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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000016#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
18#include "libGLESv2/main.h"
19#include "libGLESv2/mathutil.h"
20#include "libGLESv2/utilities.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Context.h"
23#include "libGLESv2/Framebuffer.h"
24#include "libGLESv2/Program.h"
25#include "libGLESv2/Renderbuffer.h"
26#include "libGLESv2/Shader.h"
27#include "libGLESv2/Texture.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028
29extern "C"
30{
31
32void __stdcall glActiveTexture(GLenum texture)
33{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000034 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035
36 try
37 {
38 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
39 {
40 return error(GL_INVALID_ENUM);
41 }
42
43 gl::Context *context = gl::getContext();
44
45 if (context)
46 {
47 context->activeSampler = texture - GL_TEXTURE0;
48 }
49 }
50 catch(std::bad_alloc&)
51 {
52 return error(GL_OUT_OF_MEMORY);
53 }
54}
55
56void __stdcall glAttachShader(GLuint program, GLuint shader)
57{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000058 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000059
60 try
61 {
62 gl::Context *context = gl::getContext();
63
64 if (context)
65 {
66 gl::Program *programObject = context->getProgram(program);
67 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000068
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000069 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070 {
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000071 if (context->getShader(program))
72 {
73 return error(GL_INVALID_OPERATION);
74 }
75 else
76 {
77 return error(GL_INVALID_VALUE);
78 }
79 }
80
81 if (!shaderObject)
82 {
83 if (context->getProgram(shader))
84 {
85 return error(GL_INVALID_OPERATION);
86 }
87 else
88 {
89 return error(GL_INVALID_VALUE);
90 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000091 }
92
93 if (!programObject->attachShader(shaderObject))
94 {
95 return error(GL_INVALID_OPERATION);
96 }
97 }
98 }
99 catch(std::bad_alloc&)
100 {
101 return error(GL_OUT_OF_MEMORY);
102 }
103}
104
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000105void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000106{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000107 TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108
109 try
110 {
111 if (index >= gl::MAX_VERTEX_ATTRIBS)
112 {
113 return error(GL_INVALID_VALUE);
114 }
115
116 gl::Context *context = gl::getContext();
117
118 if (context)
119 {
120 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000121
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000122 if (!programObject)
123 {
daniel@transgaming.com98079832010-04-13 03:26:29 +0000124 if (context->getShader(program))
125 {
126 return error(GL_INVALID_OPERATION);
127 }
128 else
129 {
130 return error(GL_INVALID_VALUE);
131 }
132 }
133
134 if (strncmp(name, "gl_", 3) == 0)
135 {
136 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000137 }
138
139 programObject->bindAttributeLocation(index, name);
140 }
141 }
142 catch(std::bad_alloc&)
143 {
144 return error(GL_OUT_OF_MEMORY);
145 }
146}
147
148void __stdcall glBindBuffer(GLenum target, GLuint buffer)
149{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000150 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151
152 try
153 {
154 gl::Context *context = gl::getContext();
155
156 if (context)
157 {
158 switch (target)
159 {
160 case GL_ARRAY_BUFFER:
161 context->bindArrayBuffer(buffer);
162 return;
163 case GL_ELEMENT_ARRAY_BUFFER:
164 context->bindElementArrayBuffer(buffer);
165 return;
166 default:
167 return error(GL_INVALID_ENUM);
168 }
169 }
170 }
171 catch(std::bad_alloc&)
172 {
173 return error(GL_OUT_OF_MEMORY);
174 }
175}
176
177void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
178{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000179 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000180
181 try
182 {
183 if (target != GL_FRAMEBUFFER)
184 {
185 return error(GL_INVALID_ENUM);
186 }
187
188 gl::Context *context = gl::getContext();
189
190 if (context)
191 {
192 context->bindFramebuffer(framebuffer);
193 }
194 }
195 catch(std::bad_alloc&)
196 {
197 return error(GL_OUT_OF_MEMORY);
198 }
199}
200
201void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
202{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000203 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000204
205 try
206 {
207 if (target != GL_RENDERBUFFER)
208 {
209 return error(GL_INVALID_ENUM);
210 }
211
212 gl::Context *context = gl::getContext();
213
214 if (context)
215 {
216 context->bindRenderbuffer(renderbuffer);
217 }
218 }
219 catch(std::bad_alloc&)
220 {
221 return error(GL_OUT_OF_MEMORY);
222 }
223}
224
225void __stdcall glBindTexture(GLenum target, GLuint texture)
226{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000227 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000228
229 try
230 {
231 gl::Context *context = gl::getContext();
232
233 if (context)
234 {
235 gl::Texture *textureObject = context->getTexture(texture);
236
237 if (textureObject && textureObject->getTarget() != target && texture != 0)
238 {
239 return error(GL_INVALID_OPERATION);
240 }
241
242 switch (target)
243 {
244 case GL_TEXTURE_2D:
245 context->bindTexture2D(texture);
246 return;
247 case GL_TEXTURE_CUBE_MAP:
248 context->bindTextureCubeMap(texture);
249 return;
250 default:
251 return error(GL_INVALID_ENUM);
252 }
253 }
254 }
255 catch(std::bad_alloc&)
256 {
257 return error(GL_OUT_OF_MEMORY);
258 }
259}
260
261void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
262{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000263 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
264 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000265
266 try
267 {
268 gl::Context* context = gl::getContext();
269
270 if (context)
271 {
272 context->blendColor.red = gl::clamp01(red);
273 context->blendColor.blue = gl::clamp01(blue);
274 context->blendColor.green = gl::clamp01(green);
275 context->blendColor.alpha = gl::clamp01(alpha);
276 }
277 }
278 catch(std::bad_alloc&)
279 {
280 return error(GL_OUT_OF_MEMORY);
281 }
282}
283
284void __stdcall glBlendEquation(GLenum mode)
285{
286 glBlendEquationSeparate(mode, mode);
287}
288
289void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
290{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000291 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000292
293 try
294 {
295 switch (modeRGB)
296 {
297 case GL_FUNC_ADD:
298 case GL_FUNC_SUBTRACT:
299 case GL_FUNC_REVERSE_SUBTRACT:
300 break;
301 default:
302 return error(GL_INVALID_ENUM);
303 }
304
305 switch (modeAlpha)
306 {
307 case GL_FUNC_ADD:
308 case GL_FUNC_SUBTRACT:
309 case GL_FUNC_REVERSE_SUBTRACT:
310 break;
311 default:
312 return error(GL_INVALID_ENUM);
313 }
314
315 gl::Context *context = gl::getContext();
316
317 if (context)
318 {
319 context->blendEquationRGB = modeRGB;
320 context->blendEquationAlpha = modeAlpha;
321 }
322 }
323 catch(std::bad_alloc&)
324 {
325 return error(GL_OUT_OF_MEMORY);
326 }
327}
328
329void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
330{
331 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
332}
333
334void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
335{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000336 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
337 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000338
339 try
340 {
341 switch (srcRGB)
342 {
343 case GL_ZERO:
344 case GL_ONE:
345 case GL_SRC_COLOR:
346 case GL_ONE_MINUS_SRC_COLOR:
347 case GL_DST_COLOR:
348 case GL_ONE_MINUS_DST_COLOR:
349 case GL_SRC_ALPHA:
350 case GL_ONE_MINUS_SRC_ALPHA:
351 case GL_DST_ALPHA:
352 case GL_ONE_MINUS_DST_ALPHA:
353 case GL_CONSTANT_COLOR:
354 case GL_ONE_MINUS_CONSTANT_COLOR:
355 case GL_CONSTANT_ALPHA:
356 case GL_ONE_MINUS_CONSTANT_ALPHA:
357 case GL_SRC_ALPHA_SATURATE:
358 break;
359 default:
360 return error(GL_INVALID_ENUM);
361 }
362
363 switch (dstRGB)
364 {
365 case GL_ZERO:
366 case GL_ONE:
367 case GL_SRC_COLOR:
368 case GL_ONE_MINUS_SRC_COLOR:
369 case GL_DST_COLOR:
370 case GL_ONE_MINUS_DST_COLOR:
371 case GL_SRC_ALPHA:
372 case GL_ONE_MINUS_SRC_ALPHA:
373 case GL_DST_ALPHA:
374 case GL_ONE_MINUS_DST_ALPHA:
375 case GL_CONSTANT_COLOR:
376 case GL_ONE_MINUS_CONSTANT_COLOR:
377 case GL_CONSTANT_ALPHA:
378 case GL_ONE_MINUS_CONSTANT_ALPHA:
379 break;
380 default:
381 return error(GL_INVALID_ENUM);
382 }
383
384 switch (srcAlpha)
385 {
386 case GL_ZERO:
387 case GL_ONE:
388 case GL_SRC_COLOR:
389 case GL_ONE_MINUS_SRC_COLOR:
390 case GL_DST_COLOR:
391 case GL_ONE_MINUS_DST_COLOR:
392 case GL_SRC_ALPHA:
393 case GL_ONE_MINUS_SRC_ALPHA:
394 case GL_DST_ALPHA:
395 case GL_ONE_MINUS_DST_ALPHA:
396 case GL_CONSTANT_COLOR:
397 case GL_ONE_MINUS_CONSTANT_COLOR:
398 case GL_CONSTANT_ALPHA:
399 case GL_ONE_MINUS_CONSTANT_ALPHA:
400 case GL_SRC_ALPHA_SATURATE:
401 break;
402 default:
403 return error(GL_INVALID_ENUM);
404 }
405
406 switch (dstAlpha)
407 {
408 case GL_ZERO:
409 case GL_ONE:
410 case GL_SRC_COLOR:
411 case GL_ONE_MINUS_SRC_COLOR:
412 case GL_DST_COLOR:
413 case GL_ONE_MINUS_DST_COLOR:
414 case GL_SRC_ALPHA:
415 case GL_ONE_MINUS_SRC_ALPHA:
416 case GL_DST_ALPHA:
417 case GL_ONE_MINUS_DST_ALPHA:
418 case GL_CONSTANT_COLOR:
419 case GL_ONE_MINUS_CONSTANT_COLOR:
420 case GL_CONSTANT_ALPHA:
421 case GL_ONE_MINUS_CONSTANT_ALPHA:
422 break;
423 default:
424 return error(GL_INVALID_ENUM);
425 }
426
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000427 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
428 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
429
430 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
431 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
432
433 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000434 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000435 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
436 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000437 }
438
439 gl::Context *context = gl::getContext();
440
441 if (context)
442 {
443 context->sourceBlendRGB = srcRGB;
444 context->sourceBlendAlpha = srcAlpha;
445 context->destBlendRGB = dstRGB;
446 context->destBlendAlpha = dstAlpha;
447 }
448 }
449 catch(std::bad_alloc&)
450 {
451 return error(GL_OUT_OF_MEMORY);
452 }
453}
454
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000455void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000456{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000457 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p, GLenum usage = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000458 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000459
460 try
461 {
462 if (size < 0)
463 {
464 return error(GL_INVALID_VALUE);
465 }
466
467 switch (usage)
468 {
469 case GL_STREAM_DRAW:
470 case GL_STATIC_DRAW:
471 case GL_DYNAMIC_DRAW:
472 break;
473 default:
474 return error(GL_INVALID_ENUM);
475 }
476
477 gl::Context *context = gl::getContext();
478
479 if (context)
480 {
481 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000482
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000483 switch (target)
484 {
485 case GL_ARRAY_BUFFER:
486 buffer = context->getArrayBuffer();
487 break;
488 case GL_ELEMENT_ARRAY_BUFFER:
489 buffer = context->getElementArrayBuffer();
490 break;
491 default:
492 return error(GL_INVALID_ENUM);
493 }
494
495 if (!buffer)
496 {
497 return error(GL_INVALID_OPERATION);
498 }
499
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000500 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000501 }
502 }
503 catch(std::bad_alloc&)
504 {
505 return error(GL_OUT_OF_MEMORY);
506 }
507}
508
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000509void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000511 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000512 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000513
514 try
515 {
516 if (size < 0)
517 {
518 return error(GL_INVALID_VALUE);
519 }
520
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000521 if (data == NULL)
522 {
523 return;
524 }
525
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000526 gl::Context *context = gl::getContext();
527
528 if (context)
529 {
530 gl::Buffer *buffer;
531
532 switch (target)
533 {
534 case GL_ARRAY_BUFFER:
535 buffer = context->getArrayBuffer();
536 break;
537 case GL_ELEMENT_ARRAY_BUFFER:
538 buffer = context->getElementArrayBuffer();
539 break;
540 default:
541 return error(GL_INVALID_ENUM);
542 }
543
544 if (!buffer)
545 {
546 return error(GL_INVALID_OPERATION);
547 }
548
549 GLenum err = buffer->bufferSubData(data, size, offset);
550
551 if (err != GL_NO_ERROR)
552 {
553 return error(err);
554 }
555 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 }
557 catch(std::bad_alloc&)
558 {
559 return error(GL_OUT_OF_MEMORY);
560 }
561}
562
563GLenum __stdcall glCheckFramebufferStatus(GLenum target)
564{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000565 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000566
567 try
568 {
569 if (target != GL_FRAMEBUFFER)
570 {
571 return error(GL_INVALID_ENUM, 0);
572 }
573
574 gl::Context *context = gl::getContext();
575
576 if (context)
577 {
578 gl::Framebuffer *framebuffer = context->getFramebuffer();
579
580 return framebuffer->completeness();
581 }
582 }
583 catch(std::bad_alloc&)
584 {
585 return error(GL_OUT_OF_MEMORY, 0);
586 }
587
588 return 0;
589}
590
591void __stdcall glClear(GLbitfield mask)
592{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000593 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000594
595 try
596 {
597 gl::Context *context = gl::getContext();
598
599 if (context)
600 {
601 context->clear(mask);
602 }
603 }
604 catch(std::bad_alloc&)
605 {
606 return error(GL_OUT_OF_MEMORY);
607 }
608}
609
610void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
611{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000612 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
613 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000614
615 try
616 {
617 gl::Context *context = gl::getContext();
618
619 if (context)
620 {
621 context->setClearColor(red, green, blue, alpha);
622 }
623 }
624 catch(std::bad_alloc&)
625 {
626 return error(GL_OUT_OF_MEMORY);
627 }
628}
629
630void __stdcall glClearDepthf(GLclampf depth)
631{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000632 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633
634 try
635 {
636 gl::Context *context = gl::getContext();
637
638 if (context)
639 {
640 context->setClearDepth(depth);
641 }
642 }
643 catch(std::bad_alloc&)
644 {
645 return error(GL_OUT_OF_MEMORY);
646 }
647}
648
649void __stdcall glClearStencil(GLint s)
650{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000651 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000652
653 try
654 {
655 gl::Context *context = gl::getContext();
656
657 if (context)
658 {
659 context->setClearStencil(s);
660 }
661 }
662 catch(std::bad_alloc&)
663 {
664 return error(GL_OUT_OF_MEMORY);
665 }
666}
667
668void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
669{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000670 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
671 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000672
673 try
674 {
675 gl::Context *context = gl::getContext();
676
677 if (context)
678 {
679 context->colorMaskRed = red != GL_FALSE;
680 context->colorMaskGreen = green != GL_FALSE;
681 context->colorMaskBlue = blue != GL_FALSE;
682 context->colorMaskAlpha = alpha != GL_FALSE;
683 }
684 }
685 catch(std::bad_alloc&)
686 {
687 return error(GL_OUT_OF_MEMORY);
688 }
689}
690
691void __stdcall glCompileShader(GLuint shader)
692{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000693 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000694
695 try
696 {
697 gl::Context *context = gl::getContext();
698
699 if (context)
700 {
701 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000702
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000703 if (!shaderObject)
704 {
daniel@transgaming.com0cefaf42010-04-13 03:26:36 +0000705 if (context->getProgram(shader))
706 {
707 return error(GL_INVALID_OPERATION);
708 }
709 else
710 {
711 return error(GL_INVALID_VALUE);
712 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000713 }
714
715 shaderObject->compile();
716 }
717 }
718 catch(std::bad_alloc&)
719 {
720 return error(GL_OUT_OF_MEMORY);
721 }
722}
723
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000724void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
725 GLint border, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000726{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000727 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000728 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000729 target, level, internalformat, width, height, border, imageSize, data);
730
731 try
732 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000733 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
734 {
735 return error(GL_INVALID_ENUM);
736 }
737
738 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000739 {
740 return error(GL_INVALID_VALUE);
741 }
742
daniel@transgaming.com41430492010-03-11 20:36:18 +0000743 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
744 {
745 return error(GL_INVALID_VALUE);
746 }
747
748 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000749 }
750 catch(std::bad_alloc&)
751 {
752 return error(GL_OUT_OF_MEMORY);
753 }
754}
755
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000756void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
757 GLenum format, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000758{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000759 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
760 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000761 "GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000762 target, level, xoffset, yoffset, width, height, format, imageSize, data);
763
764 try
765 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000766 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
767 {
768 return error(GL_INVALID_ENUM);
769 }
770
771 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000772 {
773 return error(GL_INVALID_VALUE);
774 }
775
daniel@transgaming.com41430492010-03-11 20:36:18 +0000776 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
777 {
778 return error(GL_INVALID_VALUE);
779 }
780
781 if (xoffset != 0 || yoffset != 0)
782 {
783 return error(GL_INVALID_OPERATION);
784 }
785
786 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000787 }
788 catch(std::bad_alloc&)
789 {
790 return error(GL_OUT_OF_MEMORY);
791 }
792}
793
794void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
795{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000796 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
797 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000798 target, level, internalformat, x, y, width, height, border);
799
800 try
801 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000802 if (level < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000803 {
804 return error(GL_INVALID_VALUE);
805 }
806
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000807 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
808 {
809 return error(GL_INVALID_VALUE);
810 }
811
812 switch (target)
813 {
814 case GL_TEXTURE_2D:
815 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
816 {
817 return error(GL_INVALID_VALUE);
818 }
819 break;
820 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
821 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
822 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
823 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
824 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
825 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +0000826 if (width != height)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000827 {
828 return error(GL_INVALID_VALUE);
829 }
830
831 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
832 {
833 return error(GL_INVALID_VALUE);
834 }
835 break;
836 default:
837 return error(GL_INVALID_ENUM);
838 }
839
840 switch (internalformat)
841 {
842 case GL_ALPHA:
843 case GL_LUMINANCE:
844 case GL_LUMINANCE_ALPHA:
845 case GL_RGB:
846 case GL_RGBA:
847 break;
848 default:
849 return error(GL_INVALID_VALUE);
850 }
851
852 if (border != 0)
853 {
854 return error(GL_INVALID_VALUE);
855 }
856
857 gl::Context *context = gl::getContext();
858
859 if (context)
860 {
861 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
862
863 if (target == GL_TEXTURE_2D)
864 {
865 gl::Texture2D *texture = context->getTexture2D();
866
867 if (!texture)
868 {
869 return error(GL_INVALID_OPERATION);
870 }
871
872 texture->copyImage(level, internalformat, x, y, width, height, source);
873 }
874 else if (es2dx::IsCubemapTextureTarget(target))
875 {
876 gl::TextureCubeMap *texture = context->getTextureCubeMap();
877
878 if (!texture)
879 {
880 return error(GL_INVALID_OPERATION);
881 }
882
883 texture->copyImage(target, level, internalformat, x, y, width, height, source);
884 }
885 else
886 {
887 UNREACHABLE();
888 }
889 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000890 }
891 catch(std::bad_alloc&)
892 {
893 return error(GL_OUT_OF_MEMORY);
894 }
895}
896
897void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
898{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000899 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
900 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000901 target, level, xoffset, yoffset, x, y, width, height);
902
903 try
904 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000905 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
906 {
907 return error(GL_INVALID_ENUM);
908 }
909
910 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000911 {
912 return error(GL_INVALID_VALUE);
913 }
914
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000915 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
916 {
917 return error(GL_INVALID_VALUE);
918 }
919
920 if (width == 0 || height == 0)
921 {
922 return;
923 }
924
925 gl::Context *context = gl::getContext();
926
927 if (context)
928 {
929 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
930
931 if (target == GL_TEXTURE_2D)
932 {
933 gl::Texture2D *texture = context->getTexture2D();
934
935 if (!texture)
936 {
937 return error(GL_INVALID_OPERATION);
938 }
939
940 texture->copySubImage(level, xoffset, yoffset, x, y, width, height, source);
941 }
942 else if (es2dx::IsCubemapTextureTarget(target))
943 {
944 gl::TextureCubeMap *texture = context->getTextureCubeMap();
945
946 if (!texture)
947 {
948 return error(GL_INVALID_OPERATION);
949 }
950
951 texture->copySubImage(target, level, xoffset, yoffset, x, y, width, height, source);
952 }
953 else
954 {
955 UNREACHABLE();
956 }
957 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000958 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000959
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000960 catch(std::bad_alloc&)
961 {
962 return error(GL_OUT_OF_MEMORY);
963 }
964}
965
966GLuint __stdcall glCreateProgram(void)
967{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000968 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000969
970 try
971 {
972 gl::Context *context = gl::getContext();
973
974 if (context)
975 {
976 return context->createProgram();
977 }
978 }
979 catch(std::bad_alloc&)
980 {
981 return error(GL_OUT_OF_MEMORY, 0);
982 }
983
984 return 0;
985}
986
987GLuint __stdcall glCreateShader(GLenum type)
988{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000989 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000990
991 try
992 {
993 gl::Context *context = gl::getContext();
994
995 if (context)
996 {
997 switch (type)
998 {
999 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001000 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001001 return context->createShader(type);
1002 default:
1003 return error(GL_INVALID_ENUM, 0);
1004 }
1005 }
1006 }
1007 catch(std::bad_alloc&)
1008 {
1009 return error(GL_OUT_OF_MEMORY, 0);
1010 }
1011
1012 return 0;
1013}
1014
1015void __stdcall glCullFace(GLenum mode)
1016{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001017 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001018
1019 try
1020 {
1021 switch (mode)
1022 {
1023 case GL_FRONT:
1024 case GL_BACK:
1025 case GL_FRONT_AND_BACK:
1026 {
1027 gl::Context *context = gl::getContext();
1028
1029 if (context)
1030 {
1031 context->cullMode = mode;
1032 }
1033 }
1034 break;
1035 default:
1036 return error(GL_INVALID_ENUM);
1037 }
1038 }
1039 catch(std::bad_alloc&)
1040 {
1041 return error(GL_OUT_OF_MEMORY);
1042 }
1043}
1044
1045void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
1046{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001047 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001048
1049 try
1050 {
1051 if (n < 0)
1052 {
1053 return error(GL_INVALID_VALUE);
1054 }
1055
1056 gl::Context *context = gl::getContext();
1057
1058 if (context)
1059 {
1060 for (int i = 0; i < n; i++)
1061 {
1062 context->deleteBuffer(buffers[i]);
1063 }
1064 }
1065 }
1066 catch(std::bad_alloc&)
1067 {
1068 return error(GL_OUT_OF_MEMORY);
1069 }
1070}
1071
1072void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
1073{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001074 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001075
1076 try
1077 {
1078 if (n < 0)
1079 {
1080 return error(GL_INVALID_VALUE);
1081 }
1082
1083 gl::Context *context = gl::getContext();
1084
1085 if (context)
1086 {
1087 for (int i = 0; i < n; i++)
1088 {
1089 if (framebuffers[i] != 0)
1090 {
1091 context->deleteFramebuffer(framebuffers[i]);
1092 }
1093 }
1094 }
1095 }
1096 catch(std::bad_alloc&)
1097 {
1098 return error(GL_OUT_OF_MEMORY);
1099 }
1100}
1101
1102void __stdcall glDeleteProgram(GLuint program)
1103{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001104 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001105
1106 try
1107 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001108 if (program == 0)
1109 {
1110 return;
1111 }
1112
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001113 gl::Context *context = gl::getContext();
1114
1115 if (context)
1116 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001117 if (!context->getProgram(program))
1118 {
1119 if(context->getShader(program))
1120 {
1121 return error(GL_INVALID_OPERATION);
1122 }
1123 else
1124 {
1125 return error(GL_INVALID_VALUE);
1126 }
1127 }
1128
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001129 context->deleteProgram(program);
1130 }
1131 }
1132 catch(std::bad_alloc&)
1133 {
1134 return error(GL_OUT_OF_MEMORY);
1135 }
1136}
1137
1138void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
1139{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001140 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001141
1142 try
1143 {
1144 if (n < 0)
1145 {
1146 return error(GL_INVALID_VALUE);
1147 }
1148
1149 gl::Context *context = gl::getContext();
1150
1151 if (context)
1152 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +00001153 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001154 {
1155 context->deleteRenderbuffer(renderbuffers[i]);
1156 }
1157 }
1158 }
1159 catch(std::bad_alloc&)
1160 {
1161 return error(GL_OUT_OF_MEMORY);
1162 }
1163}
1164
1165void __stdcall glDeleteShader(GLuint shader)
1166{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001167 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001168
1169 try
1170 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001171 if (shader == 0)
1172 {
1173 return;
1174 }
1175
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001176 gl::Context *context = gl::getContext();
1177
1178 if (context)
1179 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001180 if (!context->getShader(shader))
1181 {
1182 if(context->getProgram(shader))
1183 {
1184 return error(GL_INVALID_OPERATION);
1185 }
1186 else
1187 {
1188 return error(GL_INVALID_VALUE);
1189 }
1190 }
1191
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001192 context->deleteShader(shader);
1193 }
1194 }
1195 catch(std::bad_alloc&)
1196 {
1197 return error(GL_OUT_OF_MEMORY);
1198 }
1199}
1200
1201void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
1202{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001203 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001204
1205 try
1206 {
1207 if (n < 0)
1208 {
1209 return error(GL_INVALID_VALUE);
1210 }
1211
1212 gl::Context *context = gl::getContext();
1213
1214 if (context)
1215 {
1216 for (int i = 0; i < n; i++)
1217 {
1218 if (textures[i] != 0)
1219 {
1220 context->deleteTexture(textures[i]);
1221 }
1222 }
1223 }
1224 }
1225 catch(std::bad_alloc&)
1226 {
1227 return error(GL_OUT_OF_MEMORY);
1228 }
1229}
1230
1231void __stdcall glDepthFunc(GLenum func)
1232{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001233 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001234
1235 try
1236 {
1237 switch (func)
1238 {
1239 case GL_NEVER:
1240 case GL_ALWAYS:
1241 case GL_LESS:
1242 case GL_LEQUAL:
1243 case GL_EQUAL:
1244 case GL_GREATER:
1245 case GL_GEQUAL:
1246 case GL_NOTEQUAL:
1247 break;
1248 default:
1249 return error(GL_INVALID_ENUM);
1250 }
1251
1252 gl::Context *context = gl::getContext();
1253
1254 if (context)
1255 {
1256 context->depthFunc = func;
1257 }
1258 }
1259 catch(std::bad_alloc&)
1260 {
1261 return error(GL_OUT_OF_MEMORY);
1262 }
1263}
1264
1265void __stdcall glDepthMask(GLboolean flag)
1266{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001267 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001268
1269 try
1270 {
1271 gl::Context *context = gl::getContext();
1272
1273 if (context)
1274 {
1275 context->depthMask = flag != GL_FALSE;
1276 }
1277 }
1278 catch(std::bad_alloc&)
1279 {
1280 return error(GL_OUT_OF_MEMORY);
1281 }
1282}
1283
1284void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1285{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001286 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001287
1288 try
1289 {
1290 gl::Context *context = gl::getContext();
1291
1292 if (context)
1293 {
1294 context->zNear = zNear;
1295 context->zFar = zFar;
1296 }
1297 }
1298 catch(std::bad_alloc&)
1299 {
1300 return error(GL_OUT_OF_MEMORY);
1301 }
1302}
1303
1304void __stdcall glDetachShader(GLuint program, GLuint shader)
1305{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001306 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001307
1308 try
1309 {
1310 gl::Context *context = gl::getContext();
1311
1312 if (context)
1313 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001314
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001315 gl::Program *programObject = context->getProgram(program);
1316 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001317
1318 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001319 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001320 gl::Shader *shaderByProgramHandle;
1321 shaderByProgramHandle = context->getShader(program);
1322 if (!shaderByProgramHandle)
1323 {
1324 return error(GL_INVALID_VALUE);
1325 }
1326 else
1327 {
1328 return error(GL_INVALID_OPERATION);
1329 }
1330 }
1331
1332 if (!shaderObject)
1333 {
1334 gl::Program *programByShaderHandle = context->getProgram(shader);
1335 if (!programByShaderHandle)
1336 {
1337 return error(GL_INVALID_VALUE);
1338 }
1339 else
1340 {
1341 return error(GL_INVALID_OPERATION);
1342 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001343 }
1344
1345 if (!programObject->detachShader(shaderObject))
1346 {
1347 return error(GL_INVALID_OPERATION);
1348 }
1349
1350 if (shaderObject->isDeletable())
1351 {
1352 context->deleteShader(shader);
1353 }
1354 }
1355 }
1356 catch(std::bad_alloc&)
1357 {
1358 return error(GL_OUT_OF_MEMORY);
1359 }
1360}
1361
1362void __stdcall glDisable(GLenum cap)
1363{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001364 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001365
1366 try
1367 {
1368 gl::Context *context = gl::getContext();
1369
1370 if (context)
1371 {
1372 switch (cap)
1373 {
1374 case GL_CULL_FACE: context->cullFace = false; break;
1375 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1376 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1377 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1378 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1379 case GL_STENCIL_TEST: context->stencilTest = false; break;
1380 case GL_DEPTH_TEST: context->depthTest = false; break;
1381 case GL_BLEND: context->blend = false; break;
1382 case GL_DITHER: context->dither = false; break;
1383 default:
1384 return error(GL_INVALID_ENUM);
1385 }
1386 }
1387 }
1388 catch(std::bad_alloc&)
1389 {
1390 return error(GL_OUT_OF_MEMORY);
1391 }
1392}
1393
1394void __stdcall glDisableVertexAttribArray(GLuint index)
1395{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001396 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001397
1398 try
1399 {
1400 if (index >= gl::MAX_VERTEX_ATTRIBS)
1401 {
1402 return error(GL_INVALID_VALUE);
1403 }
1404
1405 gl::Context *context = gl::getContext();
1406
1407 if (context)
1408 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001409 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001410 }
1411 }
1412 catch(std::bad_alloc&)
1413 {
1414 return error(GL_OUT_OF_MEMORY);
1415 }
1416}
1417
1418void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1419{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001420 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001421
1422 try
1423 {
1424 if (count < 0 || first < 0)
1425 {
1426 return error(GL_INVALID_VALUE);
1427 }
1428
1429 gl::Context *context = gl::getContext();
1430
1431 if (context)
1432 {
1433 context->drawArrays(mode, first, count);
1434 }
1435 }
1436 catch(std::bad_alloc&)
1437 {
1438 return error(GL_OUT_OF_MEMORY);
1439 }
1440}
1441
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001442void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001443{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001444 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001445 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001446
1447 try
1448 {
1449 if (count < 0)
1450 {
1451 return error(GL_INVALID_VALUE);
1452 }
1453
1454 switch (type)
1455 {
1456 case GL_UNSIGNED_BYTE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001457 case GL_UNSIGNED_SHORT:
1458 break;
1459 default:
1460 return error(GL_INVALID_ENUM);
1461 }
1462
1463 gl::Context *context = gl::getContext();
1464
1465 if (context)
1466 {
1467 context->drawElements(mode, count, type, indices);
1468 }
1469 }
1470 catch(std::bad_alloc&)
1471 {
1472 return error(GL_OUT_OF_MEMORY);
1473 }
1474}
1475
1476void __stdcall glEnable(GLenum cap)
1477{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001478 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001479
1480 try
1481 {
1482 gl::Context *context = gl::getContext();
1483
1484 if (context)
1485 {
1486 switch (cap)
1487 {
1488 case GL_CULL_FACE: context->cullFace = true; break;
1489 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1490 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1491 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1492 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1493 case GL_STENCIL_TEST: context->stencilTest = true; break;
1494 case GL_DEPTH_TEST: context->depthTest = true; break;
1495 case GL_BLEND: context->blend = true; break;
1496 case GL_DITHER: context->dither = true; break;
1497 default:
1498 return error(GL_INVALID_ENUM);
1499 }
1500 }
1501 }
1502 catch(std::bad_alloc&)
1503 {
1504 return error(GL_OUT_OF_MEMORY);
1505 }
1506}
1507
1508void __stdcall glEnableVertexAttribArray(GLuint index)
1509{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001510 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001511
1512 try
1513 {
1514 if (index >= gl::MAX_VERTEX_ATTRIBS)
1515 {
1516 return error(GL_INVALID_VALUE);
1517 }
1518
1519 gl::Context *context = gl::getContext();
1520
1521 if (context)
1522 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001523 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001524 }
1525 }
1526 catch(std::bad_alloc&)
1527 {
1528 return error(GL_OUT_OF_MEMORY);
1529 }
1530}
1531
1532void __stdcall glFinish(void)
1533{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001534 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001535
1536 try
1537 {
1538 gl::Context *context = gl::getContext();
1539
1540 if (context)
1541 {
1542 context->finish();
1543 }
1544 }
1545 catch(std::bad_alloc&)
1546 {
1547 return error(GL_OUT_OF_MEMORY);
1548 }
1549}
1550
1551void __stdcall glFlush(void)
1552{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001553 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001554
1555 try
1556 {
1557 gl::Context *context = gl::getContext();
1558
1559 if (context)
1560 {
1561 context->flush();
1562 }
1563 }
1564 catch(std::bad_alloc&)
1565 {
1566 return error(GL_OUT_OF_MEMORY);
1567 }
1568}
1569
1570void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1571{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001572 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1573 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001574
1575 try
1576 {
1577 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1578 {
1579 return error(GL_INVALID_ENUM);
1580 }
1581
1582 gl::Context *context = gl::getContext();
1583
1584 if (context)
1585 {
1586 gl::Framebuffer *framebuffer = context->getFramebuffer();
1587
1588 if (context->framebuffer == 0 || !framebuffer)
1589 {
1590 return error(GL_INVALID_OPERATION);
1591 }
1592
1593 switch (attachment)
1594 {
1595 case GL_COLOR_ATTACHMENT0:
1596 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1597 break;
1598 case GL_DEPTH_ATTACHMENT:
1599 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1600 break;
1601 case GL_STENCIL_ATTACHMENT:
1602 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1603 break;
1604 default:
1605 return error(GL_INVALID_ENUM);
1606 }
1607 }
1608 }
1609 catch(std::bad_alloc&)
1610 {
1611 return error(GL_OUT_OF_MEMORY);
1612 }
1613}
1614
1615void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1616{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001617 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1618 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001619
1620 try
1621 {
1622 if (target != GL_FRAMEBUFFER)
1623 {
1624 return error(GL_INVALID_ENUM);
1625 }
1626
1627 switch (attachment)
1628 {
1629 case GL_COLOR_ATTACHMENT0:
1630 break;
1631 default:
1632 return error(GL_INVALID_ENUM);
1633 }
1634
1635 gl::Context *context = gl::getContext();
1636
1637 if (context)
1638 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001639 if (texture == 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001640 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001641 textarget = GL_NONE;
1642 }
1643 else
1644 {
1645 gl::Texture *tex = context->getTexture(texture);
1646
1647 if (tex == NULL)
1648 {
1649 return error(GL_INVALID_OPERATION);
1650 }
1651
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001652 switch (textarget)
1653 {
1654 case GL_TEXTURE_2D:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001655 if (tex->getTarget() != GL_TEXTURE_2D)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001656 {
1657 return error(GL_INVALID_OPERATION);
1658 }
1659 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001660
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001661 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001662 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001663 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001664 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001665 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001666 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001667 if (tex->getTarget() != GL_TEXTURE_CUBE_MAP)
1668 {
1669 return error(GL_INVALID_OPERATION);
1670 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001671 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001672
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001673 default:
1674 return error(GL_INVALID_ENUM);
1675 }
1676
1677 if (level != 0)
1678 {
1679 return error(GL_INVALID_VALUE);
1680 }
1681 }
1682
1683 gl::Framebuffer *framebuffer = context->getFramebuffer();
1684
1685 if (context->framebuffer == 0 || !framebuffer)
1686 {
1687 return error(GL_INVALID_OPERATION);
1688 }
1689
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001690 framebuffer->setColorbuffer(textarget, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001691 }
1692 }
1693 catch(std::bad_alloc&)
1694 {
1695 return error(GL_OUT_OF_MEMORY);
1696 }
1697}
1698
1699void __stdcall glFrontFace(GLenum mode)
1700{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001701 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001702
1703 try
1704 {
1705 switch (mode)
1706 {
1707 case GL_CW:
1708 case GL_CCW:
1709 {
1710 gl::Context *context = gl::getContext();
1711
1712 if (context)
1713 {
1714 context->frontFace = mode;
1715 }
1716 }
1717 break;
1718 default:
1719 return error(GL_INVALID_ENUM);
1720 }
1721 }
1722 catch(std::bad_alloc&)
1723 {
1724 return error(GL_OUT_OF_MEMORY);
1725 }
1726}
1727
1728void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1729{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001730 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001731
1732 try
1733 {
1734 if (n < 0)
1735 {
1736 return error(GL_INVALID_VALUE);
1737 }
1738
1739 gl::Context *context = gl::getContext();
1740
1741 if (context)
1742 {
1743 for (int i = 0; i < n; i++)
1744 {
1745 buffers[i] = context->createBuffer();
1746 }
1747 }
1748 }
1749 catch(std::bad_alloc&)
1750 {
1751 return error(GL_OUT_OF_MEMORY);
1752 }
1753}
1754
1755void __stdcall glGenerateMipmap(GLenum target)
1756{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001757 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001758
1759 try
1760 {
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +00001761 gl::Context *context = gl::getContext();
1762
1763 if (context)
1764 {
1765 gl::Texture *texture;
1766
1767 switch (target)
1768 {
1769 case GL_TEXTURE_2D:
1770 texture = context->getTexture2D();
1771 break;
1772
1773 case GL_TEXTURE_CUBE_MAP:
1774 texture = context->getTextureCubeMap();
1775 break;
1776
1777 default:
1778 return error(GL_INVALID_ENUM);
1779 }
1780
1781 texture->generateMipmaps();
1782 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001783 }
1784 catch(std::bad_alloc&)
1785 {
1786 return error(GL_OUT_OF_MEMORY);
1787 }
1788}
1789
1790void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1791{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001792 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001793
1794 try
1795 {
1796 if (n < 0)
1797 {
1798 return error(GL_INVALID_VALUE);
1799 }
1800
1801 gl::Context *context = gl::getContext();
1802
1803 if (context)
1804 {
1805 for (int i = 0; i < n; i++)
1806 {
1807 framebuffers[i] = context->createFramebuffer();
1808 }
1809 }
1810 }
1811 catch(std::bad_alloc&)
1812 {
1813 return error(GL_OUT_OF_MEMORY);
1814 }
1815}
1816
1817void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1818{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001819 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001820
1821 try
1822 {
1823 if (n < 0)
1824 {
1825 return error(GL_INVALID_VALUE);
1826 }
1827
1828 gl::Context *context = gl::getContext();
1829
1830 if (context)
1831 {
1832 for (int i = 0; i < n; i++)
1833 {
1834 renderbuffers[i] = context->createRenderbuffer();
1835 }
1836 }
1837 }
1838 catch(std::bad_alloc&)
1839 {
1840 return error(GL_OUT_OF_MEMORY);
1841 }
1842}
1843
1844void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1845{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001846 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001847
1848 try
1849 {
1850 if (n < 0)
1851 {
1852 return error(GL_INVALID_VALUE);
1853 }
1854
1855 gl::Context *context = gl::getContext();
1856
1857 if (context)
1858 {
1859 for (int i = 0; i < n; i++)
1860 {
1861 textures[i] = context->createTexture();
1862 }
1863 }
1864 }
1865 catch(std::bad_alloc&)
1866 {
1867 return error(GL_OUT_OF_MEMORY);
1868 }
1869}
1870
daniel@transgaming.com85423182010-04-22 13:35:27 +00001871void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001872{
daniel@transgaming.com85423182010-04-22 13:35:27 +00001873 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei *length = 0x%0.8p, "
1874 "GLint *size = 0x%0.8p, GLenum *type = %0.8p, GLchar *name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001875 program, index, bufsize, length, size, type, name);
1876
1877 try
1878 {
1879 if (bufsize < 0)
1880 {
1881 return error(GL_INVALID_VALUE);
1882 }
1883
daniel@transgaming.com85423182010-04-22 13:35:27 +00001884 gl::Context *context = gl::getContext();
1885
1886 if (context)
1887 {
1888 gl::Program *programObject = context->getProgram(program);
1889
1890 if (!programObject)
1891 {
1892 if (context->getShader(program))
1893 {
1894 return error(GL_INVALID_OPERATION);
1895 }
1896 else
1897 {
1898 return error(GL_INVALID_VALUE);
1899 }
1900 }
1901
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001902 if (index >= (GLuint)programObject->getActiveAttributeCount())
daniel@transgaming.com85423182010-04-22 13:35:27 +00001903 {
1904 return error(GL_INVALID_VALUE);
1905 }
1906
1907 programObject->getActiveAttribute(index, bufsize, length, size, type, name);
1908 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001909 }
1910 catch(std::bad_alloc&)
1911 {
1912 return error(GL_OUT_OF_MEMORY);
1913 }
1914}
1915
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001916void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001917{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001918 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001919 "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, GLchar* name = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001920 program, index, bufsize, length, size, type, name);
1921
1922 try
1923 {
1924 if (bufsize < 0)
1925 {
1926 return error(GL_INVALID_VALUE);
1927 }
1928
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001929 gl::Context *context = gl::getContext();
1930
1931 if (context)
1932 {
1933 gl::Program *programObject = context->getProgram(program);
1934
1935 if (!programObject)
1936 {
1937 if (context->getShader(program))
1938 {
1939 return error(GL_INVALID_OPERATION);
1940 }
1941 else
1942 {
1943 return error(GL_INVALID_VALUE);
1944 }
1945 }
1946
1947 if (index >= (GLuint)programObject->getActiveUniformCount())
1948 {
1949 return error(GL_INVALID_VALUE);
1950 }
1951
1952 programObject->getActiveUniform(index, bufsize, length, size, type, name);
1953 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001954 }
1955 catch(std::bad_alloc&)
1956 {
1957 return error(GL_OUT_OF_MEMORY);
1958 }
1959}
1960
1961void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1962{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001963 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1964 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001965
1966 try
1967 {
1968 if (maxcount < 0)
1969 {
1970 return error(GL_INVALID_VALUE);
1971 }
1972
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001973 gl::Context *context = gl::getContext();
1974
1975 if (context)
1976 {
1977 gl::Program *programObject = context->getProgram(program);
1978
1979 if (!programObject)
1980 {
daniel@transgaming.com23953e32010-04-13 19:53:31 +00001981 if (context->getShader(program))
1982 {
1983 return error(GL_INVALID_OPERATION);
1984 }
1985 else
1986 {
1987 return error(GL_INVALID_VALUE);
1988 }
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001989 }
1990
1991 return programObject->getAttachedShaders(maxcount, count, shaders);
1992 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001993 }
1994 catch(std::bad_alloc&)
1995 {
1996 return error(GL_OUT_OF_MEMORY);
1997 }
1998}
1999
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002000int __stdcall glGetAttribLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002001{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002002 TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002003
2004 try
2005 {
2006 gl::Context *context = gl::getContext();
2007
2008 if (context)
2009 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002010
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002011 gl::Program *programObject = context->getProgram(program);
2012
2013 if (!programObject)
2014 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002015 if (context->getShader(program))
2016 {
2017 return error(GL_INVALID_OPERATION, -1);
2018 }
2019 else
2020 {
2021 return error(GL_INVALID_VALUE, -1);
2022 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002023 }
2024
daniel@transgaming.comcf4aa872010-04-13 03:26:27 +00002025 if (!programObject->isLinked())
2026 {
2027 return error(GL_INVALID_OPERATION, -1);
2028 }
2029
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002030 return programObject->getAttributeLocation(name);
2031 }
2032 }
2033 catch(std::bad_alloc&)
2034 {
2035 return error(GL_OUT_OF_MEMORY, -1);
2036 }
2037
2038 return -1;
2039}
2040
2041void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
2042{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002043 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002044
2045 try
2046 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002047 gl::Context *context = gl::getContext();
2048
2049 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002050 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002051 if (!(context->getBooleanv(pname, params)))
2052 {
2053 GLenum nativeType;
2054 unsigned int numParams = 0;
2055 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2056 return error(GL_INVALID_ENUM);
2057
2058 if (numParams == 0)
2059 return; // it is known that the pname is valid, but there are no parameters to return
2060
2061 if (nativeType == GL_FLOAT)
2062 {
2063 GLfloat *floatParams = NULL;
2064 floatParams = new GLfloat[numParams];
2065
2066 context->getFloatv(pname, floatParams);
2067
2068 for (unsigned int i = 0; i < numParams; ++i)
2069 {
2070 if (floatParams[i] == 0.0f)
2071 params[i] = GL_FALSE;
2072 else
2073 params[i] = GL_TRUE;
2074 }
2075
2076 delete [] floatParams;
2077 }
2078 else if (nativeType == GL_INT)
2079 {
2080 GLint *intParams = NULL;
2081 intParams = new GLint[numParams];
2082
2083 context->getIntegerv(pname, intParams);
2084
2085 for (unsigned int i = 0; i < numParams; ++i)
2086 {
2087 if (intParams[i] == 0)
2088 params[i] = GL_FALSE;
2089 else
2090 params[i] = GL_TRUE;
2091 }
2092
2093 delete [] intParams;
2094 }
2095 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002096 }
2097 }
2098 catch(std::bad_alloc&)
2099 {
2100 return error(GL_OUT_OF_MEMORY);
2101 }
2102}
2103
2104void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
2105{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002106 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002107
2108 try
2109 {
daniel@transgaming.comaa0ccbd2010-04-15 20:45:05 +00002110 gl::Context *context = gl::getContext();
2111
2112 if (context)
2113 {
2114 gl::Buffer *buffer;
2115
2116 switch (target)
2117 {
2118 case GL_ARRAY_BUFFER:
2119 buffer = context->getArrayBuffer();
2120 break;
2121 case GL_ELEMENT_ARRAY_BUFFER:
2122 buffer = context->getElementArrayBuffer();
2123 break;
2124 default: return error(GL_INVALID_ENUM);
2125 }
2126
2127 if (!buffer)
2128 {
2129 // A null buffer means that "0" is bound to the requested buffer target
2130 return error(GL_INVALID_OPERATION);
2131 }
2132
2133 switch (pname)
2134 {
2135 case GL_BUFFER_USAGE:
2136 *params = buffer->usage();
2137 break;
2138 case GL_BUFFER_SIZE:
2139 *params = buffer->size();
2140 break;
2141 default: return error(GL_INVALID_ENUM);
2142 }
2143 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002144 }
2145 catch(std::bad_alloc&)
2146 {
2147 return error(GL_OUT_OF_MEMORY);
2148 }
2149}
2150
2151GLenum __stdcall glGetError(void)
2152{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002153 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002154
2155 gl::Context *context = gl::getContext();
2156
2157 if (context)
2158 {
2159 return context->getError();
2160 }
2161
2162 return GL_NO_ERROR;
2163}
2164
2165void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
2166{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002167 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002168
2169 try
2170 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002171 gl::Context *context = gl::getContext();
2172
2173 if (context)
2174 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002175 if (!(context->getFloatv(pname, params)))
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002176 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002177 GLenum nativeType;
2178 unsigned int numParams = 0;
2179 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2180 return error(GL_INVALID_ENUM);
2181
2182 if (numParams == 0)
2183 return; // it is known that the pname is valid, but that there are no parameters to return.
2184
2185 if (nativeType == GL_BOOL)
2186 {
2187 GLboolean *boolParams = NULL;
2188 boolParams = new GLboolean[numParams];
2189
2190 context->getBooleanv(pname, boolParams);
2191
2192 for (unsigned int i = 0; i < numParams; ++i)
2193 {
2194 if (boolParams[i] == GL_FALSE)
2195 params[i] = 0.0f;
2196 else
2197 params[i] = 1.0f;
2198 }
2199
2200 delete [] boolParams;
2201 }
2202 else if (nativeType == GL_INT)
2203 {
2204 GLint *intParams = NULL;
2205 intParams = new GLint[numParams];
2206
2207 context->getIntegerv(pname, intParams);
2208
2209 for (unsigned int i = 0; i < numParams; ++i)
2210 {
2211 params[i] = (GLfloat)intParams[i];
2212 }
2213
2214 delete [] intParams;
2215 }
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002216 }
2217 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002218 }
2219 catch(std::bad_alloc&)
2220 {
2221 return error(GL_OUT_OF_MEMORY);
2222 }
2223}
2224
2225void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
2226{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002227 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
2228 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002229
2230 try
2231 {
2232 gl::Context *context = gl::getContext();
2233
2234 if (context)
2235 {
2236 if (context->framebuffer == 0)
2237 {
2238 return error(GL_INVALID_OPERATION);
2239 }
2240
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002241 if (target != GL_FRAMEBUFFER)
2242 {
2243 return error(GL_INVALID_ENUM);
2244 }
2245
2246 GLenum attachmentType;
2247 GLuint attachmentHandle;
2248 switch (attachment)
2249 {
2250 case GL_COLOR_ATTACHMENT0:
2251 attachmentType = context->getFramebuffer()->getColorbufferType();
2252 attachmentHandle = context->getFramebuffer()->getColorbufferHandle();
2253 break;
2254 case GL_DEPTH_ATTACHMENT:
2255 attachmentType = context->getFramebuffer()->getDepthbufferType();
2256 attachmentHandle = context->getFramebuffer()->getDepthbufferHandle();
2257 break;
2258 case GL_STENCIL_ATTACHMENT:
2259 attachmentType = context->getFramebuffer()->getStencilbufferType();
2260 attachmentHandle = context->getFramebuffer()->getStencilbufferHandle();
2261 break;
2262 default: return error(GL_INVALID_ENUM);
2263 }
2264
2265 GLenum attachmentObjectType; // Type category
2266 if (attachmentType == GL_NONE || attachmentType == GL_RENDERBUFFER)
2267 {
2268 attachmentObjectType = attachmentType;
2269 }
2270 else if (attachmentType == GL_TEXTURE_2D || es2dx::IsCubemapTextureTarget(attachmentType))
2271 {
2272 attachmentObjectType = GL_TEXTURE;
2273 }
2274 else UNREACHABLE();
2275
2276 switch (pname)
2277 {
2278 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
2279 *params = attachmentObjectType;
2280 break;
2281 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
2282 if (attachmentObjectType == GL_RENDERBUFFER || attachmentObjectType == GL_TEXTURE)
2283 {
2284 *params = attachmentHandle;
2285 }
2286 else
2287 {
2288 return error(GL_INVALID_ENUM);
2289 }
2290 break;
2291 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
2292 if (attachmentObjectType == GL_TEXTURE)
2293 {
2294 *params = 0; // FramebufferTexture2D will not allow level to be set to anything else in GL ES 2.0
2295 }
2296 else
2297 {
2298 return error(GL_INVALID_ENUM);
2299 }
2300 break;
2301 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
2302 if (attachmentObjectType == GL_TEXTURE)
2303 {
2304 if (es2dx::IsCubemapTextureTarget(attachmentType))
2305 {
2306 *params = attachmentType;
2307 }
2308 else
2309 {
2310 *params = 0;
2311 }
2312 }
2313 else
2314 {
2315 return error(GL_INVALID_ENUM);
2316 }
2317 break;
2318 default:
2319 return error(GL_INVALID_ENUM);
2320 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002321 }
2322 }
2323 catch(std::bad_alloc&)
2324 {
2325 return error(GL_OUT_OF_MEMORY);
2326 }
2327}
2328
2329void __stdcall glGetIntegerv(GLenum pname, GLint* params)
2330{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002331 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002332
2333 try
2334 {
2335 gl::Context *context = gl::getContext();
2336
2337 if (context)
2338 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002339 if (!(context->getIntegerv(pname, params)))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002340 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002341 GLenum nativeType;
2342 unsigned int numParams = 0;
2343 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2344 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002345
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002346 if (numParams == 0)
2347 return; // it is known that pname is valid, but there are no parameters to return
2348
2349 if (nativeType == GL_BOOL)
2350 {
2351 GLboolean *boolParams = NULL;
2352 boolParams = new GLboolean[numParams];
2353
2354 context->getBooleanv(pname, boolParams);
2355
2356 for (unsigned int i = 0; i < numParams; ++i)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002357 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002358 if (boolParams[i] == GL_FALSE)
2359 params[i] = 0;
2360 else
2361 params[i] = 1;
2362 }
2363
2364 delete [] boolParams;
2365 }
2366 else if (nativeType == GL_FLOAT)
2367 {
2368 GLfloat *floatParams = NULL;
2369 floatParams = new GLfloat[numParams];
2370
2371 context->getFloatv(pname, floatParams);
2372
2373 for (unsigned int i = 0; i < numParams; ++i)
2374 {
2375 if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002376 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002377 params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002378 }
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002379 else
2380 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 +00002381 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002382
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002383 delete [] floatParams;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002384 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002385 }
2386 }
2387 }
2388 catch(std::bad_alloc&)
2389 {
2390 return error(GL_OUT_OF_MEMORY);
2391 }
2392}
2393
2394void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
2395{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002396 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002397
2398 try
2399 {
2400 gl::Context *context = gl::getContext();
2401
2402 if (context)
2403 {
2404 gl::Program *programObject = context->getProgram(program);
2405
2406 if (!programObject)
2407 {
2408 return error(GL_INVALID_VALUE);
2409 }
2410
2411 switch (pname)
2412 {
2413 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002414 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002415 return;
2416 case GL_LINK_STATUS:
2417 *params = programObject->isLinked();
2418 return;
2419 case GL_VALIDATE_STATUS:
2420 UNIMPLEMENTED(); // FIXME
2421 *params = GL_TRUE;
2422 return;
2423 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002424 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002425 return;
2426 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002427 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002428 return;
2429 case GL_ACTIVE_ATTRIBUTES:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002430 *params = programObject->getActiveAttributeCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002431 return;
2432 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002433 *params = programObject->getActiveAttributeMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002434 return;
2435 case GL_ACTIVE_UNIFORMS:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002436 *params = programObject->getActiveUniformCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002437 return;
2438 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002439 *params = programObject->getActiveUniformMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002440 return;
2441 default:
2442 return error(GL_INVALID_ENUM);
2443 }
2444 }
2445 }
2446 catch(std::bad_alloc&)
2447 {
2448 return error(GL_OUT_OF_MEMORY);
2449 }
2450}
2451
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002452void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002453{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002454 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 +00002455 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002456
2457 try
2458 {
2459 if (bufsize < 0)
2460 {
2461 return error(GL_INVALID_VALUE);
2462 }
2463
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002464 gl::Context *context = gl::getContext();
2465
2466 if (context)
2467 {
2468 gl::Program *programObject = context->getProgram(program);
2469
2470 if (!programObject)
2471 {
2472 return error(GL_INVALID_VALUE);
2473 }
2474
2475 programObject->getInfoLog(bufsize, length, infolog);
2476 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002477 }
2478 catch(std::bad_alloc&)
2479 {
2480 return error(GL_OUT_OF_MEMORY);
2481 }
2482}
2483
2484void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2485{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002486 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 +00002487
2488 try
2489 {
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002490 gl::Context *context = gl::getContext();
2491
2492 if (context)
2493 {
2494 if (target != GL_RENDERBUFFER)
2495 {
2496 return error(GL_INVALID_ENUM);
2497 }
2498
2499 if (context->renderbuffer == 0)
2500 {
2501 return error(GL_INVALID_OPERATION);
2502 }
2503
2504 gl::Renderbuffer *renderbuffer = context->getRenderbuffer(context->renderbuffer);
2505
2506 switch (pname)
2507 {
2508 case GL_RENDERBUFFER_WIDTH:
2509 *params = renderbuffer->getWidth();
2510 break;
2511 case GL_RENDERBUFFER_HEIGHT:
2512 *params = renderbuffer->getHeight();
2513 break;
2514 case GL_RENDERBUFFER_INTERNAL_FORMAT:
2515 *params = renderbuffer->getFormat();
2516 break;
2517 case GL_RENDERBUFFER_RED_SIZE:
2518 if (renderbuffer->isColorbuffer())
2519 {
2520 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getRedSize();
2521 }
2522 else
2523 {
2524 *params = 0;
2525 }
2526 break;
2527 case GL_RENDERBUFFER_GREEN_SIZE:
2528 if (renderbuffer->isColorbuffer())
2529 {
2530 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getGreenSize();
2531 }
2532 else
2533 {
2534 *params = 0;
2535 }
2536 break;
2537 case GL_RENDERBUFFER_BLUE_SIZE:
2538 if (renderbuffer->isColorbuffer())
2539 {
2540 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getBlueSize();
2541 }
2542 else
2543 {
2544 *params = 0;
2545 }
2546 break;
2547 case GL_RENDERBUFFER_ALPHA_SIZE:
2548 if (renderbuffer->isColorbuffer())
2549 {
2550 *params = static_cast<gl::Colorbuffer*>(renderbuffer)->getAlphaSize();
2551 }
2552 else
2553 {
2554 *params = 0;
2555 }
2556 break;
2557 case GL_RENDERBUFFER_DEPTH_SIZE:
2558 if (renderbuffer->isDepthbuffer())
2559 {
2560 *params = static_cast<gl::Depthbuffer*>(renderbuffer)->getDepthSize();
2561 }
2562 else
2563 {
2564 *params = 0;
2565 }
2566 break;
2567 case GL_RENDERBUFFER_STENCIL_SIZE:
2568 if (renderbuffer->isStencilbuffer())
2569 {
2570 *params = static_cast<gl::Stencilbuffer*>(renderbuffer)->getStencilSize();
2571 }
2572 else
2573 {
2574 *params = 0;
2575 }
2576 break;
2577 default:
2578 return error(GL_INVALID_ENUM);
2579 }
2580 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002581 }
2582 catch(std::bad_alloc&)
2583 {
2584 return error(GL_OUT_OF_MEMORY);
2585 }
2586}
2587
2588void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2589{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002590 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002591
2592 try
2593 {
2594 gl::Context *context = gl::getContext();
2595
2596 if (context)
2597 {
2598 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002599
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002600 if (!shaderObject)
2601 {
2602 return error(GL_INVALID_VALUE);
2603 }
2604
2605 switch (pname)
2606 {
2607 case GL_SHADER_TYPE:
2608 *params = shaderObject->getType();
2609 return;
2610 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002611 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002612 return;
2613 case GL_COMPILE_STATUS:
2614 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2615 return;
2616 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002617 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002618 return;
2619 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002620 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002621 return;
2622 default:
2623 return error(GL_INVALID_ENUM);
2624 }
2625 }
2626 }
2627 catch(std::bad_alloc&)
2628 {
2629 return error(GL_OUT_OF_MEMORY);
2630 }
2631}
2632
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002633void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002634{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002635 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002636 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002637
2638 try
2639 {
2640 if (bufsize < 0)
2641 {
2642 return error(GL_INVALID_VALUE);
2643 }
2644
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002645 gl::Context *context = gl::getContext();
2646
2647 if (context)
2648 {
2649 gl::Shader *shaderObject = context->getShader(shader);
2650
2651 if (!shaderObject)
2652 {
2653 return error(GL_INVALID_VALUE);
2654 }
2655
2656 shaderObject->getInfoLog(bufsize, length, infolog);
2657 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002658 }
2659 catch(std::bad_alloc&)
2660 {
2661 return error(GL_OUT_OF_MEMORY);
2662 }
2663}
2664
2665void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2666{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002667 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2668 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002669
2670 try
2671 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002672 switch (shadertype)
2673 {
2674 case GL_VERTEX_SHADER:
2675 case GL_FRAGMENT_SHADER:
2676 break;
2677 default:
2678 return error(GL_INVALID_ENUM);
2679 }
2680
2681 switch (precisiontype)
2682 {
2683 case GL_LOW_FLOAT:
2684 case GL_MEDIUM_FLOAT:
2685 case GL_HIGH_FLOAT:
2686 // Assume IEEE 754 precision
2687 range[0] = 127;
2688 range[1] = 127;
daniel@transgaming.comc5c15382010-04-23 18:34:49 +00002689 *precision = 23;
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002690 break;
2691 case GL_LOW_INT:
2692 case GL_MEDIUM_INT:
2693 case GL_HIGH_INT:
2694 // Some (most) hardware only supports single-precision floating-point numbers,
2695 // which can accurately represent integers up to +/-16777216
2696 range[0] = 24;
2697 range[1] = 24;
daniel@transgaming.comc5c15382010-04-23 18:34:49 +00002698 *precision = 0;
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002699 break;
2700 default:
2701 return error(GL_INVALID_ENUM);
2702 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002703 }
2704 catch(std::bad_alloc&)
2705 {
2706 return error(GL_OUT_OF_MEMORY);
2707 }
2708}
2709
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002710void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002711{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002712 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 +00002713 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002714
2715 try
2716 {
2717 if (bufsize < 0)
2718 {
2719 return error(GL_INVALID_VALUE);
2720 }
2721
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002722 gl::Context *context = gl::getContext();
2723
2724 if (context)
2725 {
2726 gl::Shader *shaderObject = context->getShader(shader);
2727
2728 if (!shaderObject)
2729 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +00002730 return error(GL_INVALID_OPERATION);
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002731 }
2732
2733 shaderObject->getSource(bufsize, length, source);
2734 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002735 }
2736 catch(std::bad_alloc&)
2737 {
2738 return error(GL_OUT_OF_MEMORY);
2739 }
2740}
2741
2742const GLubyte* __stdcall glGetString(GLenum name)
2743{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002744 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002745
2746 try
2747 {
2748 switch (name)
2749 {
2750 case GL_VENDOR:
2751 return (GLubyte*)"TransGaming Inc.";
2752 case GL_RENDERER:
2753 return (GLubyte*)"ANGLE";
2754 case GL_VERSION:
2755 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2756 case GL_SHADING_LANGUAGE_VERSION:
2757 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2758 case GL_EXTENSIONS:
2759 return (GLubyte*)"";
2760 default:
2761 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2762 }
2763 }
2764 catch(std::bad_alloc&)
2765 {
2766 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2767 }
2768
2769 return NULL;
2770}
2771
2772void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2773{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002774 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 +00002775
2776 try
2777 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002778 gl::Context *context = gl::getContext();
2779
2780 if (context)
2781 {
2782 gl::Texture *texture;
2783
2784 switch (target)
2785 {
2786 case GL_TEXTURE_2D:
2787 texture = context->getTexture2D();
2788 break;
2789 case GL_TEXTURE_CUBE_MAP:
2790 texture = context->getTextureCubeMap();
2791 break;
2792 default:
2793 return error(GL_INVALID_ENUM);
2794 }
2795
2796 switch (pname)
2797 {
2798 case GL_TEXTURE_MAG_FILTER:
2799 *params = (GLfloat)texture->getMagFilter();
2800 break;
2801 case GL_TEXTURE_MIN_FILTER:
2802 *params = (GLfloat)texture->getMinFilter();
2803 break;
2804 case GL_TEXTURE_WRAP_S:
2805 *params = (GLfloat)texture->getWrapS();
2806 break;
2807 case GL_TEXTURE_WRAP_T:
2808 *params = (GLfloat)texture->getWrapT();
2809 break;
2810 default:
2811 return error(GL_INVALID_ENUM);
2812 }
2813 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002814 }
2815 catch(std::bad_alloc&)
2816 {
2817 return error(GL_OUT_OF_MEMORY);
2818 }
2819}
2820
2821void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2822{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002823 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 +00002824
2825 try
2826 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00002827 gl::Context *context = gl::getContext();
2828
2829 if (context)
2830 {
2831 gl::Texture *texture;
2832
2833 switch (target)
2834 {
2835 case GL_TEXTURE_2D:
2836 texture = context->getTexture2D();
2837 break;
2838 case GL_TEXTURE_CUBE_MAP:
2839 texture = context->getTextureCubeMap();
2840 break;
2841 default:
2842 return error(GL_INVALID_ENUM);
2843 }
2844
2845 switch (pname)
2846 {
2847 case GL_TEXTURE_MAG_FILTER:
2848 *params = texture->getMagFilter();
2849 break;
2850 case GL_TEXTURE_MIN_FILTER:
2851 *params = texture->getMinFilter();
2852 break;
2853 case GL_TEXTURE_WRAP_S:
2854 *params = texture->getWrapS();
2855 break;
2856 case GL_TEXTURE_WRAP_T:
2857 *params = texture->getWrapT();
2858 break;
2859 default:
2860 return error(GL_INVALID_ENUM);
2861 }
2862 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002863 }
2864 catch(std::bad_alloc&)
2865 {
2866 return error(GL_OUT_OF_MEMORY);
2867 }
2868}
2869
2870void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2871{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002872 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002873
2874 try
2875 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002876 gl::Context *context = gl::getContext();
2877
2878 if (context)
2879 {
2880 if (program == 0)
2881 {
2882 return error(GL_INVALID_VALUE);
2883 }
2884
2885 gl::Program *programObject = context->getProgram(program);
2886
2887 if (!programObject || !programObject->isLinked())
2888 {
2889 return error(GL_INVALID_OPERATION);
2890 }
2891
2892 if (!programObject->getUniformfv(location, params))
2893 {
2894 return error(GL_INVALID_OPERATION);
2895 }
2896 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002897 }
2898 catch(std::bad_alloc&)
2899 {
2900 return error(GL_OUT_OF_MEMORY);
2901 }
2902}
2903
2904void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2905{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002906 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002907
2908 try
2909 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002910 gl::Context *context = gl::getContext();
2911
2912 if (context)
2913 {
2914 if (program == 0)
2915 {
2916 return error(GL_INVALID_VALUE);
2917 }
2918
2919 gl::Program *programObject = context->getProgram(program);
2920
2921 if (!programObject || !programObject->isLinked())
2922 {
2923 return error(GL_INVALID_OPERATION);
2924 }
2925
2926 if (!programObject)
2927 {
2928 return error(GL_INVALID_OPERATION);
2929 }
2930
2931 if (!programObject->getUniformiv(location, params))
2932 {
2933 return error(GL_INVALID_OPERATION);
2934 }
2935 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002936 }
2937 catch(std::bad_alloc&)
2938 {
2939 return error(GL_OUT_OF_MEMORY);
2940 }
2941}
2942
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002943int __stdcall glGetUniformLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002944{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002945 TRACE("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002946
2947 try
2948 {
2949 gl::Context *context = gl::getContext();
2950
2951 if (strstr(name, "gl_") == name)
2952 {
2953 return -1;
2954 }
2955
2956 if (context)
2957 {
2958 gl::Program *programObject = context->getProgram(program);
2959
2960 if (!programObject)
2961 {
daniel@transgaming.comd1abe5b2010-04-13 19:53:33 +00002962 if (context->getShader(program))
2963 {
2964 return error(GL_INVALID_OPERATION, -1);
2965 }
2966 else
2967 {
2968 return error(GL_INVALID_VALUE, -1);
2969 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002970 }
2971
2972 if (!programObject->isLinked())
2973 {
2974 return error(GL_INVALID_OPERATION, -1);
2975 }
2976
2977 return programObject->getUniformLocation(name);
2978 }
2979 }
2980 catch(std::bad_alloc&)
2981 {
2982 return error(GL_OUT_OF_MEMORY, -1);
2983 }
2984
2985 return -1;
2986}
2987
2988void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2989{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002990 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002991
2992 try
2993 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002994 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002995
daniel@transgaming.come0078962010-04-15 20:45:08 +00002996 if (context)
2997 {
2998 if (index >= gl::MAX_VERTEX_ATTRIBS)
2999 {
3000 return error(GL_INVALID_VALUE);
3001 }
3002
3003 switch (pname)
3004 {
3005 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
3006 *params = (GLfloat)(context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
3007 break;
3008 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
3009 *params = (GLfloat)context->vertexAttribute[index].mSize;
3010 break;
3011 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
3012 *params = (GLfloat)context->vertexAttribute[index].mStride;
3013 break;
3014 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
3015 *params = (GLfloat)context->vertexAttribute[index].mType;
3016 break;
3017 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
3018 *params = (GLfloat)(context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
3019 break;
3020 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
3021 *params = (GLfloat)context->vertexAttribute[index].mBoundBuffer;
3022 break;
3023 case GL_CURRENT_VERTEX_ATTRIB:
3024 for (int i = 0; i < 4; ++i)
3025 {
3026 params[i] = context->vertexAttribute[index].mCurrentValue[i];
3027 }
3028 break;
3029 default: return error(GL_INVALID_ENUM);
3030 }
3031 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003032 }
3033 catch(std::bad_alloc&)
3034 {
3035 return error(GL_OUT_OF_MEMORY);
3036 }
3037}
3038
3039void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
3040{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003041 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003042
3043 try
3044 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003045 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003046
daniel@transgaming.come0078962010-04-15 20:45:08 +00003047 if (context)
3048 {
3049 if (index >= gl::MAX_VERTEX_ATTRIBS)
3050 {
3051 return error(GL_INVALID_VALUE);
3052 }
3053
3054 switch (pname)
3055 {
3056 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
3057 *params = (context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
3058 break;
3059 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
3060 *params = context->vertexAttribute[index].mSize;
3061 break;
3062 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
3063 *params = context->vertexAttribute[index].mStride;
3064 break;
3065 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
3066 *params = context->vertexAttribute[index].mType;
3067 break;
3068 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
3069 *params = (context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
3070 break;
3071 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
3072 *params = context->vertexAttribute[index].mBoundBuffer;
3073 break;
3074 case GL_CURRENT_VERTEX_ATTRIB:
3075 for (int i = 0; i < 4; ++i)
3076 {
3077 float currentValue = context->vertexAttribute[index].mCurrentValue[i];
3078 params[i] = (GLint)(currentValue > 0.0f ? floor(currentValue + 0.5f) : ceil(currentValue - 0.5f));
3079 }
3080 break;
3081 default: return error(GL_INVALID_ENUM);
3082 }
3083 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003084 }
3085 catch(std::bad_alloc&)
3086 {
3087 return error(GL_OUT_OF_MEMORY);
3088 }
3089}
3090
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003091void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003092{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003093 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003094
3095 try
3096 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003097 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003098
daniel@transgaming.come0078962010-04-15 20:45:08 +00003099 if (context)
3100 {
3101 if (index >= gl::MAX_VERTEX_ATTRIBS)
3102 {
3103 return error(GL_INVALID_VALUE);
3104 }
3105
3106 if (pname != GL_VERTEX_ATTRIB_ARRAY_POINTER)
3107 {
3108 return error(GL_INVALID_ENUM);
3109 }
3110
3111 *pointer = const_cast<GLvoid*>(context->vertexAttribute[index].mPointer);
3112 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003113 }
3114 catch(std::bad_alloc&)
3115 {
3116 return error(GL_OUT_OF_MEMORY);
3117 }
3118}
3119
3120void __stdcall glHint(GLenum target, GLenum mode)
3121{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003122 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003123
3124 try
3125 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003126 switch (target)
3127 {
3128 case GL_GENERATE_MIPMAP_HINT:
3129 switch (mode)
3130 {
3131 case GL_FASTEST:
3132 case GL_NICEST:
3133 case GL_DONT_CARE:
3134 break;
3135 default:
3136 return error(GL_INVALID_ENUM);
3137 }
3138 break;
3139 default:
3140 return error(GL_INVALID_ENUM);
3141 }
3142
3143 gl::Context *context = gl::getContext();
3144 if (context)
3145 {
3146 if (target == GL_GENERATE_MIPMAP_HINT)
3147 context->generateMipmapHint = mode;
3148 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003149 }
3150 catch(std::bad_alloc&)
3151 {
3152 return error(GL_OUT_OF_MEMORY);
3153 }
3154}
3155
3156GLboolean __stdcall glIsBuffer(GLuint buffer)
3157{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003158 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003159
3160 try
3161 {
3162 gl::Context *context = gl::getContext();
3163
3164 if (context && buffer)
3165 {
3166 gl::Buffer *bufferObject = context->getBuffer(buffer);
3167
3168 if (bufferObject)
3169 {
3170 return GL_TRUE;
3171 }
3172 }
3173 }
3174 catch(std::bad_alloc&)
3175 {
3176 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3177 }
3178
3179 return GL_FALSE;
3180}
3181
3182GLboolean __stdcall glIsEnabled(GLenum cap)
3183{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003184 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003185
3186 try
3187 {
3188 gl::Context *context = gl::getContext();
3189
3190 if (context)
3191 {
3192 switch (cap)
3193 {
3194 case GL_CULL_FACE: return context->cullFace;
3195 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
3196 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
3197 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
3198 case GL_SCISSOR_TEST: return context->scissorTest;
3199 case GL_STENCIL_TEST: return context->stencilTest;
3200 case GL_DEPTH_TEST: return context->depthTest;
3201 case GL_BLEND: return context->blend;
3202 case GL_DITHER: return context->dither;
3203 default:
3204 return error(GL_INVALID_ENUM, false);
3205 }
3206 }
3207 }
3208 catch(std::bad_alloc&)
3209 {
3210 return error(GL_OUT_OF_MEMORY, false);
3211 }
3212
3213 return false;
3214}
3215
3216GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
3217{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003218 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003219
3220 try
3221 {
3222 gl::Context *context = gl::getContext();
3223
3224 if (context && framebuffer)
3225 {
3226 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
3227
3228 if (framebufferObject)
3229 {
3230 return GL_TRUE;
3231 }
3232 }
3233 }
3234 catch(std::bad_alloc&)
3235 {
3236 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3237 }
3238
3239 return GL_FALSE;
3240}
3241
3242GLboolean __stdcall glIsProgram(GLuint program)
3243{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003244 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003245
3246 try
3247 {
3248 gl::Context *context = gl::getContext();
3249
3250 if (context && program)
3251 {
3252 gl::Program *programObject = context->getProgram(program);
3253
3254 if (programObject)
3255 {
3256 return GL_TRUE;
3257 }
3258 }
3259 }
3260 catch(std::bad_alloc&)
3261 {
3262 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3263 }
3264
3265 return GL_FALSE;
3266}
3267
3268GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
3269{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003270 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003271
3272 try
3273 {
3274 gl::Context *context = gl::getContext();
3275
3276 if (context && renderbuffer)
3277 {
3278 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
3279
3280 if (renderbufferObject)
3281 {
3282 return GL_TRUE;
3283 }
3284 }
3285 }
3286 catch(std::bad_alloc&)
3287 {
3288 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3289 }
3290
3291 return GL_FALSE;
3292}
3293
3294GLboolean __stdcall glIsShader(GLuint shader)
3295{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003296 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003297
3298 try
3299 {
3300 gl::Context *context = gl::getContext();
3301
3302 if (context && shader)
3303 {
3304 gl::Shader *shaderObject = context->getShader(shader);
3305
3306 if (shaderObject)
3307 {
3308 return GL_TRUE;
3309 }
3310 }
3311 }
3312 catch(std::bad_alloc&)
3313 {
3314 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3315 }
3316
3317 return GL_FALSE;
3318}
3319
3320GLboolean __stdcall glIsTexture(GLuint texture)
3321{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003322 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003323
3324 try
3325 {
3326 gl::Context *context = gl::getContext();
3327
3328 if (context && texture)
3329 {
3330 gl::Texture *textureObject = context->getTexture(texture);
3331
3332 if (textureObject)
3333 {
3334 return GL_TRUE;
3335 }
3336 }
3337 }
3338 catch(std::bad_alloc&)
3339 {
3340 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3341 }
3342
3343 return GL_FALSE;
3344}
3345
3346void __stdcall glLineWidth(GLfloat width)
3347{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003348 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003349
3350 try
3351 {
3352 if (width <= 0.0f)
3353 {
3354 return error(GL_INVALID_VALUE);
3355 }
3356
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003357 gl::Context *context = gl::getContext();
3358
3359 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003360 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003361 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003362 }
3363 }
3364 catch(std::bad_alloc&)
3365 {
3366 return error(GL_OUT_OF_MEMORY);
3367 }
3368}
3369
3370void __stdcall glLinkProgram(GLuint program)
3371{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003372 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003373
3374 try
3375 {
3376 gl::Context *context = gl::getContext();
3377
3378 if (context)
3379 {
3380 gl::Program *programObject = context->getProgram(program);
3381
3382 if (!programObject)
3383 {
daniel@transgaming.com277b7142010-04-13 03:26:44 +00003384 if (context->getShader(program))
3385 {
3386 return error(GL_INVALID_OPERATION);
3387 }
3388 else
3389 {
3390 return error(GL_INVALID_VALUE);
3391 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003392 }
3393
3394 programObject->link();
3395 }
3396 }
3397 catch(std::bad_alloc&)
3398 {
3399 return error(GL_OUT_OF_MEMORY);
3400 }
3401}
3402
3403void __stdcall glPixelStorei(GLenum pname, GLint param)
3404{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003405 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003406
3407 try
3408 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003409 gl::Context *context = gl::getContext();
3410
3411 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003412 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003413 switch (pname)
3414 {
3415 case GL_UNPACK_ALIGNMENT:
3416 if (param != 1 && param != 2 && param != 4 && param != 8)
3417 {
3418 return error(GL_INVALID_VALUE);
3419 }
3420
3421 context->unpackAlignment = param;
3422 break;
3423
3424 case GL_PACK_ALIGNMENT:
3425 if (param != 1 && param != 2 && param != 4 && param != 8)
3426 {
3427 return error(GL_INVALID_VALUE);
3428 }
3429
3430 context->packAlignment = param;
3431 break;
3432
3433 default:
3434 return error(GL_INVALID_ENUM);
3435 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003436 }
3437 }
3438 catch(std::bad_alloc&)
3439 {
3440 return error(GL_OUT_OF_MEMORY);
3441 }
3442}
3443
3444void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
3445{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003446 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003447
3448 try
3449 {
3450 if (factor != 0.0f || units != 0.0f)
3451 {
3452 UNIMPLEMENTED(); // FIXME
3453 }
3454 }
3455 catch(std::bad_alloc&)
3456 {
3457 return error(GL_OUT_OF_MEMORY);
3458 }
3459}
3460
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003461void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003462{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003463 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003464 "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003465 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003466
3467 try
3468 {
3469 if (width < 0 || height < 0)
3470 {
3471 return error(GL_INVALID_VALUE);
3472 }
3473
3474 switch (format)
3475 {
3476 case GL_RGBA:
3477 switch (type)
3478 {
3479 case GL_UNSIGNED_BYTE:
3480 break;
3481 default:
3482 return error(GL_INVALID_OPERATION);
3483 }
3484 break;
3485 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
3486 switch (type)
3487 {
3488 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
3489 break;
3490 default:
3491 return error(GL_INVALID_OPERATION);
3492 }
3493 break;
3494 default:
3495 return error(GL_INVALID_OPERATION);
3496 }
3497
3498 gl::Context *context = gl::getContext();
3499
3500 if (context)
3501 {
3502 context->readPixels(x, y, width, height, format, type, pixels);
3503 }
3504 }
3505 catch(std::bad_alloc&)
3506 {
3507 return error(GL_OUT_OF_MEMORY);
3508 }
3509}
3510
3511void __stdcall glReleaseShaderCompiler(void)
3512{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003513 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003514
3515 try
3516 {
3517 gl::Shader::releaseCompiler();
3518 }
3519 catch(std::bad_alloc&)
3520 {
3521 return error(GL_OUT_OF_MEMORY);
3522 }
3523}
3524
3525void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
3526{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003527 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
3528 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003529
3530 try
3531 {
3532 switch (target)
3533 {
3534 case GL_RENDERBUFFER:
3535 break;
3536 default:
3537 return error(GL_INVALID_ENUM);
3538 }
3539
3540 switch (internalformat)
3541 {
3542 case GL_DEPTH_COMPONENT16:
3543 case GL_RGBA4:
3544 case GL_RGB5_A1:
3545 case GL_RGB565:
3546 case GL_STENCIL_INDEX8:
3547 break;
3548 default:
3549 return error(GL_INVALID_ENUM);
3550 }
3551
3552 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
3553 {
3554 return error(GL_INVALID_VALUE);
3555 }
3556
3557 gl::Context *context = gl::getContext();
3558
3559 if (context)
3560 {
3561 if (context->framebuffer == 0 || context->renderbuffer == 0)
3562 {
3563 return error(GL_INVALID_OPERATION);
3564 }
3565
3566 switch (internalformat)
3567 {
3568 case GL_DEPTH_COMPONENT16:
3569 context->setRenderbuffer(new gl::Depthbuffer(width, height));
3570 break;
3571 case GL_RGBA4:
3572 case GL_RGB5_A1:
3573 case GL_RGB565:
daniel@transgaming.com70d312a2010-04-20 18:52:38 +00003574 context->setRenderbuffer(new gl::Colorbuffer(width, height, internalformat));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003575 break;
3576 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003577 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003578 break;
3579 default:
3580 return error(GL_INVALID_ENUM);
3581 }
3582 }
3583 }
3584 catch(std::bad_alloc&)
3585 {
3586 return error(GL_OUT_OF_MEMORY);
3587 }
3588}
3589
3590void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
3591{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003592 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003593
3594 try
3595 {
3596 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003597
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003598 if (context)
3599 {
3600 context->sampleCoverageValue = gl::clamp01(value);
3601 context->sampleCoverageInvert = invert;
3602 }
3603 }
3604 catch(std::bad_alloc&)
3605 {
3606 return error(GL_OUT_OF_MEMORY);
3607 }
3608}
3609
3610void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
3611{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003612 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 +00003613
3614 try
3615 {
3616 if (width < 0 || height < 0)
3617 {
3618 return error(GL_INVALID_VALUE);
3619 }
3620
3621 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003622
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003623 if (context)
3624 {
3625 context->scissorX = x;
3626 context->scissorY = y;
3627 context->scissorWidth = width;
3628 context->scissorHeight = height;
3629 }
3630 }
3631 catch(std::bad_alloc&)
3632 {
3633 return error(GL_OUT_OF_MEMORY);
3634 }
3635}
3636
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003637void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003638{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003639 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003640 "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003641 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003642
3643 try
3644 {
3645 if (n < 0 || length < 0)
3646 {
3647 return error(GL_INVALID_VALUE);
3648 }
3649
3650 UNIMPLEMENTED(); // FIXME
3651 }
3652 catch(std::bad_alloc&)
3653 {
3654 return error(GL_OUT_OF_MEMORY);
3655 }
3656}
3657
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003658void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003659{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003660 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 +00003661 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003662
3663 try
3664 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003665 if (count < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003666 {
3667 return error(GL_INVALID_VALUE);
3668 }
3669
3670 gl::Context *context = gl::getContext();
3671
3672 if (context)
3673 {
3674 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003675
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003676 if (!shaderObject)
3677 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003678 if (context->getProgram(shader))
3679 {
3680 return error(GL_INVALID_OPERATION);
3681 }
3682 else
3683 {
3684 return error(GL_INVALID_VALUE);
3685 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003686 }
3687
3688 shaderObject->setSource(count, string, length);
3689 }
3690 }
3691 catch(std::bad_alloc&)
3692 {
3693 return error(GL_OUT_OF_MEMORY);
3694 }
3695}
3696
3697void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
3698{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003699 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003700}
3701
3702void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
3703{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003704 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 +00003705
3706 try
3707 {
3708 switch (face)
3709 {
3710 case GL_FRONT:
3711 case GL_BACK:
3712 case GL_FRONT_AND_BACK:
3713 break;
3714 default:
3715 return error(GL_INVALID_ENUM);
3716 }
3717
3718 switch (func)
3719 {
3720 case GL_NEVER:
3721 case GL_ALWAYS:
3722 case GL_LESS:
3723 case GL_LEQUAL:
3724 case GL_EQUAL:
3725 case GL_GEQUAL:
3726 case GL_GREATER:
3727 case GL_NOTEQUAL:
3728 break;
3729 default:
3730 return error(GL_INVALID_ENUM);
3731 }
3732
3733 gl::Context *context = gl::getContext();
3734
3735 if (context)
3736 {
3737 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3738 {
3739 context->stencilFunc = func;
3740 context->stencilRef = ref;
3741 context->stencilMask = mask;
3742 }
3743
3744 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3745 {
3746 context->stencilBackFunc = func;
3747 context->stencilBackRef = ref;
3748 context->stencilBackMask = mask;
3749 }
3750 }
3751 }
3752 catch(std::bad_alloc&)
3753 {
3754 return error(GL_OUT_OF_MEMORY);
3755 }
3756}
3757
3758void __stdcall glStencilMask(GLuint mask)
3759{
3760 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
3761}
3762
3763void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
3764{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003765 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003766
3767 try
3768 {
3769 switch (face)
3770 {
3771 case GL_FRONT:
3772 case GL_BACK:
3773 case GL_FRONT_AND_BACK:
3774 break;
3775 default:
3776 return error(GL_INVALID_ENUM);
3777 }
3778
3779 gl::Context *context = gl::getContext();
3780
3781 if (context)
3782 {
3783 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3784 {
3785 context->stencilWritemask = mask;
3786 }
3787
3788 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3789 {
3790 context->stencilBackWritemask = mask;
3791 }
3792 }
3793 }
3794 catch(std::bad_alloc&)
3795 {
3796 return error(GL_OUT_OF_MEMORY);
3797 }
3798}
3799
3800void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
3801{
3802 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
3803}
3804
3805void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
3806{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003807 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
3808 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003809
3810 try
3811 {
3812 switch (face)
3813 {
3814 case GL_FRONT:
3815 case GL_BACK:
3816 case GL_FRONT_AND_BACK:
3817 break;
3818 default:
3819 return error(GL_INVALID_ENUM);
3820 }
3821
3822 switch (fail)
3823 {
3824 case GL_ZERO:
3825 case GL_KEEP:
3826 case GL_REPLACE:
3827 case GL_INCR:
3828 case GL_DECR:
3829 case GL_INVERT:
3830 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003831 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003832 break;
3833 default:
3834 return error(GL_INVALID_ENUM);
3835 }
3836
3837 switch (zfail)
3838 {
3839 case GL_ZERO:
3840 case GL_KEEP:
3841 case GL_REPLACE:
3842 case GL_INCR:
3843 case GL_DECR:
3844 case GL_INVERT:
3845 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003846 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003847 break;
3848 default:
3849 return error(GL_INVALID_ENUM);
3850 }
3851
3852 switch (zpass)
3853 {
3854 case GL_ZERO:
3855 case GL_KEEP:
3856 case GL_REPLACE:
3857 case GL_INCR:
3858 case GL_DECR:
3859 case GL_INVERT:
3860 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003861 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003862 break;
3863 default:
3864 return error(GL_INVALID_ENUM);
3865 }
3866
3867 gl::Context *context = gl::getContext();
3868
3869 if (context)
3870 {
3871 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3872 {
3873 context->stencilFail = fail;
3874 context->stencilPassDepthFail = zfail;
3875 context->stencilPassDepthPass = zpass;
3876 }
3877
3878 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3879 {
3880 context->stencilBackFail = fail;
3881 context->stencilBackPassDepthFail = zfail;
3882 context->stencilBackPassDepthPass = zpass;
3883 }
3884 }
3885 }
3886 catch(std::bad_alloc&)
3887 {
3888 return error(GL_OUT_OF_MEMORY);
3889 }
3890}
3891
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003892void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
3893 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003894{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003895 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 +00003896 "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 +00003897 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003898
3899 try
3900 {
3901 if (level < 0 || width < 0 || height < 0)
3902 {
3903 return error(GL_INVALID_VALUE);
3904 }
3905
3906 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3907 {
3908 return error(GL_INVALID_VALUE);
3909 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003910
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003911 switch (target)
3912 {
3913 case GL_TEXTURE_2D:
3914 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3915 {
3916 return error(GL_INVALID_VALUE);
3917 }
3918 break;
3919 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3920 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3921 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3922 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3923 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3924 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +00003925 if (width != height)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003926 {
3927 return error(GL_INVALID_VALUE);
3928 }
3929
3930 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3931 {
3932 return error(GL_INVALID_VALUE);
3933 }
3934 break;
3935 default:
3936 return error(GL_INVALID_ENUM);
3937 }
3938
3939 if (internalformat != format)
3940 {
3941 return error(GL_INVALID_OPERATION);
3942 }
3943
3944 switch (internalformat)
3945 {
3946 case GL_ALPHA:
3947 case GL_LUMINANCE:
3948 case GL_LUMINANCE_ALPHA:
3949 switch (type)
3950 {
3951 case GL_UNSIGNED_BYTE:
3952 break;
3953 default:
3954 return error(GL_INVALID_ENUM);
3955 }
3956 break;
3957 case GL_RGB:
3958 switch (type)
3959 {
3960 case GL_UNSIGNED_BYTE:
3961 case GL_UNSIGNED_SHORT_5_6_5:
3962 break;
3963 default:
3964 return error(GL_INVALID_ENUM);
3965 }
3966 break;
3967 case GL_RGBA:
3968 switch (type)
3969 {
3970 case GL_UNSIGNED_BYTE:
3971 case GL_UNSIGNED_SHORT_4_4_4_4:
3972 case GL_UNSIGNED_SHORT_5_5_5_1:
3973 break;
3974 default:
3975 return error(GL_INVALID_ENUM);
3976 }
3977 break;
3978 default:
3979 return error(GL_INVALID_VALUE);
3980 }
3981
3982 if (border != 0)
3983 {
3984 return error(GL_INVALID_VALUE);
3985 }
3986
3987 gl::Context *context = gl::getContext();
3988
3989 if (context)
3990 {
3991 if (target == GL_TEXTURE_2D)
3992 {
3993 gl::Texture2D *texture = context->getTexture2D();
3994
3995 if (!texture)
3996 {
3997 return error(GL_INVALID_OPERATION);
3998 }
3999
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004000 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004001 }
4002 else
4003 {
4004 gl::TextureCubeMap *texture = context->getTextureCubeMap();
4005
4006 if (!texture)
4007 {
4008 return error(GL_INVALID_OPERATION);
4009 }
4010
4011 switch (target)
4012 {
4013 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004014 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004015 break;
4016 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004017 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004018 break;
4019 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004020 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004021 break;
4022 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004023 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004024 break;
4025 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004026 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004027 break;
4028 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004029 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004030 break;
4031 default: UNREACHABLE();
4032 }
4033 }
4034 }
4035 }
4036 catch(std::bad_alloc&)
4037 {
4038 return error(GL_OUT_OF_MEMORY);
4039 }
4040}
4041
4042void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
4043{
4044 glTexParameteri(target, pname, (GLint)param);
4045}
4046
4047void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
4048{
4049 glTexParameteri(target, pname, (GLint)*params);
4050}
4051
4052void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
4053{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004054 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004055
4056 try
4057 {
4058 gl::Context *context = gl::getContext();
4059
4060 if (context)
4061 {
4062 gl::Texture *texture;
4063
4064 switch (target)
4065 {
4066 case GL_TEXTURE_2D:
4067 texture = context->getTexture2D();
4068 break;
4069 case GL_TEXTURE_CUBE_MAP:
4070 texture = context->getTextureCubeMap();
4071 break;
4072 default:
4073 return error(GL_INVALID_ENUM);
4074 }
4075
4076 switch (pname)
4077 {
4078 case GL_TEXTURE_WRAP_S:
4079 if (!texture->setWrapS((GLenum)param))
4080 {
4081 return error(GL_INVALID_ENUM);
4082 }
4083 break;
4084 case GL_TEXTURE_WRAP_T:
4085 if (!texture->setWrapT((GLenum)param))
4086 {
4087 return error(GL_INVALID_ENUM);
4088 }
4089 break;
4090 case GL_TEXTURE_MIN_FILTER:
4091 if (!texture->setMinFilter((GLenum)param))
4092 {
4093 return error(GL_INVALID_ENUM);
4094 }
4095 break;
4096 case GL_TEXTURE_MAG_FILTER:
4097 if (!texture->setMagFilter((GLenum)param))
4098 {
4099 return error(GL_INVALID_ENUM);
4100 }
4101 break;
4102 default:
4103 return error(GL_INVALID_ENUM);
4104 }
4105 }
4106 }
4107 catch(std::bad_alloc&)
4108 {
4109 return error(GL_OUT_OF_MEMORY);
4110 }
4111}
4112
4113void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
4114{
4115 glTexParameteri(target, pname, *params);
4116}
4117
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004118void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
4119 GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004120{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004121 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
4122 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004123 "const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004124 target, level, xoffset, yoffset, width, height, format, type, pixels);
4125
4126 try
4127 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004128 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
4129 {
4130 return error(GL_INVALID_ENUM);
4131 }
4132
4133 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004134 {
4135 return error(GL_INVALID_VALUE);
4136 }
4137
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004138 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
4139 {
4140 return error(GL_INVALID_VALUE);
4141 }
4142
4143 if (!es2dx::CheckTextureFormatType(format, type))
4144 {
4145 return error(GL_INVALID_ENUM);
4146 }
4147
4148 if (width == 0 || height == 0 || pixels == NULL)
4149 {
4150 return;
4151 }
4152
4153 gl::Context *context = gl::getContext();
4154
4155 if (context)
4156 {
4157 if (target == GL_TEXTURE_2D)
4158 {
4159 gl::Texture2D *texture = context->getTexture2D();
4160
4161 if (!texture)
4162 {
4163 return error(GL_INVALID_OPERATION);
4164 }
4165
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004166 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004167 }
4168 else if (es2dx::IsCubemapTextureTarget(target))
4169 {
4170 gl::TextureCubeMap *texture = context->getTextureCubeMap();
4171
4172 if (!texture)
4173 {
4174 return error(GL_INVALID_OPERATION);
4175 }
4176
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00004177 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004178 }
4179 else
4180 {
4181 UNREACHABLE();
4182 }
4183 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004184 }
4185 catch(std::bad_alloc&)
4186 {
4187 return error(GL_OUT_OF_MEMORY);
4188 }
4189}
4190
4191void __stdcall glUniform1f(GLint location, GLfloat x)
4192{
4193 glUniform1fv(location, 1, &x);
4194}
4195
4196void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
4197{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004198 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004199
4200 try
4201 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004202 if (count < 0)
4203 {
4204 return error(GL_INVALID_VALUE);
4205 }
4206
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004207 if (location == -1)
4208 {
4209 return;
4210 }
4211
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004212 gl::Context *context = gl::getContext();
4213
4214 if (context)
4215 {
4216 gl::Program *program = context->getCurrentProgram();
4217
4218 if (!program)
4219 {
4220 return error(GL_INVALID_OPERATION);
4221 }
4222
4223 if (!program->setUniform1fv(location, count, v))
4224 {
4225 return error(GL_INVALID_OPERATION);
4226 }
4227 }
4228 }
4229 catch(std::bad_alloc&)
4230 {
4231 return error(GL_OUT_OF_MEMORY);
4232 }
4233}
4234
4235void __stdcall glUniform1i(GLint location, GLint x)
4236{
4237 glUniform1iv(location, 1, &x);
4238}
4239
4240void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
4241{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004242 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004243
4244 try
4245 {
4246 if (count < 0)
4247 {
4248 return error(GL_INVALID_VALUE);
4249 }
4250
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004251 if (location == -1)
4252 {
4253 return;
4254 }
4255
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004256 gl::Context *context = gl::getContext();
4257
4258 if (context)
4259 {
4260 gl::Program *program = context->getCurrentProgram();
4261
4262 if (!program)
4263 {
4264 return error(GL_INVALID_OPERATION);
4265 }
4266
4267 if (!program->setUniform1iv(location, count, v))
4268 {
4269 return error(GL_INVALID_OPERATION);
4270 }
4271 }
4272 }
4273 catch(std::bad_alloc&)
4274 {
4275 return error(GL_OUT_OF_MEMORY);
4276 }
4277}
4278
4279void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
4280{
4281 GLfloat xy[2] = {x, y};
4282
4283 glUniform2fv(location, 1, (GLfloat*)&xy);
4284}
4285
4286void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
4287{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004288 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004289
4290 try
4291 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004292 if (count < 0)
4293 {
4294 return error(GL_INVALID_VALUE);
4295 }
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004296
4297 if (location == -1)
4298 {
4299 return;
4300 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004301
4302 gl::Context *context = gl::getContext();
4303
4304 if (context)
4305 {
4306 gl::Program *program = context->getCurrentProgram();
4307
4308 if (!program)
4309 {
4310 return error(GL_INVALID_OPERATION);
4311 }
4312
4313 if (!program->setUniform2fv(location, count, v))
4314 {
4315 return error(GL_INVALID_OPERATION);
4316 }
4317 }
4318 }
4319 catch(std::bad_alloc&)
4320 {
4321 return error(GL_OUT_OF_MEMORY);
4322 }
4323}
4324
4325void __stdcall glUniform2i(GLint location, GLint x, GLint y)
4326{
4327 GLint xy[4] = {x, y};
4328
4329 glUniform2iv(location, 1, (GLint*)&xy);
4330}
4331
4332void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
4333{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004334 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004335
4336 try
4337 {
4338 if (count < 0)
4339 {
4340 return error(GL_INVALID_VALUE);
4341 }
4342
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004343 if (location == -1)
4344 {
4345 return;
4346 }
4347
4348 gl::Context *context = gl::getContext();
4349
4350 if (context)
4351 {
4352 gl::Program *program = context->getCurrentProgram();
4353
4354 if (!program)
4355 {
4356 return error(GL_INVALID_OPERATION);
4357 }
4358
4359 if (!program->setUniform2iv(location, count, v))
4360 {
4361 return error(GL_INVALID_OPERATION);
4362 }
4363 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004364 }
4365 catch(std::bad_alloc&)
4366 {
4367 return error(GL_OUT_OF_MEMORY);
4368 }
4369}
4370
4371void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
4372{
4373 GLfloat xyz[3] = {x, y, z};
4374
4375 glUniform3fv(location, 1, (GLfloat*)&xyz);
4376}
4377
4378void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
4379{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004380 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004381
4382 try
4383 {
4384 if (count < 0)
4385 {
4386 return error(GL_INVALID_VALUE);
4387 }
4388
4389 if (location == -1)
4390 {
4391 return;
4392 }
4393
4394 gl::Context *context = gl::getContext();
4395
4396 if (context)
4397 {
4398 gl::Program *program = context->getCurrentProgram();
4399
4400 if (!program)
4401 {
4402 return error(GL_INVALID_OPERATION);
4403 }
4404
4405 if (!program->setUniform3fv(location, count, v))
4406 {
4407 return error(GL_INVALID_OPERATION);
4408 }
4409 }
4410 }
4411 catch(std::bad_alloc&)
4412 {
4413 return error(GL_OUT_OF_MEMORY);
4414 }
4415}
4416
4417void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
4418{
4419 GLint xyz[3] = {x, y, z};
4420
4421 glUniform3iv(location, 1, (GLint*)&xyz);
4422}
4423
4424void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
4425{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004426 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004427
4428 try
4429 {
4430 if (count < 0)
4431 {
4432 return error(GL_INVALID_VALUE);
4433 }
4434
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004435 if (location == -1)
4436 {
4437 return;
4438 }
4439
4440 gl::Context *context = gl::getContext();
4441
4442 if (context)
4443 {
4444 gl::Program *program = context->getCurrentProgram();
4445
4446 if (!program)
4447 {
4448 return error(GL_INVALID_OPERATION);
4449 }
4450
4451 if (!program->setUniform3iv(location, count, v))
4452 {
4453 return error(GL_INVALID_OPERATION);
4454 }
4455 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004456 }
4457 catch(std::bad_alloc&)
4458 {
4459 return error(GL_OUT_OF_MEMORY);
4460 }
4461}
4462
4463void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4464{
4465 GLfloat xyzw[4] = {x, y, z, w};
4466
4467 glUniform4fv(location, 1, (GLfloat*)&xyzw);
4468}
4469
4470void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
4471{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004472 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004473
4474 try
4475 {
4476 if (count < 0)
4477 {
4478 return error(GL_INVALID_VALUE);
4479 }
4480
4481 if (location == -1)
4482 {
4483 return;
4484 }
4485
4486 gl::Context *context = gl::getContext();
4487
4488 if (context)
4489 {
4490 gl::Program *program = context->getCurrentProgram();
4491
4492 if (!program)
4493 {
4494 return error(GL_INVALID_OPERATION);
4495 }
4496
4497 if (!program->setUniform4fv(location, count, v))
4498 {
4499 return error(GL_INVALID_OPERATION);
4500 }
4501 }
4502 }
4503 catch(std::bad_alloc&)
4504 {
4505 return error(GL_OUT_OF_MEMORY);
4506 }
4507}
4508
4509void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
4510{
4511 GLint xyzw[4] = {x, y, z, w};
4512
4513 glUniform4iv(location, 1, (GLint*)&xyzw);
4514}
4515
4516void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
4517{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004518 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004519
4520 try
4521 {
4522 if (count < 0)
4523 {
4524 return error(GL_INVALID_VALUE);
4525 }
4526
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004527 if (location == -1)
4528 {
4529 return;
4530 }
4531
4532 gl::Context *context = gl::getContext();
4533
4534 if (context)
4535 {
4536 gl::Program *program = context->getCurrentProgram();
4537
4538 if (!program)
4539 {
4540 return error(GL_INVALID_OPERATION);
4541 }
4542
4543 if (!program->setUniform4iv(location, count, v))
4544 {
4545 return error(GL_INVALID_OPERATION);
4546 }
4547 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004548 }
4549 catch(std::bad_alloc&)
4550 {
4551 return error(GL_OUT_OF_MEMORY);
4552 }
4553}
4554
4555void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4556{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004557 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4558 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004559
4560 try
4561 {
4562 if (count < 0 || transpose != GL_FALSE)
4563 {
4564 return error(GL_INVALID_VALUE);
4565 }
4566
4567 if (location == -1)
4568 {
4569 return;
4570 }
4571
4572 gl::Context *context = gl::getContext();
4573
4574 if (context)
4575 {
4576 gl::Program *program = context->getCurrentProgram();
4577
4578 if (!program)
4579 {
4580 return error(GL_INVALID_OPERATION);
4581 }
4582
4583 if (!program->setUniformMatrix2fv(location, count, value))
4584 {
4585 return error(GL_INVALID_OPERATION);
4586 }
4587 }
4588 }
4589 catch(std::bad_alloc&)
4590 {
4591 return error(GL_OUT_OF_MEMORY);
4592 }
4593}
4594
4595void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4596{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004597 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4598 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004599
4600 try
4601 {
4602 if (count < 0 || transpose != GL_FALSE)
4603 {
4604 return error(GL_INVALID_VALUE);
4605 }
4606
4607 if (location == -1)
4608 {
4609 return;
4610 }
4611
4612 gl::Context *context = gl::getContext();
4613
4614 if (context)
4615 {
4616 gl::Program *program = context->getCurrentProgram();
4617
4618 if (!program)
4619 {
4620 return error(GL_INVALID_OPERATION);
4621 }
4622
4623 if (!program->setUniformMatrix3fv(location, count, value))
4624 {
4625 return error(GL_INVALID_OPERATION);
4626 }
4627 }
4628 }
4629 catch(std::bad_alloc&)
4630 {
4631 return error(GL_OUT_OF_MEMORY);
4632 }
4633}
4634
4635void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4636{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004637 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4638 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004639
4640 try
4641 {
4642 if (count < 0 || transpose != GL_FALSE)
4643 {
4644 return error(GL_INVALID_VALUE);
4645 }
4646
4647 if (location == -1)
4648 {
4649 return;
4650 }
4651
4652 gl::Context *context = gl::getContext();
4653
4654 if (context)
4655 {
4656 gl::Program *program = context->getCurrentProgram();
4657
4658 if (!program)
4659 {
4660 return error(GL_INVALID_OPERATION);
4661 }
4662
4663 if (!program->setUniformMatrix4fv(location, count, value))
4664 {
4665 return error(GL_INVALID_OPERATION);
4666 }
4667 }
4668 }
4669 catch(std::bad_alloc&)
4670 {
4671 return error(GL_OUT_OF_MEMORY);
4672 }
4673}
4674
4675void __stdcall glUseProgram(GLuint program)
4676{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004677 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004678
4679 try
4680 {
4681 gl::Context *context = gl::getContext();
4682
4683 if (context)
4684 {
4685 gl::Program *programObject = context->getProgram(program);
4686
daniel@transgaming.comc8478202010-04-13 19:53:35 +00004687 if (!programObject && program != 0)
4688 {
4689 if (context->getShader(program))
4690 {
4691 return error(GL_INVALID_OPERATION);
4692 }
4693 else
4694 {
4695 return error(GL_INVALID_VALUE);
4696 }
4697 }
4698
4699 if (program != 0 && !programObject->isLinked())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004700 {
4701 return error(GL_INVALID_OPERATION);
4702 }
4703
4704 context->useProgram(program);
4705 }
4706 }
4707 catch(std::bad_alloc&)
4708 {
4709 return error(GL_OUT_OF_MEMORY);
4710 }
4711}
4712
4713void __stdcall glValidateProgram(GLuint program)
4714{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004715 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004716
4717 try
4718 {
4719 UNIMPLEMENTED(); // FIXME
4720 }
4721 catch(std::bad_alloc&)
4722 {
4723 return error(GL_OUT_OF_MEMORY);
4724 }
4725}
4726
4727void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
4728{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004729 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004730
4731 try
4732 {
4733 if (index >= gl::MAX_VERTEX_ATTRIBS)
4734 {
4735 return error(GL_INVALID_VALUE);
4736 }
4737
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004738 gl::Context *context = gl::getContext();
4739
4740 if (context)
4741 {
4742 GLfloat vals[4] = { x, 0, 0, 1 };
4743 context->setVertexAttrib(index, vals);
4744 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004745 }
4746 catch(std::bad_alloc&)
4747 {
4748 return error(GL_OUT_OF_MEMORY);
4749 }
4750}
4751
4752void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
4753{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004754 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004755
4756 try
4757 {
4758 if (index >= gl::MAX_VERTEX_ATTRIBS)
4759 {
4760 return error(GL_INVALID_VALUE);
4761 }
4762
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004763 gl::Context *context = gl::getContext();
4764
4765 if (context)
4766 {
4767 GLfloat vals[4] = { values[0], 0, 0, 1 };
4768 context->setVertexAttrib(index, vals);
4769 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004770 }
4771 catch(std::bad_alloc&)
4772 {
4773 return error(GL_OUT_OF_MEMORY);
4774 }
4775}
4776
4777void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
4778{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004779 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004780
4781 try
4782 {
4783 if (index >= gl::MAX_VERTEX_ATTRIBS)
4784 {
4785 return error(GL_INVALID_VALUE);
4786 }
4787
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004788 gl::Context *context = gl::getContext();
4789
4790 if (context)
4791 {
4792 GLfloat vals[4] = { x, y, 0, 1 };
4793 context->setVertexAttrib(index, vals);
4794 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004795 }
4796 catch(std::bad_alloc&)
4797 {
4798 return error(GL_OUT_OF_MEMORY);
4799 }
4800}
4801
4802void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
4803{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004804 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004805
4806 try
4807 {
4808 if (index >= gl::MAX_VERTEX_ATTRIBS)
4809 {
4810 return error(GL_INVALID_VALUE);
4811 }
4812
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004813 gl::Context *context = gl::getContext();
4814
4815 if (context)
4816 {
4817 GLfloat vals[4] = { values[0], values[1], 0, 1 };
4818 context->setVertexAttrib(index, vals);
4819 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004820 }
4821 catch(std::bad_alloc&)
4822 {
4823 return error(GL_OUT_OF_MEMORY);
4824 }
4825}
4826
4827void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
4828{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004829 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 +00004830
4831 try
4832 {
4833 if (index >= gl::MAX_VERTEX_ATTRIBS)
4834 {
4835 return error(GL_INVALID_VALUE);
4836 }
4837
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004838 gl::Context *context = gl::getContext();
4839
4840 if (context)
4841 {
4842 GLfloat vals[4] = { x, y, z, 1 };
4843 context->setVertexAttrib(index, vals);
4844 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004845 }
4846 catch(std::bad_alloc&)
4847 {
4848 return error(GL_OUT_OF_MEMORY);
4849 }
4850}
4851
4852void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
4853{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004854 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004855
4856 try
4857 {
4858 if (index >= gl::MAX_VERTEX_ATTRIBS)
4859 {
4860 return error(GL_INVALID_VALUE);
4861 }
4862
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004863 gl::Context *context = gl::getContext();
4864
4865 if (context)
4866 {
4867 GLfloat vals[4] = { values[0], values[1], values[2], 1 };
4868 context->setVertexAttrib(index, vals);
4869 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004870 }
4871 catch(std::bad_alloc&)
4872 {
4873 return error(GL_OUT_OF_MEMORY);
4874 }
4875}
4876
4877void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4878{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004879 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 +00004880
4881 try
4882 {
4883 if (index >= gl::MAX_VERTEX_ATTRIBS)
4884 {
4885 return error(GL_INVALID_VALUE);
4886 }
4887
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004888 gl::Context *context = gl::getContext();
4889
4890 if (context)
4891 {
4892 GLfloat vals[4] = { x, y, z, w };
4893 context->setVertexAttrib(index, vals);
4894 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004895 }
4896 catch(std::bad_alloc&)
4897 {
4898 return error(GL_OUT_OF_MEMORY);
4899 }
4900}
4901
4902void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
4903{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004904 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004905
4906 try
4907 {
4908 if (index >= gl::MAX_VERTEX_ATTRIBS)
4909 {
4910 return error(GL_INVALID_VALUE);
4911 }
4912
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00004913 gl::Context *context = gl::getContext();
4914
4915 if (context)
4916 {
4917 context->setVertexAttrib(index, values);
4918 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004919 }
4920 catch(std::bad_alloc&)
4921 {
4922 return error(GL_OUT_OF_MEMORY);
4923 }
4924}
4925
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004926void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004927{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004928 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004929 "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004930 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004931
4932 try
4933 {
4934 if (index >= gl::MAX_VERTEX_ATTRIBS)
4935 {
4936 return error(GL_INVALID_VALUE);
4937 }
4938
4939 if (size < 1 || size > 4)
4940 {
4941 return error(GL_INVALID_VALUE);
4942 }
4943
4944 switch (type)
4945 {
4946 case GL_BYTE:
4947 case GL_UNSIGNED_BYTE:
4948 case GL_SHORT:
4949 case GL_UNSIGNED_SHORT:
4950 case GL_FIXED:
4951 case GL_FLOAT:
4952 break;
4953 default:
4954 return error(GL_INVALID_ENUM);
4955 }
4956
4957 if (stride < 0)
4958 {
4959 return error(GL_INVALID_VALUE);
4960 }
4961
4962 gl::Context *context = gl::getContext();
4963
4964 if (context)
4965 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004966 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4967 context->vertexAttribute[index].mSize = size;
4968 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004969 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004970 context->vertexAttribute[index].mStride = stride;
4971 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004972 }
4973 }
4974 catch(std::bad_alloc&)
4975 {
4976 return error(GL_OUT_OF_MEMORY);
4977 }
4978}
4979
4980void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4981{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004982 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 +00004983
4984 try
4985 {
4986 if (width < 0 || height < 0)
4987 {
4988 return error(GL_INVALID_VALUE);
4989 }
4990
4991 gl::Context *context = gl::getContext();
4992
4993 if (context)
4994 {
4995 context->viewportX = x;
4996 context->viewportY = y;
4997 context->viewportWidth = width;
4998 context->viewportHeight = height;
4999 }
5000 }
5001 catch(std::bad_alloc&)
5002 {
5003 return error(GL_OUT_OF_MEMORY);
5004 }
5005}
5006
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005007void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
5008 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005009{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005010 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
5011 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005012 "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005013 target, level, internalformat, width, height, depth, border, format, type, pixels);
5014
5015 try
5016 {
5017 UNIMPLEMENTED(); // FIXME
5018 }
5019 catch(std::bad_alloc&)
5020 {
5021 return error(GL_OUT_OF_MEMORY);
5022 }
5023}
5024}