
1883
1884 try
1885 {
1886 if (bufsize < 0)
1887 {
1888 return error(GL_INVALID_VALUE);
1889 }
1890
daniel@transgaming.com85423182010-04-22 13:35:27 +00001891 gl::Context *context = gl::getContext();
1892
1893 if (context)
1894 {
1895 gl::Program *programObject = context->getProgram(program);
1896
1897 if (!programObject)
1898 {
1899 if (context->getShader(program))
1900 {
1901 return error(GL_INVALID_OPERATION);
1902 }
1903 else
1904 {
1905 return error(GL_INVALID_VALUE);
1906 }
1907 }
1908
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001909 if (index >= (GLuint)programObject->getActiveAttributeCount())
daniel@transgaming.com85423182010-04-22 13:35:27 +00001910 {
1911 return error(GL_INVALID_VALUE);
1912 }
1913
1914 programObject->getActiveAttribute(index, bufsize, length, size, type, name);
1915 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001916 }
1917 catch(std::bad_alloc&)
1918 {
1919 return error(GL_OUT_OF_MEMORY);
1920 }
1921}
1922
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001923void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001924{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001925 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001926 "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 +00001927 program, index, bufsize, length, size, type, name);
1928
1929 try
1930 {
1931 if (bufsize < 0)
1932 {
1933 return error(GL_INVALID_VALUE);
1934 }
1935
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001936 gl::Context *context = gl::getContext();
1937
1938 if (context)
1939 {
1940 gl::Program *programObject = context->getProgram(program);
1941
1942 if (!programObject)
1943 {
1944 if (context->getShader(program))
1945 {
1946 return error(GL_INVALID_OPERATION);
1947 }
1948 else
1949 {
1950 return error(GL_INVALID_VALUE);
1951 }
1952 }
1953
1954 if (index >= (GLuint)programObject->getActiveUniformCount())
1955 {
1956 return error(GL_INVALID_VALUE);
1957 }
1958
1959 programObject->getActiveUniform(index, bufsize, length, size, type, name);
1960 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001961 }
1962 catch(std::bad_alloc&)
1963 {
1964 return error(GL_OUT_OF_MEMORY);
1965 }
1966}
1967
1968void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1969{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001970 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1971 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001972
1973 try
1974 {
1975 if (maxcount < 0)
1976 {
1977 return error(GL_INVALID_VALUE);
1978 }
1979
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001980 gl::Context *context = gl::getContext();
1981
1982 if (context)
1983 {
1984 gl::Program *programObject = context->getProgram(program);
1985
1986 if (!programObject)
1987 {
daniel@transgaming.com23953e32010-04-13 19:53:31 +00001988 if (context->getShader(program))
1989 {
1990 return error(GL_INVALID_OPERATION);
1991 }
1992 else
1993 {
1994 return error(GL_INVALID_VALUE);
1995 }
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001996 }
1997
1998 return programObject->getAttachedShaders(maxcount, count, shaders);
1999 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002000 }
2001 catch(std::bad_alloc&)
2002 {
2003 return error(GL_OUT_OF_MEMORY);
2004 }
2005}
2006
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002007int __stdcall glGetAttribLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002008{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002009 TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002010
2011 try
2012 {
2013 gl::Context *context = gl::getContext();
2014
2015 if (context)
2016 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002017
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002018 gl::Program *programObject = context->getProgram(program);
2019
2020 if (!programObject)
2021 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002022 if (context->getShader(program))
2023 {
2024 return error(GL_INVALID_OPERATION, -1);
2025 }
2026 else
2027 {
2028 return error(GL_INVALID_VALUE, -1);
2029 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002030 }
2031
daniel@transgaming.comcf4aa872010-04-13 03:26:27 +00002032 if (!programObject->isLinked())
2033 {
2034 return error(GL_INVALID_OPERATION, -1);
2035 }
2036
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002037 return programObject->getAttributeLocation(name);
2038 }
2039 }
2040 catch(std::bad_alloc&)
2041 {
2042 return error(GL_OUT_OF_MEMORY, -1);
2043 }
2044
2045 return -1;
2046}
2047
2048void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
2049{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002050 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002051
2052 try
2053 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002054 gl::Context *context = gl::getContext();
2055
2056 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002057 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002058 if (!(context->getBooleanv(pname, params)))
2059 {
2060 GLenum nativeType;
2061 unsigned int numParams = 0;
2062 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2063 return error(GL_INVALID_ENUM);
2064
2065 if (numParams == 0)
2066 return; // it is known that the pname is valid, but there are no parameters to return
2067
2068 if (nativeType == GL_FLOAT)
2069 {
2070 GLfloat *floatParams = NULL;
2071 floatParams = new GLfloat[numParams];
2072
2073 context->getFloatv(pname, floatParams);
2074
2075 for (unsigned int i = 0; i < numParams; ++i)
2076 {
2077 if (floatParams[i] == 0.0f)
2078 params[i] = GL_FALSE;
2079 else
2080 params[i] = GL_TRUE;
2081 }
2082
2083 delete [] floatParams;
2084 }
2085 else if (nativeType == GL_INT)
2086 {
2087 GLint *intParams = NULL;
2088 intParams = new GLint[numParams];
2089
2090 context->getIntegerv(pname, intParams);
2091
2092 for (unsigned int i = 0; i < numParams; ++i)
2093 {
2094 if (intParams[i] == 0)
2095 params[i] = GL_FALSE;
2096 else
2097 params[i] = GL_TRUE;
2098 }
2099
2100 delete [] intParams;
2101 }
2102 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002103 }
2104 }
2105 catch(std::bad_alloc&)
2106 {
2107 return error(GL_OUT_OF_MEMORY);
2108 }
2109}
2110
2111void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
2112{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002113 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 +00002114
2115 try
2116 {
daniel@transgaming.comaa0ccbd2010-04-15 20:45:05 +00002117 gl::Context *context = gl::getContext();
2118
2119 if (context)
2120 {
2121 gl::Buffer *buffer;
2122
2123 switch (target)
2124 {
2125 case GL_ARRAY_BUFFER:
2126 buffer = context->getArrayBuffer();
2127 break;
2128 case GL_ELEMENT_ARRAY_BUFFER:
2129 buffer = context->getElementArrayBuffer();
2130 break;
2131 default: return error(GL_INVALID_ENUM);
2132 }
2133
2134 if (!buffer)
2135 {
2136 // A null buffer means that "0" is bound to the requested buffer target
2137 return error(GL_INVALID_OPERATION);
2138 }
2139
2140 switch (pname)
2141 {
2142 case GL_BUFFER_USAGE:
2143 *params = buffer->usage();
2144 break;
2145 case GL_BUFFER_SIZE:
2146 *params = buffer->size();
2147 break;
2148 default: return error(GL_INVALID_ENUM);
2149 }
2150 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002151 }
2152 catch(std::bad_alloc&)
2153 {
2154 return error(GL_OUT_OF_MEMORY);
2155 }
2156}
2157
2158GLenum __stdcall glGetError(void)
2159{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002160 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002161
2162 gl::Context *context = gl::getContext();
2163
2164 if (context)
2165 {
2166 return context->getError();
2167 }
2168
2169 return GL_NO_ERROR;
2170}
2171
2172void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
2173{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002174 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002175
2176 try
2177 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002178 gl::Context *context = gl::getContext();
2179
2180 if (context)
2181 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002182 if (!(context->getFloatv(pname, params)))
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002183 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002184 GLenum nativeType;
2185 unsigned int numParams = 0;
2186 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2187 return error(GL_INVALID_ENUM);
2188
2189 if (numParams == 0)
2190 return; // it is known that the pname is valid, but that there are no parameters to return.
2191
2192 if (nativeType == GL_BOOL)
2193 {
2194 GLboolean *boolParams = NULL;
2195 boolParams = new GLboolean[numParams];
2196
2197 context->getBooleanv(pname, boolParams);
2198
2199 for (unsigned int i = 0; i < numParams; ++i)
2200 {
2201 if (boolParams[i] == GL_FALSE)
2202 params[i] = 0.0f;
2203 else
2204 params[i] = 1.0f;
2205 }
2206
2207 delete [] boolParams;
2208 }
2209 else if (nativeType == GL_INT)
2210 {
2211 GLint *intParams = NULL;
2212 intParams = new GLint[numParams];
2213
2214 context->getIntegerv(pname, intParams);
2215
2216 for (unsigned int i = 0; i < numParams; ++i)
2217 {
2218 params[i] = (GLfloat)intParams[i];
2219 }
2220
2221 delete [] intParams;
2222 }
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002223 }
2224 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002225 }
2226 catch(std::bad_alloc&)
2227 {
2228 return error(GL_OUT_OF_MEMORY);
2229 }
2230}
2231
2232void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
2233{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002234 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
2235 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002236
2237 try
2238 {
2239 gl::Context *context = gl::getContext();
2240
2241 if (context)
2242 {
2243 if (context->framebuffer == 0)
2244 {
2245 return error(GL_INVALID_OPERATION);
2246 }
2247
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002248 if (target != GL_FRAMEBUFFER)
2249 {
2250 return error(GL_INVALID_ENUM);
2251 }
2252
2253 GLenum attachmentType;
2254 GLuint attachmentHandle;
2255 switch (attachment)
2256 {
2257 case GL_COLOR_ATTACHMENT0:
2258 attachmentType = context->getFramebuffer()->getColorbufferType();
2259 attachmentHandle = context->getFramebuffer()->getColorbufferHandle();
2260 break;
2261 case GL_DEPTH_ATTACHMENT:
2262 attachmentType = context->getFramebuffer()->getDepthbufferType();
2263 attachmentHandle = context->getFramebuffer()->getDepthbufferHandle();
2264 break;
2265 case GL_STENCIL_ATTACHMENT:
2266 attachmentType = context->getFramebuffer()->getStencilbufferType();
2267 attachmentHandle = context->getFramebuffer()->getStencilbufferHandle();
2268 break;
2269 default: return error(GL_INVALID_ENUM);
2270 }
2271
2272 GLenum attachmentObjectType; // Type category
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00002273 if (attachmentType == GL_NONE || attachmentType == GL_RENDERBUFFER)
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002274 {
2275 attachmentObjectType = attachmentType;
2276 }
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00002277 else if (es2dx::IsTextureTarget(attachmentType))
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002278 {
2279 attachmentObjectType = GL_TEXTURE;
2280 }
2281 else UNREACHABLE();
2282
2283 switch (pname)
2284 {
2285 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
2286 *params = attachmentObjectType;
2287 break;
2288 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
2289 if (attachmentObjectType == GL_RENDERBUFFER || attachmentObjectType == GL_TEXTURE)
2290 {
2291 *params = attachmentHandle;
2292 }
2293 else
2294 {
2295 return error(GL_INVALID_ENUM);
2296 }
2297 break;
2298 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
2299 if (attachmentObjectType == GL_TEXTURE)
2300 {
2301 *params = 0; // FramebufferTexture2D will not allow level to be set to anything else in GL ES 2.0
2302 }
2303 else
2304 {
2305 return error(GL_INVALID_ENUM);
2306 }
2307 break;
2308 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
2309 if (attachmentObjectType == GL_TEXTURE)
2310 {
2311 if (es2dx::IsCubemapTextureTarget(attachmentType))
2312 {
2313 *params = attachmentType;
2314 }
2315 else
2316 {
2317 *params = 0;
2318 }
2319 }
2320 else
2321 {
2322 return error(GL_INVALID_ENUM);
2323 }
2324 break;
2325 default:
2326 return error(GL_INVALID_ENUM);
2327 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002328 }
2329 }
2330 catch(std::bad_alloc&)
2331 {
2332 return error(GL_OUT_OF_MEMORY);
2333 }
2334}
2335
2336void __stdcall glGetIntegerv(GLenum pname, GLint* params)
2337{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002338 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002339
2340 try
2341 {
2342 gl::Context *context = gl::getContext();
2343
2344 if (context)
2345 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002346 if (!(context->getIntegerv(pname, params)))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002347 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002348 GLenum nativeType;
2349 unsigned int numParams = 0;
2350 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2351 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002352
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002353 if (numParams == 0)
2354 return; // it is known that pname is valid, but there are no parameters to return
2355
2356 if (nativeType == GL_BOOL)
2357 {
2358 GLboolean *boolParams = NULL;
2359 boolParams = new GLboolean[numParams];
2360
2361 context->getBooleanv(pname, boolParams);
2362
2363 for (unsigned int i = 0; i < numParams; ++i)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002364 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002365 if (boolParams[i] == GL_FALSE)
2366 params[i] = 0;
2367 else
2368 params[i] = 1;
2369 }
2370
2371 delete [] boolParams;
2372 }
2373 else if (nativeType == GL_FLOAT)
2374 {
2375 GLfloat *floatParams = NULL;
2376 floatParams = new GLfloat[numParams];
2377
2378 context->getFloatv(pname, floatParams);
2379
2380 for (unsigned int i = 0; i < numParams; ++i)
2381 {
daniel@transgaming.comc1641352010-04-26 15:33:36 +00002382 if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE || pname == GL_BLEND_COLOR)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002383 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002384 params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002385 }
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002386 else
2387 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 +00002388 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002389
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002390 delete [] floatParams;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002391 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002392 }
2393 }
2394 }
2395 catch(std::bad_alloc&)
2396 {
2397 return error(GL_OUT_OF_MEMORY);
2398 }
2399}
2400
2401void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
2402{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002403 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002404
2405 try
2406 {
2407 gl::Context *context = gl::getContext();
2408
2409 if (context)
2410 {
2411 gl::Program *programObject = context->getProgram(program);
2412
2413 if (!programObject)
2414 {
2415 return error(GL_INVALID_VALUE);
2416 }
2417
2418 switch (pname)
2419 {
2420 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002421 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002422 return;
2423 case GL_LINK_STATUS:
2424 *params = programObject->isLinked();
2425 return;
2426 case GL_VALIDATE_STATUS:
2427 UNIMPLEMENTED(); // FIXME
2428 *params = GL_TRUE;
2429 return;
2430 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002431 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002432 return;
2433 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002434 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002435 return;
2436 case GL_ACTIVE_ATTRIBUTES:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002437 *params = programObject->getActiveAttributeCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002438 return;
2439 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002440 *params = programObject->getActiveAttributeMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002441 return;
2442 case GL_ACTIVE_UNIFORMS:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002443 *params = programObject->getActiveUniformCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002444 return;
2445 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002446 *params = programObject->getActiveUniformMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002447 return;
2448 default:
2449 return error(GL_INVALID_ENUM);
2450 }
2451 }
2452 }
2453 catch(std::bad_alloc&)
2454 {
2455 return error(GL_OUT_OF_MEMORY);
2456 }
2457}
2458
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002459void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002460{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002461 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 +00002462 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002463
2464 try
2465 {
2466 if (bufsize < 0)
2467 {
2468 return error(GL_INVALID_VALUE);
2469 }
2470
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002471 gl::Context *context = gl::getContext();
2472
2473 if (context)
2474 {
2475 gl::Program *programObject = context->getProgram(program);
2476
2477 if (!programObject)
2478 {
2479 return error(GL_INVALID_VALUE);
2480 }
2481
2482 programObject->getInfoLog(bufsize, length, infolog);
2483 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002484 }
2485 catch(std::bad_alloc&)
2486 {
2487 return error(GL_OUT_OF_MEMORY);
2488 }
2489}
2490
2491void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2492{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002493 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 +00002494
2495 try
2496 {
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002497 gl::Context *context = gl::getContext();
2498
2499 if (context)
2500 {
2501 if (target != GL_RENDERBUFFER)
2502 {
2503 return error(GL_INVALID_ENUM);
2504 }
2505
2506 if (context->renderbuffer == 0)
2507 {
2508 return error(GL_INVALID_OPERATION);
2509 }
2510
2511 gl::Renderbuffer *renderbuffer = context->getRenderbuffer(context->renderbuffer);
2512
2513 switch (pname)
2514 {
2515 case GL_RENDERBUFFER_WIDTH:
2516 *params = renderbuffer->getWidth();
2517 break;
2518 case GL_RENDERBUFFER_HEIGHT:
2519 *params = renderbuffer->getHeight();
2520 break;
2521 case GL_RENDERBUFFER_INTERNAL_FORMAT:
2522 *params = renderbuffer->getFormat();
2523 break;
2524 case GL_RENDERBUFFER_RED_SIZE:
2525 if (renderbuffer->isColorbuffer())
2526 {
2527 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getRedSize();
2528 }
2529 else
2530 {
2531 *params = 0;
2532 }
2533 break;
2534 case GL_RENDERBUFFER_GREEN_SIZE:
2535 if (renderbuffer->isColorbuffer())
2536 {
2537 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getGreenSize();
2538 }
2539 else
2540 {
2541 *params = 0;
2542 }
2543 break;
2544 case GL_RENDERBUFFER_BLUE_SIZE:
2545 if (renderbuffer->isColorbuffer())
2546 {
2547 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getBlueSize();
2548 }
2549 else
2550 {
2551 *params = 0;
2552 }
2553 break;
2554 case GL_RENDERBUFFER_ALPHA_SIZE:
2555 if (renderbuffer->isColorbuffer())
2556 {
2557 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getAlphaSize();
2558 }
2559 else
2560 {
2561 *params = 0;
2562 }
2563 break;
2564 case GL_RENDERBUFFER_DEPTH_SIZE:
2565 if (renderbuffer->isDepthbuffer())
2566 {
2567 *params = static_cast<gl::Depthbuffer*>(renderbuffer)->getDepthSize();
2568 }
2569 else
2570 {
2571 *params = 0;
2572 }
2573 break;
2574 case GL_RENDERBUFFER_STENCIL_SIZE:
2575 if (renderbuffer->isStencilbuffer())
2576 {
2577 *params = static_cast<gl::Stencilbuffer*>(renderbuffer)->getStencilSize();
2578 }
2579 else
2580 {
2581 *params = 0;
2582 }
2583 break;
2584 default:
2585 return error(GL_INVALID_ENUM);
2586 }
2587 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002588 }
2589 catch(std::bad_alloc&)
2590 {
2591 return error(GL_OUT_OF_MEMORY);
2592 }
2593}
2594
2595void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2596{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002597 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002598
2599 try
2600 {
2601 gl::Context *context = gl::getContext();
2602
2603 if (context)
2604 {
2605 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002606
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002607 if (!shaderObject)
2608 {
2609 return error(GL_INVALID_VALUE);
2610 }
2611
2612 switch (pname)
2613 {
2614 case GL_SHADER_TYPE:
2615 *params = shaderObject->getType();
2616 return;
2617 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002618 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002619 return;
2620 case GL_COMPILE_STATUS:
2621 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2622 return;
2623 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002624 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002625 return;
2626 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002627 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002628 return;
2629 default:
2630 return error(GL_INVALID_ENUM);
2631 }
2632 }
2633 }
2634 catch(std::bad_alloc&)
2635 {
2636 return error(GL_OUT_OF_MEMORY);
2637 }
2638}
2639
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002640void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002641{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002642 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 +00002643 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002644
2645 try
2646 {
2647 if (bufsize < 0)
2648 {
2649 return error(GL_INVALID_VALUE);
2650 }
2651
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002652 gl::Context *context = gl::getContext();
2653
2654 if (context)
2655 {
2656 gl::Shader *shaderObject = context->getShader(shader);
2657
2658 if (!shaderObject)
2659 {
2660 return error(GL_INVALID_VALUE);
2661 }
2662
2663 shaderObject->getInfoLog(bufsize, length, infolog);
2664 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002665 }
2666 catch(std::bad_alloc&)
2667 {
2668 return error(GL_OUT_OF_MEMORY);
2669 }
2670}
2671
2672void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2673{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002674 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2675 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002676
2677 try
2678 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002679 switch (shadertype)
2680 {
2681 case GL_VERTEX_SHADER:
2682 case GL_FRAGMENT_SHADER:
2683 break;
2684 default:
2685 return error(GL_INVALID_ENUM);
2686 }
2687
2688 switch (precisiontype)
2689 {
2690 case GL_LOW_FLOAT:
2691 case GL_MEDIUM_FLOAT:
2692 case GL_HIGH_FLOAT:
2693 // Assume IEEE 754 precision
2694 range[0] = 127;
2695 range[1] = 127;
daniel@transgaming.comc5c15382010-04-23 18:34:49 +00002696 *precision = 23;
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002697 break;
2698 case GL_LOW_INT:
2699 case GL_MEDIUM_INT:
2700 case GL_HIGH_INT:
2701 // Some (most) hardware only supports single-precision floating-point numbers,
2702 // which can accurately represent integers up to +/-16777216
2703 range[0] = 24;
2704 range[1] = 24;
daniel@transgaming.comc5c15382010-04-23 18:34:49 +00002705 *precision = 0;
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002706 break;
2707 default:
2708 return error(GL_INVALID_ENUM);
2709 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002710 }
2711 catch(std::bad_alloc&)
2712 {
2713 return error(GL_OUT_OF_MEMORY);
2714 }
2715}
2716
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002717void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002718{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002719 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 +00002720 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002721
2722 try
2723 {
2724 if (bufsize < 0)
2725 {
2726 return error(GL_INVALID_VALUE);
2727 }
2728
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002729 gl::Context *context = gl::getContext();
2730
2731 if (context)
2732 {
2733 gl::Shader *shaderObject = context->getShader(shader);
2734
2735 if (!shaderObject)
2736 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +00002737 return error(GL_INVALID_OPERATION);
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002738 }
2739
2740 shaderObject->getSource(bufsize, length, source);
2741 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002742 }
2743 catch(std::bad_alloc&)
2744 {
2745 return error(GL_OUT_OF_MEMORY);
2746 }
2747}
2748
2749const GLubyte* __stdcall glGetString(GLenum name)
2750{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002751 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002752
2753 try
2754 {
2755 switch (name)
2756 {
2757 case GL_VENDOR:
2758 return (GLubyte*)"TransGaming Inc.";
2759 case GL_RENDERER:
2760 return (GLubyte*)"ANGLE";
2761 case GL_VERSION:
2762 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2763 case GL_SHADING_LANGUAGE_VERSION:
2764 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2765 case GL_EXTENSIONS:
2766 return (GLubyte*)"";
2767 default:
2768 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2769 }
2770 }
2771 catch(std::bad_alloc&)
2772 {
2773 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2774 }
2775
2776 return NULL;
2777}
2778
2779void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2780{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002781 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 +00002782
2783 try
2784 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002785 gl::Context *context = gl::getContext();
2786
2787 if (context)
2788 {
2789 gl::Texture *texture;
2790
2791 switch (target)
2792 {
2793 case GL_TEXTURE_2D:
2794 texture = context->getTexture2D();
2795 break;
2796 case GL_TEXTURE_CUBE_MAP:
2797 texture = context->getTextureCubeMap();
2798 break;
2799 default:
2800 return error(GL_INVALID_ENUM);
2801 }
2802
2803 switch (pname)
2804 {
2805 case GL_TEXTURE_MAG_FILTER:
2806 *params = (GLfloat)texture->getMagFilter();
2807 break;
2808 case GL_TEXTURE_MIN_FILTER:
2809 *params = (GLfloat)texture->getMinFilter();
2810 break;
2811 case GL_TEXTURE_WRAP_S:
2812 *params = (GLfloat)texture->getWrapS();
2813 break;
2814 case GL_TEXTURE_WRAP_T:
2815 *params = (GLfloat)texture->getWrapT();
2816 break;
2817 default:
2818 return error(GL_INVALID_ENUM);
2819 }
2820 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002821 }
2822 catch(std::bad_alloc&)
2823 {
2824 return error(GL_OUT_OF_MEMORY);
2825 }
2826}
2827
2828void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2829{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002830 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 +00002831
2832 try
2833 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002834 gl::Context *context = gl::getContext();
2835
2836 if (context)
2837 {
2838 gl::Texture *texture;
2839
2840 switch (target)
2841 {
2842 case GL_TEXTURE_2D:
2843 texture = context->getTexture2D();
2844 break;
2845 case GL_TEXTURE_CUBE_MAP:
2846 texture = context->getTextureCubeMap();
2847 break;
2848 default:
2849 return error(GL_INVALID_ENUM);
2850 }
2851
2852 switch (pname)
2853 {
2854 case GL_TEXTURE_MAG_FILTER:
2855 *params = texture->getMagFilter();
2856 break;
2857 case GL_TEXTURE_MIN_FILTER:
2858 *params = texture->getMinFilter();
2859 break;
2860 case GL_TEXTURE_WRAP_S:
2861 *params = texture->getWrapS();
2862 break;
2863 case GL_TEXTURE_WRAP_T:
2864 *params = texture->getWrapT();
2865 break;
2866 default:
2867 return error(GL_INVALID_ENUM);
2868 }
2869 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002870 }
2871 catch(std::bad_alloc&)
2872 {
2873 return error(GL_OUT_OF_MEMORY);
2874 }
2875}
2876
2877void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2878{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002879 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002880
2881 try
2882 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002883 gl::Context *context = gl::getContext();
2884
2885 if (context)
2886 {
2887 if (program == 0)
2888 {
2889 return error(GL_INVALID_VALUE);
2890 }
2891
2892 gl::Program *programObject = context->getProgram(program);
2893
2894 if (!programObject || !programObject->isLinked())
2895 {
2896 return error(GL_INVALID_OPERATION);
2897 }
2898
2899 if (!programObject->getUniformfv(location, params))
2900 {
2901 return error(GL_INVALID_OPERATION);
2902 }
2903 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002904 }
2905 catch(std::bad_alloc&)
2906 {
2907 return error(GL_OUT_OF_MEMORY);
2908 }
2909}
2910
2911void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2912{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002913 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002914
2915 try
2916 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002917 gl::Context *context = gl::getContext();
2918
2919 if (context)
2920 {
2921 if (program == 0)
2922 {
2923 return error(GL_INVALID_VALUE);
2924 }
2925
2926 gl::Program *programObject = context->getProgram(program);
2927
2928 if (!programObject || !programObject->isLinked())
2929 {
2930 return error(GL_INVALID_OPERATION);
2931 }
2932
2933 if (!programObject)
2934 {
2935 return error(GL_INVALID_OPERATION);
2936 }
2937
2938 if (!programObject->getUniformiv(location, params))
2939 {
2940 return error(GL_INVALID_OPERATION);
2941 }
2942 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002943 }
2944 catch(std::bad_alloc&)
2945 {
2946 return error(GL_OUT_OF_MEMORY);
2947 }
2948}
2949
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002950int __stdcall glGetUniformLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002951{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002952 TRACE("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002953
2954 try
2955 {
2956 gl::Context *context = gl::getContext();
2957
2958 if (strstr(name, "gl_") == name)
2959 {
2960 return -1;
2961 }
2962
2963 if (context)
2964 {
2965 gl::Program *programObject = context->getProgram(program);
2966
2967 if (!programObject)
2968 {
daniel@transgaming.comd1abe5b2010-04-13 19:53:33 +00002969 if (context->getShader(program))
2970 {
2971 return error(GL_INVALID_OPERATION, -1);
2972 }
2973 else
2974 {
2975 return error(GL_INVALID_VALUE, -1);
2976 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002977 }
2978
2979 if (!programObject->isLinked())
2980 {
2981 return error(GL_INVALID_OPERATION, -1);
2982 }
2983
2984 return programObject->getUniformLocation(name);
2985 }
2986 }
2987 catch(std::bad_alloc&)
2988 {
2989 return error(GL_OUT_OF_MEMORY, -1);
2990 }
2991
2992 return -1;
2993}
2994
2995void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2996{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002997 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002998
2999 try
3000 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003001 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003002
daniel@transgaming.come0078962010-04-15 20:45:08 +00003003 if (context)
3004 {
3005 if (index >= gl::MAX_VERTEX_ATTRIBS)
3006 {
3007 return error(GL_INVALID_VALUE);
3008 }
3009
3010 switch (pname)
3011 {
3012 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
3013 *params = (GLfloat)(context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
3014 break;
3015 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
3016 *params = (GLfloat)context->vertexAttribute[index].mSize;
3017 break;
3018 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
3019 *params = (GLfloat)context->vertexAttribute[index].mStride;
3020 break;
3021 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
3022 *params = (GLfloat)context->vertexAttribute[index].mType;
3023 break;
3024 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
3025 *params = (GLfloat)(context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
3026 break;
3027 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
3028 *params = (GLfloat)context->vertexAttribute[index].mBoundBuffer;
3029 break;
3030 case GL_CURRENT_VERTEX_ATTRIB:
3031 for (int i = 0; i < 4; ++i)
3032 {
3033 params[i] = context->vertexAttribute[index].mCurrentValue[i];
3034 }
3035 break;
3036 default: return error(GL_INVALID_ENUM);
3037 }
3038 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003039 }
3040 catch(std::bad_alloc&)
3041 {
3042 return error(GL_OUT_OF_MEMORY);
3043 }
3044}
3045
3046void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
3047{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003048 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003049
3050 try
3051 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003052 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003053
daniel@transgaming.come0078962010-04-15 20:45:08 +00003054 if (context)
3055 {
3056 if (index >= gl::MAX_VERTEX_ATTRIBS)
3057 {
3058 return error(GL_INVALID_VALUE);
3059 }
3060
3061 switch (pname)
3062 {
3063 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
3064 *params = (context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
3065 break;
3066 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
3067 *params = context->vertexAttribute[index].mSize;
3068 break;
3069 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
3070 *params = context->vertexAttribute[index].mStride;
3071 break;
3072 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
3073 *params = context->vertexAttribute[index].mType;
3074 break;
3075 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
3076 *params = (context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
3077 break;
3078 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
3079 *params = context->vertexAttribute[index].mBoundBuffer;
3080 break;
3081 case GL_CURRENT_VERTEX_ATTRIB:
3082 for (int i = 0; i < 4; ++i)
3083 {
3084 float currentValue = context->vertexAttribute[index].mCurrentValue[i];
3085 params[i] = (GLint)(currentValue > 0.0f ? floor(currentValue + 0.5f) : ceil(currentValue - 0.5f));
3086 }
3087 break;
3088 default: return error(GL_INVALID_ENUM);
3089 }
3090 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003091 }
3092 catch(std::bad_alloc&)
3093 {
3094 return error(GL_OUT_OF_MEMORY);
3095 }
3096}
3097
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003098void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003099{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003100 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003101
3102 try
3103 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003104 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003105
daniel@transgaming.come0078962010-04-15 20:45:08 +00003106 if (context)
3107 {
3108 if (index >= gl::MAX_VERTEX_ATTRIBS)
3109 {
3110 return error(GL_INVALID_VALUE);
3111 }
3112
3113 if (pname != GL_VERTEX_ATTRIB_ARRAY_POINTER)
3114 {
3115 return error(GL_INVALID_ENUM);
3116 }
3117
3118 *pointer = const_cast<GLvoid*>(context->vertexAttribute[index].mPointer);
3119 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003120 }
3121 catch(std::bad_alloc&)
3122 {
3123 return error(GL_OUT_OF_MEMORY);
3124 }
3125}
3126
3127void __stdcall glHint(GLenum target, GLenum mode)
3128{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003129 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003130
3131 try
3132 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003133 switch (target)
3134 {
3135 case GL_GENERATE_MIPMAP_HINT:
3136 switch (mode)
3137 {
3138 case GL_FASTEST:
3139 case GL_NICEST:
3140 case GL_DONT_CARE:
3141 break;
3142 default:
3143 return error(GL_INVALID_ENUM);
3144 }
3145 break;
3146 default:
3147 return error(GL_INVALID_ENUM);
3148 }
3149
3150 gl::Context *context = gl::getContext();
3151 if (context)
3152 {
3153 if (target == GL_GENERATE_MIPMAP_HINT)
3154 context->generateMipmapHint = mode;
3155 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003156 }
3157 catch(std::bad_alloc&)
3158 {
3159 return error(GL_OUT_OF_MEMORY);
3160 }
3161}
3162
3163GLboolean __stdcall glIsBuffer(GLuint buffer)
3164{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003165 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003166
3167 try
3168 {
3169 gl::Context *context = gl::getContext();
3170
3171 if (context && buffer)
3172 {
3173 gl::Buffer *bufferObject = context->getBuffer(buffer);
3174
3175 if (bufferObject)
3176 {
3177 return GL_TRUE;
3178 }
3179 }
3180 }
3181 catch(std::bad_alloc&)
3182 {
3183 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3184 }
3185
3186 return GL_FALSE;
3187}
3188
3189GLboolean __stdcall glIsEnabled(GLenum cap)
3190{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003191 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003192
3193 try
3194 {
3195 gl::Context *context = gl::getContext();
3196
3197 if (context)
3198 {
3199 switch (cap)
3200 {
3201 case GL_CULL_FACE: return context->cullFace;
3202 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
3203 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
3204 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
3205 case GL_SCISSOR_TEST: return context->scissorTest;
3206 case GL_STENCIL_TEST: return context->stencilTest;
3207 case GL_DEPTH_TEST: return context->depthTest;
3208 case GL_BLEND: return context->blend;
3209 case GL_DITHER: return context->dither;
3210 default:
3211 return error(GL_INVALID_ENUM, false);
3212 }
3213 }
3214 }
3215 catch(std::bad_alloc&)
3216 {
3217 return error(GL_OUT_OF_MEMORY, false);
3218 }
3219
3220 return false;
3221}
3222
3223GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
3224{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003225 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003226
3227 try
3228 {
3229 gl::Context *context = gl::getContext();
3230
3231 if (context && framebuffer)
3232 {
3233 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
3234
3235 if (framebufferObject)
3236 {
3237 return GL_TRUE;
3238 }
3239 }
3240 }
3241 catch(std::bad_alloc&)
3242 {
3243 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3244 }
3245
3246 return GL_FALSE;
3247}
3248
3249GLboolean __stdcall glIsProgram(GLuint program)
3250{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003251 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003252
3253 try
3254 {
3255 gl::Context *context = gl::getContext();
3256
3257 if (context && program)
3258 {
3259 gl::Program *programObject = context->getProgram(program);
3260
3261 if (programObject)
3262 {
3263 return GL_TRUE;
3264 }
3265 }
3266 }
3267 catch(std::bad_alloc&)
3268 {
3269 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3270 }
3271
3272 return GL_FALSE;
3273}
3274
3275GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
3276{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003277 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003278
3279 try
3280 {
3281 gl::Context *context = gl::getContext();
3282
3283 if (context && renderbuffer)
3284 {
3285 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
3286
3287 if (renderbufferObject)
3288 {
3289 return GL_TRUE;
3290 }
3291 }
3292 }
3293 catch(std::bad_alloc&)
3294 {
3295 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3296 }
3297
3298 return GL_FALSE;
3299}
3300
3301GLboolean __stdcall glIsShader(GLuint shader)
3302{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003303 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003304
3305 try
3306 {
3307 gl::Context *context = gl::getContext();
3308
3309 if (context && shader)
3310 {
3311 gl::Shader *shaderObject = context->getShader(shader);
3312
3313 if (shaderObject)
3314 {
3315 return GL_TRUE;
3316 }
3317 }
3318 }
3319 catch(std::bad_alloc&)
3320 {
3321 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3322 }
3323
3324 return GL_FALSE;
3325}
3326
3327GLboolean __stdcall glIsTexture(GLuint texture)
3328{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003329 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003330
3331 try
3332 {
3333 gl::Context *context = gl::getContext();
3334
3335 if (context && texture)
3336 {
3337 gl::Texture *textureObject = context->getTexture(texture);
3338
3339 if (textureObject)
3340 {
3341 return GL_TRUE;
3342 }
3343 }
3344 }
3345 catch(std::bad_alloc&)
3346 {
3347 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3348 }
3349
3350 return GL_FALSE;
3351}
3352
3353void __stdcall glLineWidth(GLfloat width)
3354{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003355 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003356
3357 try
3358 {
3359 if (width <= 0.0f)
3360 {
3361 return error(GL_INVALID_VALUE);
3362 }
3363
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003364 gl::Context *context = gl::getContext();
3365
3366 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003367 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003368 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003369 }
3370 }
3371 catch(std::bad_alloc&)
3372 {
3373 return error(GL_OUT_OF_MEMORY);
3374 }
3375}
3376
3377void __stdcall glLinkProgram(GLuint program)
3378{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003379 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003380
3381 try
3382 {
3383 gl::Context *context = gl::getContext();
3384
3385 if (context)
3386 {
3387 gl::Program *programObject = context->getProgram(program);
3388
3389 if (!programObject)
3390 {
daniel@transgaming.com277b7142010-04-13 03:26:44 +00003391 if (context->getShader(program))
3392 {
3393 return error(GL_INVALID_OPERATION);
3394 }
3395 else
3396 {
3397 return error(GL_INVALID_VALUE);
3398 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003399 }
3400
3401 programObject->link();
3402 }
3403 }
3404 catch(std::bad_alloc&)
3405 {
3406 return error(GL_OUT_OF_MEMORY);
3407 }
3408}
3409
3410void __stdcall glPixelStorei(GLenum pname, GLint param)
3411{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003412 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003413
3414 try
3415 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003416 gl::Context *context = gl::getContext();
3417
3418 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003419 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003420 switch (pname)
3421 {
3422 case GL_UNPACK_ALIGNMENT:
3423 if (param != 1 && param != 2 && param != 4 && param != 8)
3424 {
3425 return error(GL_INVALID_VALUE);
3426 }
3427
3428 context->unpackAlignment = param;
3429 break;
3430
3431 case GL_PACK_ALIGNMENT:
3432 if (param != 1 && param != 2 && param != 4 && param != 8)
3433 {
3434 return error(GL_INVALID_VALUE);
3435 }
3436
3437 context->packAlignment = param;
3438 break;
3439
3440 default:
3441 return error(GL_INVALID_ENUM);
3442 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003443 }
3444 }
3445 catch(std::bad_alloc&)
3446 {
3447 return error(GL_OUT_OF_MEMORY);
3448 }
3449}
3450
3451void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
3452{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003453 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003454
3455 try
3456 {
3457 if (factor != 0.0f || units != 0.0f)
3458 {
3459 UNIMPLEMENTED(); // FIXME
3460 }
3461 }
3462 catch(std::bad_alloc&)
3463 {
3464 return error(GL_OUT_OF_MEMORY);
3465 }
3466}
3467
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003468void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003469{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003470 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003471 "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003472 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003473
3474 try
3475 {
3476 if (width < 0 || height < 0)
3477 {
3478 return error(GL_INVALID_VALUE);
3479 }
3480
3481 switch (format)
3482 {
3483 case GL_RGBA:
3484 switch (type)
3485 {
3486 case GL_UNSIGNED_BYTE:
3487 break;
3488 default:
3489 return error(GL_INVALID_OPERATION);
3490 }
3491 break;
3492 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
3493 switch (type)
3494 {
3495 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
3496 break;
3497 default:
3498 return error(GL_INVALID_OPERATION);
3499 }
3500 break;
3501 default:
3502 return error(GL_INVALID_OPERATION);
3503 }
3504
3505 gl::Context *context = gl::getContext();
3506
3507 if (context)
3508 {
3509 context->readPixels(x, y, width, height, format, type, pixels);
3510 }
3511 }
3512 catch(std::bad_alloc&)
3513 {
3514 return error(GL_OUT_OF_MEMORY);
3515 }
3516}
3517
3518void __stdcall glReleaseShaderCompiler(void)
3519{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003520 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003521
3522 try
3523 {
3524 gl::Shader::releaseCompiler();
3525 }
3526 catch(std::bad_alloc&)
3527 {
3528 return error(GL_OUT_OF_MEMORY);
3529 }
3530}
3531
3532void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
3533{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003534 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
3535 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003536
3537 try
3538 {
3539 switch (target)
3540 {
3541 case GL_RENDERBUFFER:
3542 break;
3543 default:
3544 return error(GL_INVALID_ENUM);
3545 }
3546
3547 switch (internalformat)
3548 {
3549 case GL_DEPTH_COMPONENT16:
3550 case GL_RGBA4:
3551 case GL_RGB5_A1:
3552 case GL_RGB565:
3553 case GL_STENCIL_INDEX8:
3554 break;
3555 default:
3556 return error(GL_INVALID_ENUM);
3557 }
3558
3559 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
3560 {
3561 return error(GL_INVALID_VALUE);
3562 }
3563
3564 gl::Context *context = gl::getContext();
3565
3566 if (context)
3567 {
3568 if (context->framebuffer == 0 || context->renderbuffer == 0)
3569 {
3570 return error(GL_INVALID_OPERATION);
3571 }
3572
3573 switch (internalformat)
3574 {
3575 case GL_DEPTH_COMPONENT16:
3576 context->setRenderbuffer(new gl::Depthbuffer(width, height));
3577 break;
3578 case GL_RGBA4:
3579 case GL_RGB5_A1:
3580 case GL_RGB565:
daniel@transgaming.com70d312a2010-04-20 18:52:38 +00003581 context->setRenderbuffer(new gl::Colorbuffer(width, height, internalformat));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003582 break;
3583 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003584 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003585 break;
3586 default:
3587 return error(GL_INVALID_ENUM);
3588 }
3589 }
3590 }
3591 catch(std::bad_alloc&)
3592 {
3593 return error(GL_OUT_OF_MEMORY);
3594 }
3595}
3596
3597void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
3598{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003599 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003600
3601 try
3602 {
3603 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003604
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003605 if (context)
3606 {
3607 context->sampleCoverageValue = gl::clamp01(value);
3608 context->sampleCoverageInvert = invert;
3609 }
3610 }
3611 catch(std::bad_alloc&)
3612 {
3613 return error(GL_OUT_OF_MEMORY);
3614 }
3615}
3616
3617void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
3618{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003619 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 +00003620
3621 try
3622 {
3623 if (width < 0 || height < 0)
3624 {
3625 return error(GL_INVALID_VALUE);
3626 }
3627
3628 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003629
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003630 if (context)
3631 {
3632 context->scissorX = x;
3633 context->scissorY = y;
3634 context->scissorWidth = width;
3635 context->scissorHeight = height;
3636 }
3637 }
3638 catch(std::bad_alloc&)
3639 {
3640 return error(GL_OUT_OF_MEMORY);
3641 }
3642}
3643
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003644void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003645{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003646 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003647 "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003648 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003649
3650 try
3651 {
3652 if (n < 0 || length < 0)
3653 {
3654 return error(GL_INVALID_VALUE);
3655 }
3656
3657 UNIMPLEMENTED(); // FIXME
3658 }
3659 catch(std::bad_alloc&)
3660 {
3661 return error(GL_OUT_OF_MEMORY);
3662 }
3663}
3664
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003665void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003666{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003667 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 +00003668 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003669
3670 try
3671 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003672 if (count < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003673 {
3674 return error(GL_INVALID_VALUE);
3675 }
3676
3677 gl::Context *context = gl::getContext();
3678
3679 if (context)
3680 {
3681 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003682
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003683 if (!shaderObject)
3684 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003685 if (context->getProgram(shader))
3686 {
3687 return error(GL_INVALID_OPERATION);
3688 }
3689 else
3690 {
3691 return error(GL_INVALID_VALUE);
3692 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003693 }
3694
3695 shaderObject->setSource(count, string, length);
3696 }
3697 }
3698 catch(std::bad_alloc&)
3699 {
3700 return error(GL_OUT_OF_MEMORY);
3701 }
3702}
3703
3704void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
3705{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003706 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003707}
3708
3709void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
3710{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003711 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 +00003712
3713 try
3714 {
3715 switch (face)
3716 {
3717 case GL_FRONT:
3718 case GL_BACK:
3719 case GL_FRONT_AND_BACK:
3720 break;
3721 default:
3722 return error(GL_INVALID_ENUM);
3723 }
3724
3725 switch (func)
3726 {
3727 case GL_NEVER:
3728 case GL_ALWAYS:
3729 case GL_LESS:
3730 case GL_LEQUAL:
3731 case GL_EQUAL:
3732 case GL_GEQUAL:
3733 case GL_GREATER:
3734 case GL_NOTEQUAL:
3735 break;
3736 default:
3737 return error(GL_INVALID_ENUM);
3738 }
3739
3740 gl::Context *context = gl::getContext();
3741
3742 if (context)
3743 {
3744 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3745 {
3746 context->stencilFunc = func;
3747 context->stencilRef = ref;
3748 context->stencilMask = mask;
3749 }
3750
3751 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3752 {
3753 context->stencilBackFunc = func;
3754 context->stencilBackRef = ref;
3755 context->stencilBackMask = mask;
3756 }
3757 }
3758 }
3759 catch(std::bad_alloc&)
3760 {
3761 return error(GL_OUT_OF_MEMORY);
3762 }
3763}
3764
3765void __stdcall glStencilMask(GLuint mask)
3766{
3767 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
3768}
3769
3770void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
3771{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003772 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003773
3774 try
3775 {
3776 switch (face)
3777 {
3778 case GL_FRONT:
3779 case GL_BACK:
3780 case GL_FRONT_AND_BACK:
3781 break;
3782 default:
3783 return error(GL_INVALID_ENUM);
3784 }
3785
3786 gl::Context *context = gl::getContext();
3787
3788 if (context)
3789 {
3790 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3791 {
3792 context->stencilWritemask = mask;
3793 }
3794
3795 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3796 {
3797 context->stencilBackWritemask = mask;
3798 }
3799 }
3800 }
3801 catch(std::bad_alloc&)
3802 {
3803 return error(GL_OUT_OF_MEMORY);
3804 }
3805}
3806
3807void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
3808{
3809 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
3810}
3811
3812void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
3813{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003814 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
3815 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003816
3817 try
3818 {
3819 switch (face)
3820 {
3821 case GL_FRONT:
3822 case GL_BACK:
3823 case GL_FRONT_AND_BACK:
3824 break;
3825 default:
3826 return error(GL_INVALID_ENUM);
3827 }
3828
3829 switch (fail)
3830 {
3831 case GL_ZERO:
3832 case GL_KEEP:
3833 case GL_REPLACE:
3834 case GL_INCR:
3835 case GL_DECR:
3836 case GL_INVERT:
3837 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003838 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003839 break;
3840 default:
3841 return error(GL_INVALID_ENUM);
3842 }
3843
3844 switch (zfail)
3845 {
3846 case GL_ZERO:
3847 case GL_KEEP:
3848 case GL_REPLACE:
3849 case GL_INCR:
3850 case GL_DECR:
3851 case GL_INVERT:
3852 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003853 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003854 break;
3855 default:
3856 return error(GL_INVALID_ENUM);
3857 }
3858
3859 switch (zpass)
3860 {
3861 case GL_ZERO:
3862 case GL_KEEP:
3863 case GL_REPLACE:
3864 case GL_INCR:
3865 case GL_DECR:
3866 case GL_INVERT:
3867 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003868 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003869 break;
3870 default:
3871 return error(GL_INVALID_ENUM);
3872 }
3873
3874 gl::Context *context = gl::getContext();
3875
3876 if (context)
3877 {
3878 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3879 {
3880 context->stencilFail = fail;
3881 context->stencilPassDepthFail = zfail;
3882 context->stencilPassDepthPass = zpass;
3883 }
3884
3885 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3886 {
3887 context->stencilBackFail = fail;
3888 context->stencilBackPassDepthFail = zfail;
3889 context->stencilBackPassDepthPass = zpass;
3890 }
3891 }
3892 }
3893 catch(std::bad_alloc&)
3894 {
3895 return error(GL_OUT_OF_MEMORY);
3896 }
3897}
3898
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003899void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
3900 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003901{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003902 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 +00003903 "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 +00003904 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003905
3906 try
3907 {
3908 if (level < 0 || width < 0 || height < 0)
3909 {
3910 return error(GL_INVALID_VALUE);
3911 }
3912
3913 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3914 {
3915 return error(GL_INVALID_VALUE);
3916 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003917
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003918 switch (target)
3919 {
3920 case GL_TEXTURE_2D:
3921 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3922 {
3923 return error(GL_INVALID_VALUE);
3924 }
3925 break;
3926 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3927 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3928 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3929 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3930 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3931 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +00003932 if (width != height)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003933 {
3934 return error(GL_INVALID_VALUE);
3935 }
3936
3937 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3938 {
3939 return error(GL_INVALID_VALUE);
3940 }
3941 break;
3942 default:
3943 return error(GL_INVALID_ENUM);
3944 }
3945
3946 if (internalformat != format)
3947 {
3948 return error(GL_INVALID_OPERATION);
3949 }
3950
3951 switch (internalformat)
3952 {
3953 case GL_ALPHA:
3954 case GL_LUMINANCE:
3955 case GL_LUMINANCE_ALPHA:
3956 switch (type)
3957 {
3958 case GL_UNSIGNED_BYTE:
3959 break;
3960 default:
3961 return error(GL_INVALID_ENUM);
3962 }
3963 break;
3964 case GL_RGB:
3965 switch (type)
3966 {
3967 case GL_UNSIGNED_BYTE:
3968 case GL_UNSIGNED_SHORT_5_6_5:
3969 break;
3970 default:
3971 return error(GL_INVALID_ENUM);
3972 }
3973 break;
3974 case GL_RGBA:
3975 switch (type)
3976 {
3977 case GL_UNSIGNED_BYTE:
3978 case GL_UNSIGNED_SHORT_4_4_4_4:
3979 case GL_UNSIGNED_SHORT_5_5_5_1:
3980 break;
3981 default:
3982 return error(GL_INVALID_ENUM);
3983 }
3984 break;
3985 default:
3986 return error(GL_INVALID_VALUE);
3987 }
3988
3989 if (border != 0)
3990 {
3991 return error(GL_INVALID_VALUE);
3992 }
3993
3994 gl::Context *context = gl::getContext();
3995
3996 if (context)
3997 {
3998 if (target == GL_TEXTURE_2D)
3999 {
4000 gl::Texture2D *texture = context->getTexture2D();
4001
4002 if (!texture)
4003 {
4004 return error(GL_INVALID_OPERATION);
4005 }
4006
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004007 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004008 }
4009 else
4010 {
4011 gl::TextureCubeMap *texture = context->getTextureCubeMap();
4012
4013 if (!texture)
4014 {
4015 return error(GL_INVALID_OPERATION);
4016 }
4017
4018 switch (target)
4019 {
4020 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004021 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004022 break;
4023 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004024 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004025 break;
4026 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004027 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004028 break;
4029 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004030 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004031 break;
4032 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004033 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004034 break;
4035 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004036 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004037 break;
4038 default: UNREACHABLE();
4039 }
4040 }
4041 }
4042 }
4043 catch(std::bad_alloc&)
4044 {
4045 return error(GL_OUT_OF_MEMORY);
4046 }
4047}
4048
4049void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
4050{
4051 glTexParameteri(target, pname, (GLint)param);
4052}
4053
4054void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
4055{
4056 glTexParameteri(target, pname, (GLint)*params);
4057}
4058
4059void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
4060{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004061 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004062
4063 try
4064 {
4065 gl::Context *context = gl::getContext();
4066
4067 if (context)
4068 {
4069 gl::Texture *texture;
4070
4071 switch (target)
4072 {
4073 case GL_TEXTURE_2D:
4074 texture = context->getTexture2D();
4075 break;
4076 case GL_TEXTURE_CUBE_MAP:
4077 texture = context->getTextureCubeMap();
4078 break;
4079 default:
4080 return error(GL_INVALID_ENUM);
4081 }
4082
4083 switch (pname)
4084 {
4085 case GL_TEXTURE_WRAP_S:
4086 if (!texture->setWrapS((GLenum)param))
4087 {
4088 return error(GL_INVALID_ENUM);
4089 }
4090 break;
4091 case GL_TEXTURE_WRAP_T:
4092 if (!texture->setWrapT((GLenum)param))
4093 {
4094 return error(GL_INVALID_ENUM);
4095 }
4096 break;
4097 case GL_TEXTURE_MIN_FILTER:
4098 if (!texture->setMinFilter((GLenum)param))
4099 {
4100 return error(GL_INVALID_ENUM);
4101 }
4102 break;
4103 case GL_TEXTURE_MAG_FILTER:
4104 if (!texture->setMagFilter((GLenum)param))
4105 {
4106 return error(GL_INVALID_ENUM);
4107 }
4108 break;
4109 default:
4110 return error(GL_INVALID_ENUM);
4111 }
4112 }
4113 }
4114 catch(std::bad_alloc&)
4115 {
4116 return error(GL_OUT_OF_MEMORY);
4117 }
4118}
4119
4120void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
4121{
4122 glTexParameteri(target, pname, *params);
4123}
4124
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004125void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
4126 GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004127{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004128 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
4129 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004130 "const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004131 target, level, xoffset, yoffset, width, height, format, type, pixels);
4132
4133 try
4134 {
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00004135 if (!es2dx::IsTextureTarget(target))
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004136 {
4137 return error(GL_INVALID_ENUM);
4138 }
4139
4140 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004141 {
4142 return error(GL_INVALID_VALUE);
4143 }
4144
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004145 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
4146 {
4147 return error(GL_INVALID_VALUE);
4148 }
4149
4150 if (!es2dx::CheckTextureFormatType(format, type))
4151 {
4152 return error(GL_INVALID_ENUM);
4153 }
4154
4155 if (width == 0 || height == 0 || pixels == NULL)
4156 {
4157 return;
4158 }
4159
4160 gl::Context *context = gl::getContext();
4161
4162 if (context)
4163 {
4164 if (target == GL_TEXTURE_2D)
4165 {
4166 gl::Texture2D *texture = context->getTexture2D();
4167
4168 if (!texture)
4169 {
4170 return error(GL_INVALID_OPERATION);
4171 }
4172
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004173 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004174 }
4175 else if (es2dx::IsCubemapTextureTarget(target))
4176 {
4177 gl::TextureCubeMap *texture = context->getTextureCubeMap();
4178
4179 if (!texture)
4180 {
4181 return error(GL_INVALID_OPERATION);
4182 }
4183
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004184 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004185 }
4186 else
4187 {
4188 UNREACHABLE();
4189 }
4190 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004191 }
4192 catch(std::bad_alloc&)
4193 {
4194 return error(GL_OUT_OF_MEMORY);
4195 }
4196}
4197
4198void __stdcall glUniform1f(GLint location, GLfloat x)
4199{
4200 glUniform1fv(location, 1, &x);
4201}
4202
4203void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
4204{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004205 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004206
4207 try
4208 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004209 if (count < 0)
4210 {
4211 return error(GL_INVALID_VALUE);
4212 }
4213
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004214 if (location == -1)
4215 {
4216 return;
4217 }
4218
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004219 gl::Context *context = gl::getContext();
4220
4221 if (context)
4222 {
4223 gl::Program *program = context->getCurrentProgram();
4224
4225 if (!program)
4226 {
4227 return error(GL_INVALID_OPERATION);
4228 }
4229
4230 if (!program->setUniform1fv(location, count, v))
4231 {
4232 return error(GL_INVALID_OPERATION);
4233 }
4234 }
4235 }
4236 catch(std::bad_alloc&)
4237 {
4238 return error(GL_OUT_OF_MEMORY);
4239 }
4240}
4241
4242void __stdcall glUniform1i(GLint location, GLint x)
4243{
4244 glUniform1iv(location, 1, &x);
4245}
4246
4247void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
4248{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004249 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004250
4251 try
4252 {
4253 if (count < 0)
4254 {
4255 return error(GL_INVALID_VALUE);
4256 }
4257
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004258 if (location == -1)
4259 {
4260 return;
4261 }
4262
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004263 gl::Context *context = gl::getContext();
4264
4265 if (context)
4266 {
4267 gl::Program *program = context->getCurrentProgram();
4268
4269 if (!program)
4270 {
4271 return error(GL_INVALID_OPERATION);
4272 }
4273
4274 if (!program->setUniform1iv(location, count, v))
4275 {
4276 return error(GL_INVALID_OPERATION);
4277 }
4278 }
4279 }
4280 catch(std::bad_alloc&)
4281 {
4282 return error(GL_OUT_OF_MEMORY);
4283 }
4284}
4285
4286void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
4287{
4288 GLfloat xy[2] = {x, y};
4289
4290 glUniform2fv(location, 1, (GLfloat*)&xy);
4291}
4292
4293void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
4294{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004295 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004296
4297 try
4298 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004299 if (count < 0)
4300 {
4301 return error(GL_INVALID_VALUE);
4302 }
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004303
4304 if (location == -1)
4305 {
4306 return;
4307 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004308
4309 gl::Context *context = gl::getContext();
4310
4311 if (context)
4312 {
4313 gl::Program *program = context->getCurrentProgram();
4314
4315 if (!program)
4316 {
4317 return error(GL_INVALID_OPERATION);
4318 }
4319
4320 if (!program->setUniform2fv(location, count, v))
4321 {
4322 return error(GL_INVALID_OPERATION);
4323 }
4324 }
4325 }
4326 catch(std::bad_alloc&)
4327 {
4328 return error(GL_OUT_OF_MEMORY);
4329 }
4330}
4331
4332void __stdcall glUniform2i(GLint location, GLint x, GLint y)
4333{
4334 GLint xy[4] = {x, y};
4335
4336 glUniform2iv(location, 1, (GLint*)&xy);
4337}
4338
4339void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
4340{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004341 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004342
4343 try
4344 {
4345 if (count < 0)
4346 {
4347 return error(GL_INVALID_VALUE);
4348 }
4349
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004350 if (location == -1)
4351 {
4352 return;
4353 }
4354
4355 gl::Context *context = gl::getContext();
4356
4357 if (context)
4358 {
4359 gl::Program *program = context->getCurrentProgram();
4360
4361 if (!program)
4362 {
4363 return error(GL_INVALID_OPERATION);
4364 }
4365
4366 if (!program->setUniform2iv(location, count, v))
4367 {
4368 return error(GL_INVALID_OPERATION);
4369 }
4370 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004371 }
4372 catch(std::bad_alloc&)
4373 {
4374 return error(GL_OUT_OF_MEMORY);
4375 }
4376}
4377
4378void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
4379{
4380 GLfloat xyz[3] = {x, y, z};
4381
4382 glUniform3fv(location, 1, (GLfloat*)&xyz);
4383}
4384
4385void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
4386{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004387 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004388
4389 try
4390 {
4391 if (count < 0)
4392 {
4393 return error(GL_INVALID_VALUE);
4394 }
4395
4396 if (location == -1)
4397 {
4398 return;
4399 }
4400
4401 gl::Context *context = gl::getContext();
4402
4403 if (context)
4404 {
4405 gl::Program *program = context->getCurrentProgram();
4406
4407 if (!program)
4408 {
4409 return error(GL_INVALID_OPERATION);
4410 }
4411
4412 if (!program->setUniform3fv(location, count, v))
4413 {
4414 return error(GL_INVALID_OPERATION);
4415 }
4416 }
4417 }
4418 catch(std::bad_alloc&)
4419 {
4420 return error(GL_OUT_OF_MEMORY);
4421 }
4422}
4423
4424void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
4425{
4426 GLint xyz[3] = {x, y, z};
4427
4428 glUniform3iv(location, 1, (GLint*)&xyz);
4429}
4430
4431void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
4432{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004433 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004434
4435 try
4436 {
4437 if (count < 0)
4438 {
4439 return error(GL_INVALID_VALUE);
4440 }
4441
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004442 if (location == -1)
4443 {
4444 return;
4445 }
4446
4447 gl::Context *context = gl::getContext();
4448
4449 if (context)
4450 {
4451 gl::Program *program = context->getCurrentProgram();
4452
4453 if (!program)
4454 {
4455 return error(GL_INVALID_OPERATION);
4456 }
4457
4458 if (!program->setUniform3iv(location, count, v))
4459 {
4460 return error(GL_INVALID_OPERATION);
4461 }
4462 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004463 }
4464 catch(std::bad_alloc&)
4465 {
4466 return error(GL_OUT_OF_MEMORY);
4467 }
4468}
4469
4470void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4471{
4472 GLfloat xyzw[4] = {x, y, z, w};
4473
4474 glUniform4fv(location, 1, (GLfloat*)&xyzw);
4475}
4476
4477void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
4478{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004479 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004480
4481 try
4482 {
4483 if (count < 0)
4484 {
4485 return error(GL_INVALID_VALUE);
4486 }
4487
4488 if (location == -1)
4489 {
4490 return;
4491 }
4492
4493 gl::Context *context = gl::getContext();
4494
4495 if (context)
4496 {
4497 gl::Program *program = context->getCurrentProgram();
4498
4499 if (!program)
4500 {
4501 return error(GL_INVALID_OPERATION);
4502 }
4503
4504 if (!program->setUniform4fv(location, count, v))
4505 {
4506 return error(GL_INVALID_OPERATION);
4507 }
4508 }
4509 }
4510 catch(std::bad_alloc&)
4511 {
4512 return error(GL_OUT_OF_MEMORY);
4513 }
4514}
4515
4516void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
4517{
4518 GLint xyzw[4] = {x, y, z, w};
4519
4520 glUniform4iv(location, 1, (GLint*)&xyzw);
4521}
4522
4523void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
4524{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004525 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004526
4527 try
4528 {
4529 if (count < 0)
4530 {
4531 return error(GL_INVALID_VALUE);
4532 }
4533
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004534 if (location == -1)
4535 {
4536 return;
4537 }
4538
4539 gl::Context *context = gl::getContext();
4540
4541 if (context)
4542 {
4543 gl::Program *program = context->getCurrentProgram();
4544
4545 if (!program)
4546 {
4547 return error(GL_INVALID_OPERATION);
4548 }
4549
4550 if (!program->setUniform4iv(location, count, v))
4551 {
4552 return error(GL_INVALID_OPERATION);
4553 }
4554 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004555 }
4556 catch(std::bad_alloc&)
4557 {
4558 return error(GL_OUT_OF_MEMORY);
4559 }
4560}
4561
4562void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4563{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004564 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4565 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004566
4567 try
4568 {
4569 if (count < 0 || transpose != GL_FALSE)
4570 {
4571 return error(GL_INVALID_VALUE);
4572 }
4573
4574 if (location == -1)
4575 {
4576 return;
4577 }
4578
4579 gl::Context *context = gl::getContext();
4580
4581 if (context)
4582 {
4583 gl::Program *program = context->getCurrentProgram();
4584
4585 if (!program)
4586 {
4587 return error(GL_INVALID_OPERATION);
4588 }
4589
4590 if (!program->setUniformMatrix2fv(location, count, value))
4591 {
4592 return error(GL_INVALID_OPERATION);
4593 }
4594 }
4595 }
4596 catch(std::bad_alloc&)
4597 {
4598 return error(GL_OUT_OF_MEMORY);
4599 }
4600}
4601
4602void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4603{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004604 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4605 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004606
4607 try
4608 {
4609 if (count < 0 || transpose != GL_FALSE)
4610 {
4611 return error(GL_INVALID_VALUE);
4612 }
4613
4614 if (location == -1)
4615 {
4616 return;
4617 }
4618
4619 gl::Context *context = gl::getContext();
4620
4621 if (context)
4622 {
4623 gl::Program *program = context->getCurrentProgram();
4624
4625 if (!program)
4626 {
4627 return error(GL_INVALID_OPERATION);
4628 }
4629
4630 if (!program->setUniformMatrix3fv(location, count, value))
4631 {
4632 return error(GL_INVALID_OPERATION);
4633 }
4634 }
4635 }
4636 catch(std::bad_alloc&)
4637 {
4638 return error(GL_OUT_OF_MEMORY);
4639 }
4640}
4641
4642void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4643{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004644 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4645 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004646
4647 try
4648 {
4649 if (count < 0 || transpose != GL_FALSE)
4650 {
4651 return error(GL_INVALID_VALUE);
4652 }
4653
4654 if (location == -1)
4655 {
4656 return;
4657 }
4658
4659 gl::Context *context = gl::getContext();
4660
4661 if (context)
4662 {
4663 gl::Program *program = context->getCurrentProgram();
4664
4665 if (!program)
4666 {
4667 return error(GL_INVALID_OPERATION);
4668 }
4669
4670 if (!program->setUniformMatrix4fv(location, count, value))
4671 {
4672 return error(GL_INVALID_OPERATION);
4673 }
4674 }
4675 }
4676 catch(std::bad_alloc&)
4677 {
4678 return error(GL_OUT_OF_MEMORY);
4679 }
4680}
4681
4682void __stdcall glUseProgram(GLuint program)
4683{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004684 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004685
4686 try
4687 {
4688 gl::Context *context = gl::getContext();
4689
4690 if (context)
4691 {
4692 gl::Program *programObject = context->getProgram(program);
4693
daniel@transgaming.comc8478202010-04-13 19:53:35 +00004694 if (!programObject && program != 0)
4695 {
4696 if (context->getShader(program))
4697 {
4698 return error(GL_INVALID_OPERATION);
4699 }
4700 else
4701 {
4702 return error(GL_INVALID_VALUE);
4703 }
4704 }
4705
4706 if (program != 0 && !programObject->isLinked())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004707 {
4708 return error(GL_INVALID_OPERATION);
4709 }
4710
4711 context->useProgram(program);
4712 }
4713 }
4714 catch(std::bad_alloc&)
4715 {
4716 return error(GL_OUT_OF_MEMORY);
4717 }
4718}
4719
4720void __stdcall glValidateProgram(GLuint program)
4721{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004722 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004723
4724 try
4725 {
4726 UNIMPLEMENTED(); // FIXME
4727 }
4728 catch(std::bad_alloc&)
4729 {
4730 return error(GL_OUT_OF_MEMORY);
4731 }
4732}
4733
4734void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
4735{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004736 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004737
4738 try
4739 {
4740 if (index >= gl::MAX_VERTEX_ATTRIBS)
4741 {
4742 return error(GL_INVALID_VALUE);
4743 }
4744
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004745 gl::Context *context = gl::getContext();
4746
4747 if (context)
4748 {
4749 GLfloat vals[4] = { x, 0, 0, 1 };
4750 context->setVertexAttrib(index, vals);
4751 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004752 }
4753 catch(std::bad_alloc&)
4754 {
4755 return error(GL_OUT_OF_MEMORY);
4756 }
4757}
4758
4759void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
4760{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004761 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004762
4763 try
4764 {
4765 if (index >= gl::MAX_VERTEX_ATTRIBS)
4766 {
4767 return error(GL_INVALID_VALUE);
4768 }
4769
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004770 gl::Context *context = gl::getContext();
4771
4772 if (context)
4773 {
4774 GLfloat vals[4] = { values[0], 0, 0, 1 };
4775 context->setVertexAttrib(index, vals);
4776 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004777 }
4778 catch(std::bad_alloc&)
4779 {
4780 return error(GL_OUT_OF_MEMORY);
4781 }
4782}
4783
4784void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
4785{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004786 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004787
4788 try
4789 {
4790 if (index >= gl::MAX_VERTEX_ATTRIBS)
4791 {
4792 return error(GL_INVALID_VALUE);
4793 }
4794
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004795 gl::Context *context = gl::getContext();
4796
4797 if (context)
4798 {
4799 GLfloat vals[4] = { x, y, 0, 1 };
4800 context->setVertexAttrib(index, vals);
4801 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004802 }
4803 catch(std::bad_alloc&)
4804 {
4805 return error(GL_OUT_OF_MEMORY);
4806 }
4807}
4808
4809void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
4810{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004811 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004812
4813 try
4814 {
4815 if (index >= gl::MAX_VERTEX_ATTRIBS)
4816 {
4817 return error(GL_INVALID_VALUE);
4818 }
4819
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004820 gl::Context *context = gl::getContext();
4821
4822 if (context)
4823 {
4824 GLfloat vals[4] = { values[0], values[1], 0, 1 };
4825 context->setVertexAttrib(index, vals);
4826 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004827 }
4828 catch(std::bad_alloc&)
4829 {
4830 return error(GL_OUT_OF_MEMORY);
4831 }
4832}
4833
4834void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
4835{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004836 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 +00004837
4838 try
4839 {
4840 if (index >= gl::MAX_VERTEX_ATTRIBS)
4841 {
4842 return error(GL_INVALID_VALUE);
4843 }
4844
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004845 gl::Context *context = gl::getContext();
4846
4847 if (context)
4848 {
4849 GLfloat vals[4] = { x, y, z, 1 };
4850 context->setVertexAttrib(index, vals);
4851 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004852 }
4853 catch(std::bad_alloc&)
4854 {
4855 return error(GL_OUT_OF_MEMORY);
4856 }
4857}
4858
4859void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
4860{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004861 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004862
4863 try
4864 {
4865 if (index >= gl::MAX_VERTEX_ATTRIBS)
4866 {
4867 return error(GL_INVALID_VALUE);
4868 }
4869
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004870 gl::Context *context = gl::getContext();
4871
4872 if (context)
4873 {
4874 GLfloat vals[4] = { values[0], values[1], values[2], 1 };
4875 context->setVertexAttrib(index, vals);
4876 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004877 }
4878 catch(std::bad_alloc&)
4879 {
4880 return error(GL_OUT_OF_MEMORY);
4881 }
4882}
4883
4884void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4885{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004886 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 +00004887
4888 try
4889 {
4890 if (index >= gl::MAX_VERTEX_ATTRIBS)
4891 {
4892 return error(GL_INVALID_VALUE);
4893 }
4894
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004895 gl::Context *context = gl::getContext();
4896
4897 if (context)
4898 {
4899 GLfloat vals[4] = { x, y, z, w };
4900 context->setVertexAttrib(index, vals);
4901 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004902 }
4903 catch(std::bad_alloc&)
4904 {
4905 return error(GL_OUT_OF_MEMORY);
4906 }
4907}
4908
4909void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
4910{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004911 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004912
4913 try
4914 {
4915 if (index >= gl::MAX_VERTEX_ATTRIBS)
4916 {
4917 return error(GL_INVALID_VALUE);
4918 }
4919
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004920 gl::Context *context = gl::getContext();
4921
4922 if (context)
4923 {
4924 context->setVertexAttrib(index, values);
4925 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004926 }
4927 catch(std::bad_alloc&)
4928 {
4929 return error(GL_OUT_OF_MEMORY);
4930 }
4931}
4932
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004933void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004934{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004935 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004936 "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004937 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004938
4939 try
4940 {
4941 if (index >= gl::MAX_VERTEX_ATTRIBS)
4942 {
4943 return error(GL_INVALID_VALUE);
4944 }
4945
4946 if (size < 1 || size > 4)
4947 {
4948 return error(GL_INVALID_VALUE);
4949 }
4950
4951 switch (type)
4952 {
4953 case GL_BYTE:
4954 case GL_UNSIGNED_BYTE:
4955 case GL_SHORT:
4956 case GL_UNSIGNED_SHORT:
4957 case GL_FIXED:
4958 case GL_FLOAT:
4959 break;
4960 default:
4961 return error(GL_INVALID_ENUM);
4962 }
4963
4964 if (stride < 0)
4965 {
4966 return error(GL_INVALID_VALUE);
4967 }
4968
4969 gl::Context *context = gl::getContext();
4970
4971 if (context)
4972 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004973 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4974 context->vertexAttribute[index].mSize = size;
4975 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004976 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004977 context->vertexAttribute[index].mStride = stride;
4978 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004979 }
4980 }
4981 catch(std::bad_alloc&)
4982 {
4983 return error(GL_OUT_OF_MEMORY);
4984 }
4985}
4986
4987void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4988{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004989 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 +00004990
4991 try
4992 {
4993 if (width < 0 || height < 0)
4994 {
4995 return error(GL_INVALID_VALUE);
4996 }
4997
4998 gl::Context *context = gl::getContext();
4999
5000 if (context)
5001 {
5002 context->viewportX = x;
5003 context->viewportY = y;
5004 context->viewportWidth = width;
5005 context->viewportHeight = height;
5006 }
5007 }
5008 catch(std::bad_alloc&)
5009 {
5010 return error(GL_OUT_OF_MEMORY);
5011 }
5012}
5013
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005014void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
5015 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005016{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005017 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
5018 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005019 "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005020 target, level, internalformat, width, height, depth, border, format, type, pixels);
5021
5022 try
5023 {
5024 UNIMPLEMENTED(); // FIXME
5025 }
5026 catch(std::bad_alloc&)
5027 {
5028 return error(GL_OUT_OF_MEMORY);
5029 }
5030}
5031}