blob: 67572495ef7901881b8a838bfc4389548a523182 [file] [log] [blame]
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000016#include "Context.h"
17#include "main.h"
18#include "Program.h"
19#include "Shader.h"
20#include "Buffer.h"
21#include "Texture.h"
22#include "Renderbuffer.h"
23#include "Framebuffer.h"
24#include "mathutil.h"
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000025#include "common/debug.h"
daniel@transgaming.com00c75962010-03-11 20:36:15 +000026#include "utilities.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000027
28extern "C"
29{
30
31void __stdcall glActiveTexture(GLenum texture)
32{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000033 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034
35 try
36 {
37 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
38 {
39 return error(GL_INVALID_ENUM);
40 }
41
42 gl::Context *context = gl::getContext();
43
44 if (context)
45 {
46 context->activeSampler = texture - GL_TEXTURE0;
47 }
48 }
49 catch(std::bad_alloc&)
50 {
51 return error(GL_OUT_OF_MEMORY);
52 }
53}
54
55void __stdcall glAttachShader(GLuint program, GLuint shader)
56{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000057 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000058
59 try
60 {
61 gl::Context *context = gl::getContext();
62
63 if (context)
64 {
65 gl::Program *programObject = context->getProgram(program);
66 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000067
daniel@transgaming.come2b22122010-03-11 19:22:14 +000068 if (!programObject || !shaderObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000069 {
70 return error(GL_INVALID_VALUE);
71 }
72
73 if (!programObject->attachShader(shaderObject))
74 {
75 return error(GL_INVALID_OPERATION);
76 }
77 }
78 }
79 catch(std::bad_alloc&)
80 {
81 return error(GL_OUT_OF_MEMORY);
82 }
83}
84
85void __stdcall glBindAttribLocation(GLuint program, GLuint index, const char* name)
86{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000087 TRACE("(GLuint program = %d, GLuint index = %d, const char* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000088
89 try
90 {
91 if (index >= gl::MAX_VERTEX_ATTRIBS)
92 {
93 return error(GL_INVALID_VALUE);
94 }
95
96 gl::Context *context = gl::getContext();
97
98 if (context)
99 {
100 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000101
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000102 if (!programObject)
103 {
104 return error(GL_INVALID_VALUE);
105 }
106
107 programObject->bindAttributeLocation(index, name);
108 }
109 }
110 catch(std::bad_alloc&)
111 {
112 return error(GL_OUT_OF_MEMORY);
113 }
114}
115
116void __stdcall glBindBuffer(GLenum target, GLuint buffer)
117{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000118 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000119
120 try
121 {
122 gl::Context *context = gl::getContext();
123
124 if (context)
125 {
126 switch (target)
127 {
128 case GL_ARRAY_BUFFER:
129 context->bindArrayBuffer(buffer);
130 return;
131 case GL_ELEMENT_ARRAY_BUFFER:
132 context->bindElementArrayBuffer(buffer);
133 return;
134 default:
135 return error(GL_INVALID_ENUM);
136 }
137 }
138 }
139 catch(std::bad_alloc&)
140 {
141 return error(GL_OUT_OF_MEMORY);
142 }
143}
144
145void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
146{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000147 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000148
149 try
150 {
151 if (target != GL_FRAMEBUFFER)
152 {
153 return error(GL_INVALID_ENUM);
154 }
155
156 gl::Context *context = gl::getContext();
157
158 if (context)
159 {
160 context->bindFramebuffer(framebuffer);
161 }
162 }
163 catch(std::bad_alloc&)
164 {
165 return error(GL_OUT_OF_MEMORY);
166 }
167}
168
169void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
170{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000171 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172
173 try
174 {
175 if (target != GL_RENDERBUFFER)
176 {
177 return error(GL_INVALID_ENUM);
178 }
179
180 gl::Context *context = gl::getContext();
181
182 if (context)
183 {
184 context->bindRenderbuffer(renderbuffer);
185 }
186 }
187 catch(std::bad_alloc&)
188 {
189 return error(GL_OUT_OF_MEMORY);
190 }
191}
192
193void __stdcall glBindTexture(GLenum target, GLuint texture)
194{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000195 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000196
197 try
198 {
199 gl::Context *context = gl::getContext();
200
201 if (context)
202 {
203 gl::Texture *textureObject = context->getTexture(texture);
204
205 if (textureObject && textureObject->getTarget() != target && texture != 0)
206 {
207 return error(GL_INVALID_OPERATION);
208 }
209
210 switch (target)
211 {
212 case GL_TEXTURE_2D:
213 context->bindTexture2D(texture);
214 return;
215 case GL_TEXTURE_CUBE_MAP:
216 context->bindTextureCubeMap(texture);
217 return;
218 default:
219 return error(GL_INVALID_ENUM);
220 }
221 }
222 }
223 catch(std::bad_alloc&)
224 {
225 return error(GL_OUT_OF_MEMORY);
226 }
227}
228
229void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
230{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000231 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
232 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000233
234 try
235 {
236 gl::Context* context = gl::getContext();
237
238 if (context)
239 {
240 context->blendColor.red = gl::clamp01(red);
241 context->blendColor.blue = gl::clamp01(blue);
242 context->blendColor.green = gl::clamp01(green);
243 context->blendColor.alpha = gl::clamp01(alpha);
244 }
245 }
246 catch(std::bad_alloc&)
247 {
248 return error(GL_OUT_OF_MEMORY);
249 }
250}
251
252void __stdcall glBlendEquation(GLenum mode)
253{
254 glBlendEquationSeparate(mode, mode);
255}
256
257void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
258{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000259 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000260
261 try
262 {
263 switch (modeRGB)
264 {
265 case GL_FUNC_ADD:
266 case GL_FUNC_SUBTRACT:
267 case GL_FUNC_REVERSE_SUBTRACT:
268 break;
269 default:
270 return error(GL_INVALID_ENUM);
271 }
272
273 switch (modeAlpha)
274 {
275 case GL_FUNC_ADD:
276 case GL_FUNC_SUBTRACT:
277 case GL_FUNC_REVERSE_SUBTRACT:
278 break;
279 default:
280 return error(GL_INVALID_ENUM);
281 }
282
283 gl::Context *context = gl::getContext();
284
285 if (context)
286 {
287 context->blendEquationRGB = modeRGB;
288 context->blendEquationAlpha = modeAlpha;
289 }
290 }
291 catch(std::bad_alloc&)
292 {
293 return error(GL_OUT_OF_MEMORY);
294 }
295}
296
297void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
298{
299 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
300}
301
302void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
303{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000304 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
305 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000306
307 try
308 {
309 switch (srcRGB)
310 {
311 case GL_ZERO:
312 case GL_ONE:
313 case GL_SRC_COLOR:
314 case GL_ONE_MINUS_SRC_COLOR:
315 case GL_DST_COLOR:
316 case GL_ONE_MINUS_DST_COLOR:
317 case GL_SRC_ALPHA:
318 case GL_ONE_MINUS_SRC_ALPHA:
319 case GL_DST_ALPHA:
320 case GL_ONE_MINUS_DST_ALPHA:
321 case GL_CONSTANT_COLOR:
322 case GL_ONE_MINUS_CONSTANT_COLOR:
323 case GL_CONSTANT_ALPHA:
324 case GL_ONE_MINUS_CONSTANT_ALPHA:
325 case GL_SRC_ALPHA_SATURATE:
326 break;
327 default:
328 return error(GL_INVALID_ENUM);
329 }
330
331 switch (dstRGB)
332 {
333 case GL_ZERO:
334 case GL_ONE:
335 case GL_SRC_COLOR:
336 case GL_ONE_MINUS_SRC_COLOR:
337 case GL_DST_COLOR:
338 case GL_ONE_MINUS_DST_COLOR:
339 case GL_SRC_ALPHA:
340 case GL_ONE_MINUS_SRC_ALPHA:
341 case GL_DST_ALPHA:
342 case GL_ONE_MINUS_DST_ALPHA:
343 case GL_CONSTANT_COLOR:
344 case GL_ONE_MINUS_CONSTANT_COLOR:
345 case GL_CONSTANT_ALPHA:
346 case GL_ONE_MINUS_CONSTANT_ALPHA:
347 break;
348 default:
349 return error(GL_INVALID_ENUM);
350 }
351
352 switch (srcAlpha)
353 {
354 case GL_ZERO:
355 case GL_ONE:
356 case GL_SRC_COLOR:
357 case GL_ONE_MINUS_SRC_COLOR:
358 case GL_DST_COLOR:
359 case GL_ONE_MINUS_DST_COLOR:
360 case GL_SRC_ALPHA:
361 case GL_ONE_MINUS_SRC_ALPHA:
362 case GL_DST_ALPHA:
363 case GL_ONE_MINUS_DST_ALPHA:
364 case GL_CONSTANT_COLOR:
365 case GL_ONE_MINUS_CONSTANT_COLOR:
366 case GL_CONSTANT_ALPHA:
367 case GL_ONE_MINUS_CONSTANT_ALPHA:
368 case GL_SRC_ALPHA_SATURATE:
369 break;
370 default:
371 return error(GL_INVALID_ENUM);
372 }
373
374 switch (dstAlpha)
375 {
376 case GL_ZERO:
377 case GL_ONE:
378 case GL_SRC_COLOR:
379 case GL_ONE_MINUS_SRC_COLOR:
380 case GL_DST_COLOR:
381 case GL_ONE_MINUS_DST_COLOR:
382 case GL_SRC_ALPHA:
383 case GL_ONE_MINUS_SRC_ALPHA:
384 case GL_DST_ALPHA:
385 case GL_ONE_MINUS_DST_ALPHA:
386 case GL_CONSTANT_COLOR:
387 case GL_ONE_MINUS_CONSTANT_COLOR:
388 case GL_CONSTANT_ALPHA:
389 case GL_ONE_MINUS_CONSTANT_ALPHA:
390 break;
391 default:
392 return error(GL_INVALID_ENUM);
393 }
394
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000395 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
396 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
397
398 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
399 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
400
401 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000402 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000403 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
404 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000405 }
406
407 gl::Context *context = gl::getContext();
408
409 if (context)
410 {
411 context->sourceBlendRGB = srcRGB;
412 context->sourceBlendAlpha = srcAlpha;
413 context->destBlendRGB = dstRGB;
414 context->destBlendAlpha = dstAlpha;
415 }
416 }
417 catch(std::bad_alloc&)
418 {
419 return error(GL_OUT_OF_MEMORY);
420 }
421}
422
423void __stdcall glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage)
424{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000425 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const void* data = 0x%0.8p, GLenum usage = %d)",
426 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000427
428 try
429 {
430 if (size < 0)
431 {
432 return error(GL_INVALID_VALUE);
433 }
434
435 switch (usage)
436 {
437 case GL_STREAM_DRAW:
438 case GL_STATIC_DRAW:
439 case GL_DYNAMIC_DRAW:
440 break;
441 default:
442 return error(GL_INVALID_ENUM);
443 }
444
445 gl::Context *context = gl::getContext();
446
447 if (context)
448 {
449 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000450
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000451 switch (target)
452 {
453 case GL_ARRAY_BUFFER:
454 buffer = context->getArrayBuffer();
455 break;
456 case GL_ELEMENT_ARRAY_BUFFER:
457 buffer = context->getElementArrayBuffer();
458 break;
459 default:
460 return error(GL_INVALID_ENUM);
461 }
462
463 if (!buffer)
464 {
465 return error(GL_INVALID_OPERATION);
466 }
467
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000468 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000469 }
470 }
471 catch(std::bad_alloc&)
472 {
473 return error(GL_OUT_OF_MEMORY);
474 }
475}
476
477void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data)
478{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000479 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const void* data = 0x%0.8p)",
480 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000481
482 try
483 {
484 if (size < 0)
485 {
486 return error(GL_INVALID_VALUE);
487 }
488
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000489 if (data == NULL)
490 {
491 return;
492 }
493
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000494 gl::Context *context = gl::getContext();
495
496 if (context)
497 {
498 gl::Buffer *buffer;
499
500 switch (target)
501 {
502 case GL_ARRAY_BUFFER:
503 buffer = context->getArrayBuffer();
504 break;
505 case GL_ELEMENT_ARRAY_BUFFER:
506 buffer = context->getElementArrayBuffer();
507 break;
508 default:
509 return error(GL_INVALID_ENUM);
510 }
511
512 if (!buffer)
513 {
514 return error(GL_INVALID_OPERATION);
515 }
516
517 GLenum err = buffer->bufferSubData(data, size, offset);
518
519 if (err != GL_NO_ERROR)
520 {
521 return error(err);
522 }
523 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000524 }
525 catch(std::bad_alloc&)
526 {
527 return error(GL_OUT_OF_MEMORY);
528 }
529}
530
531GLenum __stdcall glCheckFramebufferStatus(GLenum target)
532{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000533 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000534
535 try
536 {
537 if (target != GL_FRAMEBUFFER)
538 {
539 return error(GL_INVALID_ENUM, 0);
540 }
541
542 gl::Context *context = gl::getContext();
543
544 if (context)
545 {
546 gl::Framebuffer *framebuffer = context->getFramebuffer();
547
548 return framebuffer->completeness();
549 }
550 }
551 catch(std::bad_alloc&)
552 {
553 return error(GL_OUT_OF_MEMORY, 0);
554 }
555
556 return 0;
557}
558
559void __stdcall glClear(GLbitfield mask)
560{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000561 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562
563 try
564 {
565 gl::Context *context = gl::getContext();
566
567 if (context)
568 {
569 context->clear(mask);
570 }
571 }
572 catch(std::bad_alloc&)
573 {
574 return error(GL_OUT_OF_MEMORY);
575 }
576}
577
578void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
579{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000580 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
581 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000582
583 try
584 {
585 gl::Context *context = gl::getContext();
586
587 if (context)
588 {
589 context->setClearColor(red, green, blue, alpha);
590 }
591 }
592 catch(std::bad_alloc&)
593 {
594 return error(GL_OUT_OF_MEMORY);
595 }
596}
597
598void __stdcall glClearDepthf(GLclampf depth)
599{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000600 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000601
602 try
603 {
604 gl::Context *context = gl::getContext();
605
606 if (context)
607 {
608 context->setClearDepth(depth);
609 }
610 }
611 catch(std::bad_alloc&)
612 {
613 return error(GL_OUT_OF_MEMORY);
614 }
615}
616
617void __stdcall glClearStencil(GLint s)
618{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000619 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000620
621 try
622 {
623 gl::Context *context = gl::getContext();
624
625 if (context)
626 {
627 context->setClearStencil(s);
628 }
629 }
630 catch(std::bad_alloc&)
631 {
632 return error(GL_OUT_OF_MEMORY);
633 }
634}
635
636void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
637{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000638 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
639 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000640
641 try
642 {
643 gl::Context *context = gl::getContext();
644
645 if (context)
646 {
647 context->colorMaskRed = red != GL_FALSE;
648 context->colorMaskGreen = green != GL_FALSE;
649 context->colorMaskBlue = blue != GL_FALSE;
650 context->colorMaskAlpha = alpha != GL_FALSE;
651 }
652 }
653 catch(std::bad_alloc&)
654 {
655 return error(GL_OUT_OF_MEMORY);
656 }
657}
658
659void __stdcall glCompileShader(GLuint shader)
660{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000661 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000662
663 try
664 {
665 gl::Context *context = gl::getContext();
666
667 if (context)
668 {
669 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000670
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000671 if (!shaderObject)
672 {
673 return error(GL_INVALID_VALUE);
674 }
675
676 shaderObject->compile();
677 }
678 }
679 catch(std::bad_alloc&)
680 {
681 return error(GL_OUT_OF_MEMORY);
682 }
683}
684
685void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
686{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000687 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
688 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const void* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000689 target, level, internalformat, width, height, border, imageSize, data);
690
691 try
692 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000693 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
694 {
695 return error(GL_INVALID_ENUM);
696 }
697
698 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000699 {
700 return error(GL_INVALID_VALUE);
701 }
702
daniel@transgaming.com41430492010-03-11 20:36:18 +0000703 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
704 {
705 return error(GL_INVALID_VALUE);
706 }
707
708 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000709 }
710 catch(std::bad_alloc&)
711 {
712 return error(GL_OUT_OF_MEMORY);
713 }
714}
715
716void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
717{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000718 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
719 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
720 "GLsizei imageSize = %d, const void* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000721 target, level, xoffset, yoffset, width, height, format, imageSize, data);
722
723 try
724 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000725 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
726 {
727 return error(GL_INVALID_ENUM);
728 }
729
730 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000731 {
732 return error(GL_INVALID_VALUE);
733 }
734
daniel@transgaming.com41430492010-03-11 20:36:18 +0000735 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
736 {
737 return error(GL_INVALID_VALUE);
738 }
739
740 if (xoffset != 0 || yoffset != 0)
741 {
742 return error(GL_INVALID_OPERATION);
743 }
744
745 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000746 }
747 catch(std::bad_alloc&)
748 {
749 return error(GL_OUT_OF_MEMORY);
750 }
751}
752
753void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
754{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000755 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
756 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000757 target, level, internalformat, x, y, width, height, border);
758
759 try
760 {
761 if (width < 0 || height < 0)
762 {
763 return error(GL_INVALID_VALUE);
764 }
765
766 UNIMPLEMENTED(); // FIXME
767 }
768 catch(std::bad_alloc&)
769 {
770 return error(GL_OUT_OF_MEMORY);
771 }
772}
773
774void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
775{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000776 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
777 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000778 target, level, xoffset, yoffset, x, y, width, height);
779
780 try
781 {
782 if (width < 0 || height < 0)
783 {
784 return error(GL_INVALID_VALUE);
785 }
786
787 UNIMPLEMENTED(); // FIXME
788 }
789 catch(std::bad_alloc&)
790 {
791 return error(GL_OUT_OF_MEMORY);
792 }
793}
794
795GLuint __stdcall glCreateProgram(void)
796{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000797 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000798
799 try
800 {
801 gl::Context *context = gl::getContext();
802
803 if (context)
804 {
805 return context->createProgram();
806 }
807 }
808 catch(std::bad_alloc&)
809 {
810 return error(GL_OUT_OF_MEMORY, 0);
811 }
812
813 return 0;
814}
815
816GLuint __stdcall glCreateShader(GLenum type)
817{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000818 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000819
820 try
821 {
822 gl::Context *context = gl::getContext();
823
824 if (context)
825 {
826 switch (type)
827 {
828 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000829 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000830 return context->createShader(type);
831 default:
832 return error(GL_INVALID_ENUM, 0);
833 }
834 }
835 }
836 catch(std::bad_alloc&)
837 {
838 return error(GL_OUT_OF_MEMORY, 0);
839 }
840
841 return 0;
842}
843
844void __stdcall glCullFace(GLenum mode)
845{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000846 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000847
848 try
849 {
850 switch (mode)
851 {
852 case GL_FRONT:
853 case GL_BACK:
854 case GL_FRONT_AND_BACK:
855 {
856 gl::Context *context = gl::getContext();
857
858 if (context)
859 {
860 context->cullMode = mode;
861 }
862 }
863 break;
864 default:
865 return error(GL_INVALID_ENUM);
866 }
867 }
868 catch(std::bad_alloc&)
869 {
870 return error(GL_OUT_OF_MEMORY);
871 }
872}
873
874void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
875{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000876 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000877
878 try
879 {
880 if (n < 0)
881 {
882 return error(GL_INVALID_VALUE);
883 }
884
885 gl::Context *context = gl::getContext();
886
887 if (context)
888 {
889 for (int i = 0; i < n; i++)
890 {
891 context->deleteBuffer(buffers[i]);
892 }
893 }
894 }
895 catch(std::bad_alloc&)
896 {
897 return error(GL_OUT_OF_MEMORY);
898 }
899}
900
901void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
902{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000903 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000904
905 try
906 {
907 if (n < 0)
908 {
909 return error(GL_INVALID_VALUE);
910 }
911
912 gl::Context *context = gl::getContext();
913
914 if (context)
915 {
916 for (int i = 0; i < n; i++)
917 {
918 if (framebuffers[i] != 0)
919 {
920 context->deleteFramebuffer(framebuffers[i]);
921 }
922 }
923 }
924 }
925 catch(std::bad_alloc&)
926 {
927 return error(GL_OUT_OF_MEMORY);
928 }
929}
930
931void __stdcall glDeleteProgram(GLuint program)
932{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000933 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000934
935 try
936 {
937 gl::Context *context = gl::getContext();
938
939 if (context)
940 {
941 context->deleteProgram(program);
942 }
943 }
944 catch(std::bad_alloc&)
945 {
946 return error(GL_OUT_OF_MEMORY);
947 }
948}
949
950void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
951{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000952 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000953
954 try
955 {
956 if (n < 0)
957 {
958 return error(GL_INVALID_VALUE);
959 }
960
961 gl::Context *context = gl::getContext();
962
963 if (context)
964 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000965 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000966 {
967 context->deleteRenderbuffer(renderbuffers[i]);
968 }
969 }
970 }
971 catch(std::bad_alloc&)
972 {
973 return error(GL_OUT_OF_MEMORY);
974 }
975}
976
977void __stdcall glDeleteShader(GLuint shader)
978{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000979 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000980
981 try
982 {
983 gl::Context *context = gl::getContext();
984
985 if (context)
986 {
987 context->deleteShader(shader);
988 }
989 }
990 catch(std::bad_alloc&)
991 {
992 return error(GL_OUT_OF_MEMORY);
993 }
994}
995
996void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
997{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000998 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000999
1000 try
1001 {
1002 if (n < 0)
1003 {
1004 return error(GL_INVALID_VALUE);
1005 }
1006
1007 gl::Context *context = gl::getContext();
1008
1009 if (context)
1010 {
1011 for (int i = 0; i < n; i++)
1012 {
1013 if (textures[i] != 0)
1014 {
1015 context->deleteTexture(textures[i]);
1016 }
1017 }
1018 }
1019 }
1020 catch(std::bad_alloc&)
1021 {
1022 return error(GL_OUT_OF_MEMORY);
1023 }
1024}
1025
1026void __stdcall glDepthFunc(GLenum func)
1027{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001028 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001029
1030 try
1031 {
1032 switch (func)
1033 {
1034 case GL_NEVER:
1035 case GL_ALWAYS:
1036 case GL_LESS:
1037 case GL_LEQUAL:
1038 case GL_EQUAL:
1039 case GL_GREATER:
1040 case GL_GEQUAL:
1041 case GL_NOTEQUAL:
1042 break;
1043 default:
1044 return error(GL_INVALID_ENUM);
1045 }
1046
1047 gl::Context *context = gl::getContext();
1048
1049 if (context)
1050 {
1051 context->depthFunc = func;
1052 }
1053 }
1054 catch(std::bad_alloc&)
1055 {
1056 return error(GL_OUT_OF_MEMORY);
1057 }
1058}
1059
1060void __stdcall glDepthMask(GLboolean flag)
1061{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001062 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001063
1064 try
1065 {
1066 gl::Context *context = gl::getContext();
1067
1068 if (context)
1069 {
1070 context->depthMask = flag != GL_FALSE;
1071 }
1072 }
1073 catch(std::bad_alloc&)
1074 {
1075 return error(GL_OUT_OF_MEMORY);
1076 }
1077}
1078
1079void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1080{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001081 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001082
1083 try
1084 {
1085 gl::Context *context = gl::getContext();
1086
1087 if (context)
1088 {
1089 context->zNear = zNear;
1090 context->zFar = zFar;
1091 }
1092 }
1093 catch(std::bad_alloc&)
1094 {
1095 return error(GL_OUT_OF_MEMORY);
1096 }
1097}
1098
1099void __stdcall glDetachShader(GLuint program, GLuint shader)
1100{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001101 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001102
1103 try
1104 {
1105 gl::Context *context = gl::getContext();
1106
1107 if (context)
1108 {
1109 gl::Program *programObject = context->getProgram(program);
1110 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001111
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001112 if (!programObject || !shaderObject)
1113 {
1114 return error(GL_INVALID_VALUE);
1115 }
1116
1117 if (!programObject->detachShader(shaderObject))
1118 {
1119 return error(GL_INVALID_OPERATION);
1120 }
1121
1122 if (shaderObject->isDeletable())
1123 {
1124 context->deleteShader(shader);
1125 }
1126 }
1127 }
1128 catch(std::bad_alloc&)
1129 {
1130 return error(GL_OUT_OF_MEMORY);
1131 }
1132}
1133
1134void __stdcall glDisable(GLenum cap)
1135{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001136 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001137
1138 try
1139 {
1140 gl::Context *context = gl::getContext();
1141
1142 if (context)
1143 {
1144 switch (cap)
1145 {
1146 case GL_CULL_FACE: context->cullFace = false; break;
1147 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1148 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1149 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1150 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1151 case GL_STENCIL_TEST: context->stencilTest = false; break;
1152 case GL_DEPTH_TEST: context->depthTest = false; break;
1153 case GL_BLEND: context->blend = false; break;
1154 case GL_DITHER: context->dither = false; break;
1155 default:
1156 return error(GL_INVALID_ENUM);
1157 }
1158 }
1159 }
1160 catch(std::bad_alloc&)
1161 {
1162 return error(GL_OUT_OF_MEMORY);
1163 }
1164}
1165
1166void __stdcall glDisableVertexAttribArray(GLuint index)
1167{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001168 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001169
1170 try
1171 {
1172 if (index >= gl::MAX_VERTEX_ATTRIBS)
1173 {
1174 return error(GL_INVALID_VALUE);
1175 }
1176
1177 gl::Context *context = gl::getContext();
1178
1179 if (context)
1180 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001181 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001182 }
1183 }
1184 catch(std::bad_alloc&)
1185 {
1186 return error(GL_OUT_OF_MEMORY);
1187 }
1188}
1189
1190void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1191{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001192 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001193
1194 try
1195 {
1196 if (count < 0 || first < 0)
1197 {
1198 return error(GL_INVALID_VALUE);
1199 }
1200
1201 gl::Context *context = gl::getContext();
1202
1203 if (context)
1204 {
1205 context->drawArrays(mode, first, count);
1206 }
1207 }
1208 catch(std::bad_alloc&)
1209 {
1210 return error(GL_OUT_OF_MEMORY);
1211 }
1212}
1213
1214void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
1215{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001216 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void* indices = 0x%0.8p)",
1217 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001218
1219 try
1220 {
1221 if (count < 0)
1222 {
1223 return error(GL_INVALID_VALUE);
1224 }
1225
1226 switch (type)
1227 {
1228 case GL_UNSIGNED_BYTE:
1229 UNIMPLEMENTED(); // FIXME
1230 case GL_UNSIGNED_SHORT:
1231 break;
1232 default:
1233 return error(GL_INVALID_ENUM);
1234 }
1235
1236 gl::Context *context = gl::getContext();
1237
1238 if (context)
1239 {
1240 context->drawElements(mode, count, type, indices);
1241 }
1242 }
1243 catch(std::bad_alloc&)
1244 {
1245 return error(GL_OUT_OF_MEMORY);
1246 }
1247}
1248
1249void __stdcall glEnable(GLenum cap)
1250{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001251 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001252
1253 try
1254 {
1255 gl::Context *context = gl::getContext();
1256
1257 if (context)
1258 {
1259 switch (cap)
1260 {
1261 case GL_CULL_FACE: context->cullFace = true; break;
1262 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1263 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1264 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1265 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1266 case GL_STENCIL_TEST: context->stencilTest = true; break;
1267 case GL_DEPTH_TEST: context->depthTest = true; break;
1268 case GL_BLEND: context->blend = true; break;
1269 case GL_DITHER: context->dither = true; break;
1270 default:
1271 return error(GL_INVALID_ENUM);
1272 }
1273 }
1274 }
1275 catch(std::bad_alloc&)
1276 {
1277 return error(GL_OUT_OF_MEMORY);
1278 }
1279}
1280
1281void __stdcall glEnableVertexAttribArray(GLuint index)
1282{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001283 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001284
1285 try
1286 {
1287 if (index >= gl::MAX_VERTEX_ATTRIBS)
1288 {
1289 return error(GL_INVALID_VALUE);
1290 }
1291
1292 gl::Context *context = gl::getContext();
1293
1294 if (context)
1295 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001296 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001297 }
1298 }
1299 catch(std::bad_alloc&)
1300 {
1301 return error(GL_OUT_OF_MEMORY);
1302 }
1303}
1304
1305void __stdcall glFinish(void)
1306{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001307 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001308
1309 try
1310 {
1311 gl::Context *context = gl::getContext();
1312
1313 if (context)
1314 {
1315 context->finish();
1316 }
1317 }
1318 catch(std::bad_alloc&)
1319 {
1320 return error(GL_OUT_OF_MEMORY);
1321 }
1322}
1323
1324void __stdcall glFlush(void)
1325{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001326 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001327
1328 try
1329 {
1330 gl::Context *context = gl::getContext();
1331
1332 if (context)
1333 {
1334 context->flush();
1335 }
1336 }
1337 catch(std::bad_alloc&)
1338 {
1339 return error(GL_OUT_OF_MEMORY);
1340 }
1341}
1342
1343void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1344{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001345 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1346 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001347
1348 try
1349 {
1350 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1351 {
1352 return error(GL_INVALID_ENUM);
1353 }
1354
1355 gl::Context *context = gl::getContext();
1356
1357 if (context)
1358 {
1359 gl::Framebuffer *framebuffer = context->getFramebuffer();
1360
1361 if (context->framebuffer == 0 || !framebuffer)
1362 {
1363 return error(GL_INVALID_OPERATION);
1364 }
1365
1366 switch (attachment)
1367 {
1368 case GL_COLOR_ATTACHMENT0:
1369 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1370 break;
1371 case GL_DEPTH_ATTACHMENT:
1372 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1373 break;
1374 case GL_STENCIL_ATTACHMENT:
1375 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1376 break;
1377 default:
1378 return error(GL_INVALID_ENUM);
1379 }
1380 }
1381 }
1382 catch(std::bad_alloc&)
1383 {
1384 return error(GL_OUT_OF_MEMORY);
1385 }
1386}
1387
1388void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1389{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001390 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1391 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001392
1393 try
1394 {
1395 if (target != GL_FRAMEBUFFER)
1396 {
1397 return error(GL_INVALID_ENUM);
1398 }
1399
1400 switch (attachment)
1401 {
1402 case GL_COLOR_ATTACHMENT0:
1403 break;
1404 default:
1405 return error(GL_INVALID_ENUM);
1406 }
1407
1408 gl::Context *context = gl::getContext();
1409
1410 if (context)
1411 {
1412 if (texture)
1413 {
1414 switch (textarget)
1415 {
1416 case GL_TEXTURE_2D:
1417 if (!context->getTexture2D())
1418 {
1419 return error(GL_INVALID_OPERATION);
1420 }
1421 break;
1422 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1423 UNIMPLEMENTED(); // FIXME
1424 break;
1425 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1426 UNIMPLEMENTED(); // FIXME
1427 break;
1428 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1429 UNIMPLEMENTED(); // FIXME
1430 break;
1431 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1432 UNIMPLEMENTED(); // FIXME
1433 break;
1434 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1435 UNIMPLEMENTED(); // FIXME
1436 break;
1437 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1438 UNIMPLEMENTED(); // FIXME
1439 break;
1440 default:
1441 return error(GL_INVALID_ENUM);
1442 }
1443
1444 if (level != 0)
1445 {
1446 return error(GL_INVALID_VALUE);
1447 }
1448 }
1449
1450 gl::Framebuffer *framebuffer = context->getFramebuffer();
1451
1452 if (context->framebuffer == 0 || !framebuffer)
1453 {
1454 return error(GL_INVALID_OPERATION);
1455 }
1456
1457 framebuffer->setColorbuffer(GL_TEXTURE, texture);
1458 }
1459 }
1460 catch(std::bad_alloc&)
1461 {
1462 return error(GL_OUT_OF_MEMORY);
1463 }
1464}
1465
1466void __stdcall glFrontFace(GLenum mode)
1467{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001468 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001469
1470 try
1471 {
1472 switch (mode)
1473 {
1474 case GL_CW:
1475 case GL_CCW:
1476 {
1477 gl::Context *context = gl::getContext();
1478
1479 if (context)
1480 {
1481 context->frontFace = mode;
1482 }
1483 }
1484 break;
1485 default:
1486 return error(GL_INVALID_ENUM);
1487 }
1488 }
1489 catch(std::bad_alloc&)
1490 {
1491 return error(GL_OUT_OF_MEMORY);
1492 }
1493}
1494
1495void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1496{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001497 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001498
1499 try
1500 {
1501 if (n < 0)
1502 {
1503 return error(GL_INVALID_VALUE);
1504 }
1505
1506 gl::Context *context = gl::getContext();
1507
1508 if (context)
1509 {
1510 for (int i = 0; i < n; i++)
1511 {
1512 buffers[i] = context->createBuffer();
1513 }
1514 }
1515 }
1516 catch(std::bad_alloc&)
1517 {
1518 return error(GL_OUT_OF_MEMORY);
1519 }
1520}
1521
1522void __stdcall glGenerateMipmap(GLenum target)
1523{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001524 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001525
1526 try
1527 {
1528 UNIMPLEMENTED(); // FIXME
1529 }
1530 catch(std::bad_alloc&)
1531 {
1532 return error(GL_OUT_OF_MEMORY);
1533 }
1534}
1535
1536void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1537{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001538 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001539
1540 try
1541 {
1542 if (n < 0)
1543 {
1544 return error(GL_INVALID_VALUE);
1545 }
1546
1547 gl::Context *context = gl::getContext();
1548
1549 if (context)
1550 {
1551 for (int i = 0; i < n; i++)
1552 {
1553 framebuffers[i] = context->createFramebuffer();
1554 }
1555 }
1556 }
1557 catch(std::bad_alloc&)
1558 {
1559 return error(GL_OUT_OF_MEMORY);
1560 }
1561}
1562
1563void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1564{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001565 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001566
1567 try
1568 {
1569 if (n < 0)
1570 {
1571 return error(GL_INVALID_VALUE);
1572 }
1573
1574 gl::Context *context = gl::getContext();
1575
1576 if (context)
1577 {
1578 for (int i = 0; i < n; i++)
1579 {
1580 renderbuffers[i] = context->createRenderbuffer();
1581 }
1582 }
1583 }
1584 catch(std::bad_alloc&)
1585 {
1586 return error(GL_OUT_OF_MEMORY);
1587 }
1588}
1589
1590void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1591{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001592 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001593
1594 try
1595 {
1596 if (n < 0)
1597 {
1598 return error(GL_INVALID_VALUE);
1599 }
1600
1601 gl::Context *context = gl::getContext();
1602
1603 if (context)
1604 {
1605 for (int i = 0; i < n; i++)
1606 {
1607 textures[i] = context->createTexture();
1608 }
1609 }
1610 }
1611 catch(std::bad_alloc&)
1612 {
1613 return error(GL_OUT_OF_MEMORY);
1614 }
1615}
1616
1617void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
1618{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001619 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, "
1620 "GLint* size = 0x%0.8p, GLenum* type = %0.8p, char* name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001621 program, index, bufsize, length, size, type, name);
1622
1623 try
1624 {
1625 if (bufsize < 0)
1626 {
1627 return error(GL_INVALID_VALUE);
1628 }
1629
1630 UNIMPLEMENTED(); // FIXME
1631 }
1632 catch(std::bad_alloc&)
1633 {
1634 return error(GL_OUT_OF_MEMORY);
1635 }
1636}
1637
1638void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
1639{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001640 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
1641 "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, char* name = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001642 program, index, bufsize, length, size, type, name);
1643
1644 try
1645 {
1646 if (bufsize < 0)
1647 {
1648 return error(GL_INVALID_VALUE);
1649 }
1650
1651 UNIMPLEMENTED(); // FIXME
1652 }
1653 catch(std::bad_alloc&)
1654 {
1655 return error(GL_OUT_OF_MEMORY);
1656 }
1657}
1658
1659void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1660{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001661 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1662 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001663
1664 try
1665 {
1666 if (maxcount < 0)
1667 {
1668 return error(GL_INVALID_VALUE);
1669 }
1670
1671 UNIMPLEMENTED(); // FIXME
1672 }
1673 catch(std::bad_alloc&)
1674 {
1675 return error(GL_OUT_OF_MEMORY);
1676 }
1677}
1678
1679int __stdcall glGetAttribLocation(GLuint program, const char* name)
1680{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001681 TRACE("(GLuint program = %d, const char* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001682
1683 try
1684 {
1685 gl::Context *context = gl::getContext();
1686
1687 if (context)
1688 {
1689 gl::Program *programObject = context->getProgram(program);
1690
1691 if (!programObject)
1692 {
1693 return error(GL_INVALID_VALUE, -1);
1694 }
1695
1696 return programObject->getAttributeLocation(name);
1697 }
1698 }
1699 catch(std::bad_alloc&)
1700 {
1701 return error(GL_OUT_OF_MEMORY, -1);
1702 }
1703
1704 return -1;
1705}
1706
1707void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
1708{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001709 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001710
1711 try
1712 {
1713 switch (pname)
1714 {
1715 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1716 default:
1717 UNIMPLEMENTED(); // FIXME
1718 return error(GL_INVALID_ENUM);
1719 }
1720 }
1721 catch(std::bad_alloc&)
1722 {
1723 return error(GL_OUT_OF_MEMORY);
1724 }
1725}
1726
1727void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
1728{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001729 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 +00001730
1731 try
1732 {
1733 UNIMPLEMENTED(); // FIXME
1734 }
1735 catch(std::bad_alloc&)
1736 {
1737 return error(GL_OUT_OF_MEMORY);
1738 }
1739}
1740
1741GLenum __stdcall glGetError(void)
1742{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001743 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001744
1745 gl::Context *context = gl::getContext();
1746
1747 if (context)
1748 {
1749 return context->getError();
1750 }
1751
1752 return GL_NO_ERROR;
1753}
1754
1755void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
1756{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001757 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001758
1759 try
1760 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00001761 gl::Context *context = gl::getContext();
1762
1763 if (context)
1764 {
1765 switch (pname)
1766 {
daniel@transgaming.comccad59f2010-03-26 04:08:39 +00001767 case GL_LINE_WIDTH:
1768 *params = context->lineWidth;
1769 break;
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00001770 case GL_ALIASED_LINE_WIDTH_RANGE:
daniel@transgaming.comd989add2010-03-26 04:08:42 +00001771 params[0] = gl::ALIASED_LINE_WIDTH_RANGE_MIN;
1772 params[1] = gl::ALIASED_LINE_WIDTH_RANGE_MAX;
1773 break;
1774 case GL_ALIASED_POINT_SIZE_RANGE:
daniel@transgaming.comccad59f2010-03-26 04:08:39 +00001775 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1776 params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00001777 break;
1778 default:
1779 UNIMPLEMENTED(); // FIXME
1780 return error(GL_INVALID_ENUM);
1781 }
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 glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
1791{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001792 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
1793 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001794
1795 try
1796 {
1797 gl::Context *context = gl::getContext();
1798
1799 if (context)
1800 {
1801 if (context->framebuffer == 0)
1802 {
1803 return error(GL_INVALID_OPERATION);
1804 }
1805
1806 UNIMPLEMENTED(); // FIXME
1807 }
1808 }
1809 catch(std::bad_alloc&)
1810 {
1811 return error(GL_OUT_OF_MEMORY);
1812 }
1813}
1814
1815void __stdcall glGetIntegerv(GLenum pname, GLint* params)
1816{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001817 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001818
1819 try
1820 {
1821 gl::Context *context = gl::getContext();
1822
1823 if (context)
1824 {
1825 switch (pname)
1826 {
1827 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1828 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1829 case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break;
1830 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1831 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
1832 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1833 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
1834 case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
1835 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
daniel@transgaming.com41430492010-03-11 20:36:18 +00001836 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
1837 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001838 case GL_ARRAY_BUFFER_BINDING: *params = context->arrayBuffer; break;
1839 case GL_FRAMEBUFFER_BINDING: *params = context->framebuffer; break;
1840 case GL_RENDERBUFFER_BINDING: *params = context->renderbuffer; break;
1841 case GL_CURRENT_PROGRAM: *params = context->currentProgram; break;
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00001842 case GL_PACK_ALIGNMENT: *params = context->packAlignment; break;
1843 case GL_UNPACK_ALIGNMENT: *params = context->unpackAlignment; break;
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00001844 case GL_GENERATE_MIPMAP_HINT: *params = context->generateMipmapHint; break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001845 case GL_RED_BITS:
1846 case GL_GREEN_BITS:
1847 case GL_BLUE_BITS:
1848 case GL_ALPHA_BITS:
1849 {
1850 gl::Framebuffer *framebuffer = context->getFramebuffer();
1851 gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
1852
1853 if (colorbuffer)
1854 {
1855 switch (pname)
1856 {
1857 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1858 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1859 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1860 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1861 }
1862 }
1863 else
1864 {
1865 *params = 0;
1866 }
1867 }
1868 break;
1869 case GL_DEPTH_BITS:
1870 {
1871 gl::Framebuffer *framebuffer = context->getFramebuffer();
1872 gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
1873
1874 if (depthbuffer)
1875 {
1876 *params = depthbuffer->getDepthSize();
1877 }
1878 else
1879 {
1880 *params = 0;
1881 }
1882 }
1883 break;
1884 case GL_STENCIL_BITS:
1885 {
1886 gl::Framebuffer *framebuffer = context->getFramebuffer();
1887 gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1888
1889 if (stencilbuffer)
1890 {
1891 *params = stencilbuffer->getStencilSize();
1892 }
1893 else
1894 {
1895 *params = 0;
1896 }
1897 }
1898 break;
1899 default:
1900 UNIMPLEMENTED(); // FIXME
1901 return error(GL_INVALID_ENUM);
1902 }
1903 }
1904 }
1905 catch(std::bad_alloc&)
1906 {
1907 return error(GL_OUT_OF_MEMORY);
1908 }
1909}
1910
1911void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
1912{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001913 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001914
1915 try
1916 {
1917 gl::Context *context = gl::getContext();
1918
1919 if (context)
1920 {
1921 gl::Program *programObject = context->getProgram(program);
1922
1923 if (!programObject)
1924 {
1925 return error(GL_INVALID_VALUE);
1926 }
1927
1928 switch (pname)
1929 {
1930 case GL_DELETE_STATUS:
1931 UNIMPLEMENTED(); // FIXME
1932 *params = GL_FALSE;
1933 return;
1934 case GL_LINK_STATUS:
1935 *params = programObject->isLinked();
1936 return;
1937 case GL_VALIDATE_STATUS:
1938 UNIMPLEMENTED(); // FIXME
1939 *params = GL_TRUE;
1940 return;
1941 case GL_INFO_LOG_LENGTH:
1942 UNIMPLEMENTED(); // FIXME
1943 *params = 0;
1944 return;
1945 case GL_ATTACHED_SHADERS:
1946 UNIMPLEMENTED(); // FIXME
1947 *params = 2;
1948 return;
1949 case GL_ACTIVE_ATTRIBUTES:
1950 UNIMPLEMENTED(); // FIXME
1951 *params = 0;
1952 return;
1953 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
1954 UNIMPLEMENTED(); // FIXME
1955 *params = 0;
1956 return;
1957 case GL_ACTIVE_UNIFORMS:
1958 UNIMPLEMENTED(); // FIXME
1959 *params = 0;
1960 return;
1961 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
1962 UNIMPLEMENTED(); // FIXME
1963 *params = 0;
1964 return;
1965 default:
1966 return error(GL_INVALID_ENUM);
1967 }
1968 }
1969 }
1970 catch(std::bad_alloc&)
1971 {
1972 return error(GL_OUT_OF_MEMORY);
1973 }
1974}
1975
1976void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
1977{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001978 TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
1979 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001980
1981 try
1982 {
1983 if (bufsize < 0)
1984 {
1985 return error(GL_INVALID_VALUE);
1986 }
1987
1988 UNIMPLEMENTED(); // FIXME
1989 }
1990 catch(std::bad_alloc&)
1991 {
1992 return error(GL_OUT_OF_MEMORY);
1993 }
1994}
1995
1996void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
1997{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001998 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 +00001999
2000 try
2001 {
2002 UNIMPLEMENTED(); // FIXME
2003 }
2004 catch(std::bad_alloc&)
2005 {
2006 return error(GL_OUT_OF_MEMORY);
2007 }
2008}
2009
2010void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2011{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002012 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002013
2014 try
2015 {
2016 gl::Context *context = gl::getContext();
2017
2018 if (context)
2019 {
2020 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002021
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002022 if (!shaderObject)
2023 {
2024 return error(GL_INVALID_VALUE);
2025 }
2026
2027 switch (pname)
2028 {
2029 case GL_SHADER_TYPE:
2030 *params = shaderObject->getType();
2031 return;
2032 case GL_DELETE_STATUS:
2033 UNIMPLEMENTED(); // FIXME
2034 *params = GL_FALSE;
2035 return;
2036 case GL_COMPILE_STATUS:
2037 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2038 return;
2039 case GL_INFO_LOG_LENGTH:
2040 UNIMPLEMENTED(); // FIXME
2041 *params = 0;
2042 return;
2043 case GL_SHADER_SOURCE_LENGTH:
2044 UNIMPLEMENTED(); // FIXME
2045 *params = 1;
2046 return;
2047 default:
2048 return error(GL_INVALID_ENUM);
2049 }
2050 }
2051 }
2052 catch(std::bad_alloc&)
2053 {
2054 return error(GL_OUT_OF_MEMORY);
2055 }
2056}
2057
2058void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
2059{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002060 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
2061 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002062
2063 try
2064 {
2065 if (bufsize < 0)
2066 {
2067 return error(GL_INVALID_VALUE);
2068 }
2069
2070 UNIMPLEMENTED(); // FIXME
2071 }
2072 catch(std::bad_alloc&)
2073 {
2074 return error(GL_OUT_OF_MEMORY);
2075 }
2076}
2077
2078void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2079{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002080 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2081 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002082
2083 try
2084 {
2085 UNIMPLEMENTED(); // FIXME
2086 }
2087 catch(std::bad_alloc&)
2088 {
2089 return error(GL_OUT_OF_MEMORY);
2090 }
2091}
2092
2093void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
2094{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002095 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* source = 0x%0.8p)",
2096 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002097
2098 try
2099 {
2100 if (bufsize < 0)
2101 {
2102 return error(GL_INVALID_VALUE);
2103 }
2104
2105 UNIMPLEMENTED(); // FIXME
2106 }
2107 catch(std::bad_alloc&)
2108 {
2109 return error(GL_OUT_OF_MEMORY);
2110 }
2111}
2112
2113const GLubyte* __stdcall glGetString(GLenum name)
2114{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002115 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002116
2117 try
2118 {
2119 switch (name)
2120 {
2121 case GL_VENDOR:
2122 return (GLubyte*)"TransGaming Inc.";
2123 case GL_RENDERER:
2124 return (GLubyte*)"ANGLE";
2125 case GL_VERSION:
2126 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2127 case GL_SHADING_LANGUAGE_VERSION:
2128 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2129 case GL_EXTENSIONS:
2130 return (GLubyte*)"";
2131 default:
2132 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2133 }
2134 }
2135 catch(std::bad_alloc&)
2136 {
2137 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2138 }
2139
2140 return NULL;
2141}
2142
2143void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2144{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002145 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 +00002146
2147 try
2148 {
2149 UNIMPLEMENTED(); // FIXME
2150 }
2151 catch(std::bad_alloc&)
2152 {
2153 return error(GL_OUT_OF_MEMORY);
2154 }
2155}
2156
2157void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2158{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002159 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 +00002160
2161 try
2162 {
2163 UNIMPLEMENTED(); // FIXME
2164 }
2165 catch(std::bad_alloc&)
2166 {
2167 return error(GL_OUT_OF_MEMORY);
2168 }
2169}
2170
2171void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2172{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002173 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002174
2175 try
2176 {
2177 UNIMPLEMENTED(); // FIXME
2178 }
2179 catch(std::bad_alloc&)
2180 {
2181 return error(GL_OUT_OF_MEMORY);
2182 }
2183}
2184
2185void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2186{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002187 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002188
2189 try
2190 {
2191 UNIMPLEMENTED(); // FIXME
2192 }
2193 catch(std::bad_alloc&)
2194 {
2195 return error(GL_OUT_OF_MEMORY);
2196 }
2197}
2198
2199int __stdcall glGetUniformLocation(GLuint program, const char* name)
2200{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002201 TRACE("(GLuint program = %d, const char* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002202
2203 try
2204 {
2205 gl::Context *context = gl::getContext();
2206
2207 if (strstr(name, "gl_") == name)
2208 {
2209 return -1;
2210 }
2211
2212 if (context)
2213 {
2214 gl::Program *programObject = context->getProgram(program);
2215
2216 if (!programObject)
2217 {
2218 return error(GL_INVALID_VALUE, -1);
2219 }
2220
2221 if (!programObject->isLinked())
2222 {
2223 return error(GL_INVALID_OPERATION, -1);
2224 }
2225
2226 return programObject->getUniformLocation(name);
2227 }
2228 }
2229 catch(std::bad_alloc&)
2230 {
2231 return error(GL_OUT_OF_MEMORY, -1);
2232 }
2233
2234 return -1;
2235}
2236
2237void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2238{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002239 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002240
2241 try
2242 {
2243 if (index >= gl::MAX_VERTEX_ATTRIBS)
2244 {
2245 return error(GL_INVALID_VALUE);
2246 }
2247
2248 UNIMPLEMENTED(); // FIXME
2249 }
2250 catch(std::bad_alloc&)
2251 {
2252 return error(GL_OUT_OF_MEMORY);
2253 }
2254}
2255
2256void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2257{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002258 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002259
2260 try
2261 {
2262 if (index >= gl::MAX_VERTEX_ATTRIBS)
2263 {
2264 return error(GL_INVALID_VALUE);
2265 }
2266
2267 UNIMPLEMENTED(); // FIXME
2268 }
2269 catch(std::bad_alloc&)
2270 {
2271 return error(GL_OUT_OF_MEMORY);
2272 }
2273}
2274
2275void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
2276{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002277 TRACE("(GLuint index = %d, GLenum pname = 0x%X, void** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002278
2279 try
2280 {
2281 if (index >= gl::MAX_VERTEX_ATTRIBS)
2282 {
2283 return error(GL_INVALID_VALUE);
2284 }
2285
2286 UNIMPLEMENTED(); // FIXME
2287 }
2288 catch(std::bad_alloc&)
2289 {
2290 return error(GL_OUT_OF_MEMORY);
2291 }
2292}
2293
2294void __stdcall glHint(GLenum target, GLenum mode)
2295{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002296 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002297
2298 try
2299 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00002300 switch (target)
2301 {
2302 case GL_GENERATE_MIPMAP_HINT:
2303 switch (mode)
2304 {
2305 case GL_FASTEST:
2306 case GL_NICEST:
2307 case GL_DONT_CARE:
2308 break;
2309 default:
2310 return error(GL_INVALID_ENUM);
2311 }
2312 break;
2313 default:
2314 return error(GL_INVALID_ENUM);
2315 }
2316
2317 gl::Context *context = gl::getContext();
2318 if (context)
2319 {
2320 if (target == GL_GENERATE_MIPMAP_HINT)
2321 context->generateMipmapHint = mode;
2322 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002323 }
2324 catch(std::bad_alloc&)
2325 {
2326 return error(GL_OUT_OF_MEMORY);
2327 }
2328}
2329
2330GLboolean __stdcall glIsBuffer(GLuint buffer)
2331{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002332 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002333
2334 try
2335 {
2336 gl::Context *context = gl::getContext();
2337
2338 if (context && buffer)
2339 {
2340 gl::Buffer *bufferObject = context->getBuffer(buffer);
2341
2342 if (bufferObject)
2343 {
2344 return GL_TRUE;
2345 }
2346 }
2347 }
2348 catch(std::bad_alloc&)
2349 {
2350 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2351 }
2352
2353 return GL_FALSE;
2354}
2355
2356GLboolean __stdcall glIsEnabled(GLenum cap)
2357{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002358 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002359
2360 try
2361 {
2362 gl::Context *context = gl::getContext();
2363
2364 if (context)
2365 {
2366 switch (cap)
2367 {
2368 case GL_CULL_FACE: return context->cullFace;
2369 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
2370 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
2371 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
2372 case GL_SCISSOR_TEST: return context->scissorTest;
2373 case GL_STENCIL_TEST: return context->stencilTest;
2374 case GL_DEPTH_TEST: return context->depthTest;
2375 case GL_BLEND: return context->blend;
2376 case GL_DITHER: return context->dither;
2377 default:
2378 return error(GL_INVALID_ENUM, false);
2379 }
2380 }
2381 }
2382 catch(std::bad_alloc&)
2383 {
2384 return error(GL_OUT_OF_MEMORY, false);
2385 }
2386
2387 return false;
2388}
2389
2390GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
2391{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002392 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002393
2394 try
2395 {
2396 gl::Context *context = gl::getContext();
2397
2398 if (context && framebuffer)
2399 {
2400 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
2401
2402 if (framebufferObject)
2403 {
2404 return GL_TRUE;
2405 }
2406 }
2407 }
2408 catch(std::bad_alloc&)
2409 {
2410 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2411 }
2412
2413 return GL_FALSE;
2414}
2415
2416GLboolean __stdcall glIsProgram(GLuint program)
2417{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002418 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002419
2420 try
2421 {
2422 gl::Context *context = gl::getContext();
2423
2424 if (context && program)
2425 {
2426 gl::Program *programObject = context->getProgram(program);
2427
2428 if (programObject)
2429 {
2430 return GL_TRUE;
2431 }
2432 }
2433 }
2434 catch(std::bad_alloc&)
2435 {
2436 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2437 }
2438
2439 return GL_FALSE;
2440}
2441
2442GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
2443{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002444 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002445
2446 try
2447 {
2448 gl::Context *context = gl::getContext();
2449
2450 if (context && renderbuffer)
2451 {
2452 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
2453
2454 if (renderbufferObject)
2455 {
2456 return GL_TRUE;
2457 }
2458 }
2459 }
2460 catch(std::bad_alloc&)
2461 {
2462 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2463 }
2464
2465 return GL_FALSE;
2466}
2467
2468GLboolean __stdcall glIsShader(GLuint shader)
2469{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002470 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002471
2472 try
2473 {
2474 gl::Context *context = gl::getContext();
2475
2476 if (context && shader)
2477 {
2478 gl::Shader *shaderObject = context->getShader(shader);
2479
2480 if (shaderObject)
2481 {
2482 return GL_TRUE;
2483 }
2484 }
2485 }
2486 catch(std::bad_alloc&)
2487 {
2488 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2489 }
2490
2491 return GL_FALSE;
2492}
2493
2494GLboolean __stdcall glIsTexture(GLuint texture)
2495{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002496 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002497
2498 try
2499 {
2500 gl::Context *context = gl::getContext();
2501
2502 if (context && texture)
2503 {
2504 gl::Texture *textureObject = context->getTexture(texture);
2505
2506 if (textureObject)
2507 {
2508 return GL_TRUE;
2509 }
2510 }
2511 }
2512 catch(std::bad_alloc&)
2513 {
2514 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2515 }
2516
2517 return GL_FALSE;
2518}
2519
2520void __stdcall glLineWidth(GLfloat width)
2521{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002522 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002523
2524 try
2525 {
2526 if (width <= 0.0f)
2527 {
2528 return error(GL_INVALID_VALUE);
2529 }
2530
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002531 gl::Context *context = gl::getContext();
2532
2533 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002534 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002535 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002536 }
2537 }
2538 catch(std::bad_alloc&)
2539 {
2540 return error(GL_OUT_OF_MEMORY);
2541 }
2542}
2543
2544void __stdcall glLinkProgram(GLuint program)
2545{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002546 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002547
2548 try
2549 {
2550 gl::Context *context = gl::getContext();
2551
2552 if (context)
2553 {
2554 gl::Program *programObject = context->getProgram(program);
2555
2556 if (!programObject)
2557 {
2558 return error(GL_INVALID_VALUE);
2559 }
2560
2561 programObject->link();
2562 }
2563 }
2564 catch(std::bad_alloc&)
2565 {
2566 return error(GL_OUT_OF_MEMORY);
2567 }
2568}
2569
2570void __stdcall glPixelStorei(GLenum pname, GLint param)
2571{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002572 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002573
2574 try
2575 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002576 gl::Context *context = gl::getContext();
2577
2578 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002579 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002580 switch (pname)
2581 {
2582 case GL_UNPACK_ALIGNMENT:
2583 if (param != 1 && param != 2 && param != 4 && param != 8)
2584 {
2585 return error(GL_INVALID_VALUE);
2586 }
2587
2588 context->unpackAlignment = param;
2589 break;
2590
2591 case GL_PACK_ALIGNMENT:
2592 if (param != 1 && param != 2 && param != 4 && param != 8)
2593 {
2594 return error(GL_INVALID_VALUE);
2595 }
2596
2597 context->packAlignment = param;
2598 break;
2599
2600 default:
2601 return error(GL_INVALID_ENUM);
2602 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002603 }
2604 }
2605 catch(std::bad_alloc&)
2606 {
2607 return error(GL_OUT_OF_MEMORY);
2608 }
2609}
2610
2611void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
2612{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002613 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002614
2615 try
2616 {
2617 if (factor != 0.0f || units != 0.0f)
2618 {
2619 UNIMPLEMENTED(); // FIXME
2620 }
2621 }
2622 catch(std::bad_alloc&)
2623 {
2624 return error(GL_OUT_OF_MEMORY);
2625 }
2626}
2627
2628void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
2629{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002630 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
2631 "GLenum format = 0x%X, GLenum type = 0x%X, void* pixels = 0x%0.8p)",
2632 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002633
2634 try
2635 {
2636 if (width < 0 || height < 0)
2637 {
2638 return error(GL_INVALID_VALUE);
2639 }
2640
2641 switch (format)
2642 {
2643 case GL_RGBA:
2644 switch (type)
2645 {
2646 case GL_UNSIGNED_BYTE:
2647 break;
2648 default:
2649 return error(GL_INVALID_OPERATION);
2650 }
2651 break;
2652 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
2653 switch (type)
2654 {
2655 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
2656 break;
2657 default:
2658 return error(GL_INVALID_OPERATION);
2659 }
2660 break;
2661 default:
2662 return error(GL_INVALID_OPERATION);
2663 }
2664
2665 gl::Context *context = gl::getContext();
2666
2667 if (context)
2668 {
2669 context->readPixels(x, y, width, height, format, type, pixels);
2670 }
2671 }
2672 catch(std::bad_alloc&)
2673 {
2674 return error(GL_OUT_OF_MEMORY);
2675 }
2676}
2677
2678void __stdcall glReleaseShaderCompiler(void)
2679{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002680 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002681
2682 try
2683 {
2684 gl::Shader::releaseCompiler();
2685 }
2686 catch(std::bad_alloc&)
2687 {
2688 return error(GL_OUT_OF_MEMORY);
2689 }
2690}
2691
2692void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
2693{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002694 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
2695 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002696
2697 try
2698 {
2699 switch (target)
2700 {
2701 case GL_RENDERBUFFER:
2702 break;
2703 default:
2704 return error(GL_INVALID_ENUM);
2705 }
2706
2707 switch (internalformat)
2708 {
2709 case GL_DEPTH_COMPONENT16:
2710 case GL_RGBA4:
2711 case GL_RGB5_A1:
2712 case GL_RGB565:
2713 case GL_STENCIL_INDEX8:
2714 break;
2715 default:
2716 return error(GL_INVALID_ENUM);
2717 }
2718
2719 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
2720 {
2721 return error(GL_INVALID_VALUE);
2722 }
2723
2724 gl::Context *context = gl::getContext();
2725
2726 if (context)
2727 {
2728 if (context->framebuffer == 0 || context->renderbuffer == 0)
2729 {
2730 return error(GL_INVALID_OPERATION);
2731 }
2732
2733 switch (internalformat)
2734 {
2735 case GL_DEPTH_COMPONENT16:
2736 context->setRenderbuffer(new gl::Depthbuffer(width, height));
2737 break;
2738 case GL_RGBA4:
2739 case GL_RGB5_A1:
2740 case GL_RGB565:
2741 UNIMPLEMENTED(); // FIXME
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002742 // context->setRenderbuffer(new Colorbuffer(renderTarget));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002743 break;
2744 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002745 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002746 break;
2747 default:
2748 return error(GL_INVALID_ENUM);
2749 }
2750 }
2751 }
2752 catch(std::bad_alloc&)
2753 {
2754 return error(GL_OUT_OF_MEMORY);
2755 }
2756}
2757
2758void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
2759{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002760 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002761
2762 try
2763 {
2764 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002765
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002766 if (context)
2767 {
2768 context->sampleCoverageValue = gl::clamp01(value);
2769 context->sampleCoverageInvert = invert;
2770 }
2771 }
2772 catch(std::bad_alloc&)
2773 {
2774 return error(GL_OUT_OF_MEMORY);
2775 }
2776}
2777
2778void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
2779{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002780 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 +00002781
2782 try
2783 {
2784 if (width < 0 || height < 0)
2785 {
2786 return error(GL_INVALID_VALUE);
2787 }
2788
2789 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002790
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002791 if (context)
2792 {
2793 context->scissorX = x;
2794 context->scissorY = y;
2795 context->scissorWidth = width;
2796 context->scissorHeight = height;
2797 }
2798 }
2799 catch(std::bad_alloc&)
2800 {
2801 return error(GL_OUT_OF_MEMORY);
2802 }
2803}
2804
2805void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
2806{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002807 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
2808 "const void* binary = 0x%0.8p, GLsizei length = %d)",
2809 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002810
2811 try
2812 {
2813 if (n < 0 || length < 0)
2814 {
2815 return error(GL_INVALID_VALUE);
2816 }
2817
2818 UNIMPLEMENTED(); // FIXME
2819 }
2820 catch(std::bad_alloc&)
2821 {
2822 return error(GL_OUT_OF_MEMORY);
2823 }
2824}
2825
2826void __stdcall glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
2827{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002828 TRACE("(GLuint shader = %d, GLsizei count = %d, const char** string = 0x%0.8p, const GLint* length = 0x%0.8p)",
2829 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002830
2831 try
2832 {
2833 if (count < 0)
2834 {
2835 return error(GL_INVALID_VALUE);
2836 }
2837
2838 gl::Context *context = gl::getContext();
2839
2840 if (context)
2841 {
2842 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002843
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002844 if (!shaderObject)
2845 {
2846 return error(GL_INVALID_VALUE);
2847 }
2848
2849 shaderObject->setSource(count, string, length);
2850 }
2851 }
2852 catch(std::bad_alloc&)
2853 {
2854 return error(GL_OUT_OF_MEMORY);
2855 }
2856}
2857
2858void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
2859{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002860 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002861}
2862
2863void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
2864{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002865 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 +00002866
2867 try
2868 {
2869 switch (face)
2870 {
2871 case GL_FRONT:
2872 case GL_BACK:
2873 case GL_FRONT_AND_BACK:
2874 break;
2875 default:
2876 return error(GL_INVALID_ENUM);
2877 }
2878
2879 switch (func)
2880 {
2881 case GL_NEVER:
2882 case GL_ALWAYS:
2883 case GL_LESS:
2884 case GL_LEQUAL:
2885 case GL_EQUAL:
2886 case GL_GEQUAL:
2887 case GL_GREATER:
2888 case GL_NOTEQUAL:
2889 break;
2890 default:
2891 return error(GL_INVALID_ENUM);
2892 }
2893
2894 gl::Context *context = gl::getContext();
2895
2896 if (context)
2897 {
2898 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2899 {
2900 context->stencilFunc = func;
2901 context->stencilRef = ref;
2902 context->stencilMask = mask;
2903 }
2904
2905 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2906 {
2907 context->stencilBackFunc = func;
2908 context->stencilBackRef = ref;
2909 context->stencilBackMask = mask;
2910 }
2911 }
2912 }
2913 catch(std::bad_alloc&)
2914 {
2915 return error(GL_OUT_OF_MEMORY);
2916 }
2917}
2918
2919void __stdcall glStencilMask(GLuint mask)
2920{
2921 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
2922}
2923
2924void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
2925{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002926 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002927
2928 try
2929 {
2930 switch (face)
2931 {
2932 case GL_FRONT:
2933 case GL_BACK:
2934 case GL_FRONT_AND_BACK:
2935 break;
2936 default:
2937 return error(GL_INVALID_ENUM);
2938 }
2939
2940 gl::Context *context = gl::getContext();
2941
2942 if (context)
2943 {
2944 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2945 {
2946 context->stencilWritemask = mask;
2947 }
2948
2949 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2950 {
2951 context->stencilBackWritemask = mask;
2952 }
2953 }
2954 }
2955 catch(std::bad_alloc&)
2956 {
2957 return error(GL_OUT_OF_MEMORY);
2958 }
2959}
2960
2961void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
2962{
2963 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
2964}
2965
2966void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
2967{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002968 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
2969 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002970
2971 try
2972 {
2973 switch (face)
2974 {
2975 case GL_FRONT:
2976 case GL_BACK:
2977 case GL_FRONT_AND_BACK:
2978 break;
2979 default:
2980 return error(GL_INVALID_ENUM);
2981 }
2982
2983 switch (fail)
2984 {
2985 case GL_ZERO:
2986 case GL_KEEP:
2987 case GL_REPLACE:
2988 case GL_INCR:
2989 case GL_DECR:
2990 case GL_INVERT:
2991 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002992 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002993 break;
2994 default:
2995 return error(GL_INVALID_ENUM);
2996 }
2997
2998 switch (zfail)
2999 {
3000 case GL_ZERO:
3001 case GL_KEEP:
3002 case GL_REPLACE:
3003 case GL_INCR:
3004 case GL_DECR:
3005 case GL_INVERT:
3006 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003007 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003008 break;
3009 default:
3010 return error(GL_INVALID_ENUM);
3011 }
3012
3013 switch (zpass)
3014 {
3015 case GL_ZERO:
3016 case GL_KEEP:
3017 case GL_REPLACE:
3018 case GL_INCR:
3019 case GL_DECR:
3020 case GL_INVERT:
3021 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003022 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003023 break;
3024 default:
3025 return error(GL_INVALID_ENUM);
3026 }
3027
3028 gl::Context *context = gl::getContext();
3029
3030 if (context)
3031 {
3032 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3033 {
3034 context->stencilFail = fail;
3035 context->stencilPassDepthFail = zfail;
3036 context->stencilPassDepthPass = zpass;
3037 }
3038
3039 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3040 {
3041 context->stencilBackFail = fail;
3042 context->stencilBackPassDepthFail = zfail;
3043 context->stencilBackPassDepthPass = zpass;
3044 }
3045 }
3046 }
3047 catch(std::bad_alloc&)
3048 {
3049 return error(GL_OUT_OF_MEMORY);
3050 }
3051}
3052
3053void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)
3054{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003055 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
3056 "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const void* pixels = 0x%0.8p)",
3057 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003058
3059 try
3060 {
3061 if (level < 0 || width < 0 || height < 0)
3062 {
3063 return error(GL_INVALID_VALUE);
3064 }
3065
3066 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3067 {
3068 return error(GL_INVALID_VALUE);
3069 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003070
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003071 switch (target)
3072 {
3073 case GL_TEXTURE_2D:
3074 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3075 {
3076 return error(GL_INVALID_VALUE);
3077 }
3078 break;
3079 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3080 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3081 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3082 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3083 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3084 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3085 if (!gl::isPow2(width) || !gl::isPow2(height))
3086 {
3087 return error(GL_INVALID_VALUE);
3088 }
3089
3090 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3091 {
3092 return error(GL_INVALID_VALUE);
3093 }
3094 break;
3095 default:
3096 return error(GL_INVALID_ENUM);
3097 }
3098
3099 if (internalformat != format)
3100 {
3101 return error(GL_INVALID_OPERATION);
3102 }
3103
3104 switch (internalformat)
3105 {
3106 case GL_ALPHA:
3107 case GL_LUMINANCE:
3108 case GL_LUMINANCE_ALPHA:
3109 switch (type)
3110 {
3111 case GL_UNSIGNED_BYTE:
3112 break;
3113 default:
3114 return error(GL_INVALID_ENUM);
3115 }
3116 break;
3117 case GL_RGB:
3118 switch (type)
3119 {
3120 case GL_UNSIGNED_BYTE:
3121 case GL_UNSIGNED_SHORT_5_6_5:
3122 break;
3123 default:
3124 return error(GL_INVALID_ENUM);
3125 }
3126 break;
3127 case GL_RGBA:
3128 switch (type)
3129 {
3130 case GL_UNSIGNED_BYTE:
3131 case GL_UNSIGNED_SHORT_4_4_4_4:
3132 case GL_UNSIGNED_SHORT_5_5_5_1:
3133 break;
3134 default:
3135 return error(GL_INVALID_ENUM);
3136 }
3137 break;
3138 default:
3139 return error(GL_INVALID_VALUE);
3140 }
3141
3142 if (border != 0)
3143 {
3144 return error(GL_INVALID_VALUE);
3145 }
3146
3147 gl::Context *context = gl::getContext();
3148
3149 if (context)
3150 {
3151 if (target == GL_TEXTURE_2D)
3152 {
3153 gl::Texture2D *texture = context->getTexture2D();
3154
3155 if (!texture)
3156 {
3157 return error(GL_INVALID_OPERATION);
3158 }
3159
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003160 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003161 }
3162 else
3163 {
3164 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3165
3166 if (!texture)
3167 {
3168 return error(GL_INVALID_OPERATION);
3169 }
3170
3171 switch (target)
3172 {
3173 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003174 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003175 break;
3176 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003177 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003178 break;
3179 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003180 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003181 break;
3182 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003183 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003184 break;
3185 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003186 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003187 break;
3188 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003189 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003190 break;
3191 default: UNREACHABLE();
3192 }
3193 }
3194 }
3195 }
3196 catch(std::bad_alloc&)
3197 {
3198 return error(GL_OUT_OF_MEMORY);
3199 }
3200}
3201
3202void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3203{
3204 glTexParameteri(target, pname, (GLint)param);
3205}
3206
3207void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3208{
3209 glTexParameteri(target, pname, (GLint)*params);
3210}
3211
3212void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3213{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003214 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003215
3216 try
3217 {
3218 gl::Context *context = gl::getContext();
3219
3220 if (context)
3221 {
3222 gl::Texture *texture;
3223
3224 switch (target)
3225 {
3226 case GL_TEXTURE_2D:
3227 texture = context->getTexture2D();
3228 break;
3229 case GL_TEXTURE_CUBE_MAP:
3230 texture = context->getTextureCubeMap();
3231 break;
3232 default:
3233 return error(GL_INVALID_ENUM);
3234 }
3235
3236 switch (pname)
3237 {
3238 case GL_TEXTURE_WRAP_S:
3239 if (!texture->setWrapS((GLenum)param))
3240 {
3241 return error(GL_INVALID_ENUM);
3242 }
3243 break;
3244 case GL_TEXTURE_WRAP_T:
3245 if (!texture->setWrapT((GLenum)param))
3246 {
3247 return error(GL_INVALID_ENUM);
3248 }
3249 break;
3250 case GL_TEXTURE_MIN_FILTER:
3251 if (!texture->setMinFilter((GLenum)param))
3252 {
3253 return error(GL_INVALID_ENUM);
3254 }
3255 break;
3256 case GL_TEXTURE_MAG_FILTER:
3257 if (!texture->setMagFilter((GLenum)param))
3258 {
3259 return error(GL_INVALID_ENUM);
3260 }
3261 break;
3262 default:
3263 return error(GL_INVALID_ENUM);
3264 }
3265 }
3266 }
3267 catch(std::bad_alloc&)
3268 {
3269 return error(GL_OUT_OF_MEMORY);
3270 }
3271}
3272
3273void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
3274{
3275 glTexParameteri(target, pname, *params);
3276}
3277
3278void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)
3279{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003280 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
3281 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
3282 "const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003283 target, level, xoffset, yoffset, width, height, format, type, pixels);
3284
3285 try
3286 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003287 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
3288 {
3289 return error(GL_INVALID_ENUM);
3290 }
3291
3292 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003293 {
3294 return error(GL_INVALID_VALUE);
3295 }
3296
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003297 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
3298 {
3299 return error(GL_INVALID_VALUE);
3300 }
3301
3302 if (!es2dx::CheckTextureFormatType(format, type))
3303 {
3304 return error(GL_INVALID_ENUM);
3305 }
3306
3307 if (width == 0 || height == 0 || pixels == NULL)
3308 {
3309 return;
3310 }
3311
3312 gl::Context *context = gl::getContext();
3313
3314 if (context)
3315 {
3316 if (target == GL_TEXTURE_2D)
3317 {
3318 gl::Texture2D *texture = context->getTexture2D();
3319
3320 if (!texture)
3321 {
3322 return error(GL_INVALID_OPERATION);
3323 }
3324
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003325 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003326 }
3327 else if (es2dx::IsCubemapTextureTarget(target))
3328 {
3329 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3330
3331 if (!texture)
3332 {
3333 return error(GL_INVALID_OPERATION);
3334 }
3335
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003336 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003337 }
3338 else
3339 {
3340 UNREACHABLE();
3341 }
3342 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003343 }
3344 catch(std::bad_alloc&)
3345 {
3346 return error(GL_OUT_OF_MEMORY);
3347 }
3348}
3349
3350void __stdcall glUniform1f(GLint location, GLfloat x)
3351{
3352 glUniform1fv(location, 1, &x);
3353}
3354
3355void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
3356{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003357 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003358
3359 try
3360 {
3361 if (location == -1)
3362 {
3363 return;
3364 }
3365
3366 if (count < 0)
3367 {
3368 return error(GL_INVALID_VALUE);
3369 }
3370
3371 gl::Context *context = gl::getContext();
3372
3373 if (context)
3374 {
3375 gl::Program *program = context->getCurrentProgram();
3376
3377 if (!program)
3378 {
3379 return error(GL_INVALID_OPERATION);
3380 }
3381
3382 if (!program->setUniform1fv(location, count, v))
3383 {
3384 return error(GL_INVALID_OPERATION);
3385 }
3386 }
3387 }
3388 catch(std::bad_alloc&)
3389 {
3390 return error(GL_OUT_OF_MEMORY);
3391 }
3392}
3393
3394void __stdcall glUniform1i(GLint location, GLint x)
3395{
3396 glUniform1iv(location, 1, &x);
3397}
3398
3399void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
3400{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003401 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003402
3403 try
3404 {
3405 if (count < 0)
3406 {
3407 return error(GL_INVALID_VALUE);
3408 }
3409
3410 gl::Context *context = gl::getContext();
3411
3412 if (context)
3413 {
3414 gl::Program *program = context->getCurrentProgram();
3415
3416 if (!program)
3417 {
3418 return error(GL_INVALID_OPERATION);
3419 }
3420
3421 if (!program->setUniform1iv(location, count, v))
3422 {
3423 return error(GL_INVALID_OPERATION);
3424 }
3425 }
3426 }
3427 catch(std::bad_alloc&)
3428 {
3429 return error(GL_OUT_OF_MEMORY);
3430 }
3431}
3432
3433void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
3434{
3435 GLfloat xy[2] = {x, y};
3436
3437 glUniform2fv(location, 1, (GLfloat*)&xy);
3438}
3439
3440void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
3441{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003442 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003443
3444 try
3445 {
3446 if (location == -1)
3447 {
3448 return;
3449 }
3450
3451 if (count < 0)
3452 {
3453 return error(GL_INVALID_VALUE);
3454 }
3455
3456 gl::Context *context = gl::getContext();
3457
3458 if (context)
3459 {
3460 gl::Program *program = context->getCurrentProgram();
3461
3462 if (!program)
3463 {
3464 return error(GL_INVALID_OPERATION);
3465 }
3466
3467 if (!program->setUniform2fv(location, count, v))
3468 {
3469 return error(GL_INVALID_OPERATION);
3470 }
3471 }
3472 }
3473 catch(std::bad_alloc&)
3474 {
3475 return error(GL_OUT_OF_MEMORY);
3476 }
3477}
3478
3479void __stdcall glUniform2i(GLint location, GLint x, GLint y)
3480{
3481 GLint xy[4] = {x, y};
3482
3483 glUniform2iv(location, 1, (GLint*)&xy);
3484}
3485
3486void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
3487{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003488 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003489
3490 try
3491 {
3492 if (count < 0)
3493 {
3494 return error(GL_INVALID_VALUE);
3495 }
3496
3497 UNIMPLEMENTED(); // FIXME
3498 }
3499 catch(std::bad_alloc&)
3500 {
3501 return error(GL_OUT_OF_MEMORY);
3502 }
3503}
3504
3505void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
3506{
3507 GLfloat xyz[3] = {x, y, z};
3508
3509 glUniform3fv(location, 1, (GLfloat*)&xyz);
3510}
3511
3512void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
3513{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003514 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003515
3516 try
3517 {
3518 if (count < 0)
3519 {
3520 return error(GL_INVALID_VALUE);
3521 }
3522
3523 if (location == -1)
3524 {
3525 return;
3526 }
3527
3528 gl::Context *context = gl::getContext();
3529
3530 if (context)
3531 {
3532 gl::Program *program = context->getCurrentProgram();
3533
3534 if (!program)
3535 {
3536 return error(GL_INVALID_OPERATION);
3537 }
3538
3539 if (!program->setUniform3fv(location, count, v))
3540 {
3541 return error(GL_INVALID_OPERATION);
3542 }
3543 }
3544 }
3545 catch(std::bad_alloc&)
3546 {
3547 return error(GL_OUT_OF_MEMORY);
3548 }
3549}
3550
3551void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
3552{
3553 GLint xyz[3] = {x, y, z};
3554
3555 glUniform3iv(location, 1, (GLint*)&xyz);
3556}
3557
3558void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
3559{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003560 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003561
3562 try
3563 {
3564 if (count < 0)
3565 {
3566 return error(GL_INVALID_VALUE);
3567 }
3568
3569 UNIMPLEMENTED(); // FIXME
3570 }
3571 catch(std::bad_alloc&)
3572 {
3573 return error(GL_OUT_OF_MEMORY);
3574 }
3575}
3576
3577void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3578{
3579 GLfloat xyzw[4] = {x, y, z, w};
3580
3581 glUniform4fv(location, 1, (GLfloat*)&xyzw);
3582}
3583
3584void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
3585{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003586 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003587
3588 try
3589 {
3590 if (count < 0)
3591 {
3592 return error(GL_INVALID_VALUE);
3593 }
3594
3595 if (location == -1)
3596 {
3597 return;
3598 }
3599
3600 gl::Context *context = gl::getContext();
3601
3602 if (context)
3603 {
3604 gl::Program *program = context->getCurrentProgram();
3605
3606 if (!program)
3607 {
3608 return error(GL_INVALID_OPERATION);
3609 }
3610
3611 if (!program->setUniform4fv(location, count, v))
3612 {
3613 return error(GL_INVALID_OPERATION);
3614 }
3615 }
3616 }
3617 catch(std::bad_alloc&)
3618 {
3619 return error(GL_OUT_OF_MEMORY);
3620 }
3621}
3622
3623void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
3624{
3625 GLint xyzw[4] = {x, y, z, w};
3626
3627 glUniform4iv(location, 1, (GLint*)&xyzw);
3628}
3629
3630void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
3631{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003632 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003633
3634 try
3635 {
3636 if (count < 0)
3637 {
3638 return error(GL_INVALID_VALUE);
3639 }
3640
3641 UNIMPLEMENTED(); // FIXME
3642 }
3643 catch(std::bad_alloc&)
3644 {
3645 return error(GL_OUT_OF_MEMORY);
3646 }
3647}
3648
3649void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3650{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003651 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3652 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003653
3654 try
3655 {
3656 if (count < 0 || transpose != GL_FALSE)
3657 {
3658 return error(GL_INVALID_VALUE);
3659 }
3660
3661 if (location == -1)
3662 {
3663 return;
3664 }
3665
3666 gl::Context *context = gl::getContext();
3667
3668 if (context)
3669 {
3670 gl::Program *program = context->getCurrentProgram();
3671
3672 if (!program)
3673 {
3674 return error(GL_INVALID_OPERATION);
3675 }
3676
3677 if (!program->setUniformMatrix2fv(location, count, value))
3678 {
3679 return error(GL_INVALID_OPERATION);
3680 }
3681 }
3682 }
3683 catch(std::bad_alloc&)
3684 {
3685 return error(GL_OUT_OF_MEMORY);
3686 }
3687}
3688
3689void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3690{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003691 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3692 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003693
3694 try
3695 {
3696 if (count < 0 || transpose != GL_FALSE)
3697 {
3698 return error(GL_INVALID_VALUE);
3699 }
3700
3701 if (location == -1)
3702 {
3703 return;
3704 }
3705
3706 gl::Context *context = gl::getContext();
3707
3708 if (context)
3709 {
3710 gl::Program *program = context->getCurrentProgram();
3711
3712 if (!program)
3713 {
3714 return error(GL_INVALID_OPERATION);
3715 }
3716
3717 if (!program->setUniformMatrix3fv(location, count, value))
3718 {
3719 return error(GL_INVALID_OPERATION);
3720 }
3721 }
3722 }
3723 catch(std::bad_alloc&)
3724 {
3725 return error(GL_OUT_OF_MEMORY);
3726 }
3727}
3728
3729void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3730{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003731 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3732 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003733
3734 try
3735 {
3736 if (count < 0 || transpose != GL_FALSE)
3737 {
3738 return error(GL_INVALID_VALUE);
3739 }
3740
3741 if (location == -1)
3742 {
3743 return;
3744 }
3745
3746 gl::Context *context = gl::getContext();
3747
3748 if (context)
3749 {
3750 gl::Program *program = context->getCurrentProgram();
3751
3752 if (!program)
3753 {
3754 return error(GL_INVALID_OPERATION);
3755 }
3756
3757 if (!program->setUniformMatrix4fv(location, count, value))
3758 {
3759 return error(GL_INVALID_OPERATION);
3760 }
3761 }
3762 }
3763 catch(std::bad_alloc&)
3764 {
3765 return error(GL_OUT_OF_MEMORY);
3766 }
3767}
3768
3769void __stdcall glUseProgram(GLuint program)
3770{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003771 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003772
3773 try
3774 {
3775 gl::Context *context = gl::getContext();
3776
3777 if (context)
3778 {
3779 gl::Program *programObject = context->getProgram(program);
3780
3781 if (programObject && !programObject->isLinked())
3782 {
3783 return error(GL_INVALID_OPERATION);
3784 }
3785
3786 context->useProgram(program);
3787 }
3788 }
3789 catch(std::bad_alloc&)
3790 {
3791 return error(GL_OUT_OF_MEMORY);
3792 }
3793}
3794
3795void __stdcall glValidateProgram(GLuint program)
3796{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003797 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003798
3799 try
3800 {
3801 UNIMPLEMENTED(); // FIXME
3802 }
3803 catch(std::bad_alloc&)
3804 {
3805 return error(GL_OUT_OF_MEMORY);
3806 }
3807}
3808
3809void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
3810{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003811 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003812
3813 try
3814 {
3815 if (index >= gl::MAX_VERTEX_ATTRIBS)
3816 {
3817 return error(GL_INVALID_VALUE);
3818 }
3819
3820 UNIMPLEMENTED(); // FIXME
3821 }
3822 catch(std::bad_alloc&)
3823 {
3824 return error(GL_OUT_OF_MEMORY);
3825 }
3826}
3827
3828void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
3829{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003830 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003831
3832 try
3833 {
3834 if (index >= gl::MAX_VERTEX_ATTRIBS)
3835 {
3836 return error(GL_INVALID_VALUE);
3837 }
3838
3839 UNIMPLEMENTED(); // FIXME
3840 }
3841 catch(std::bad_alloc&)
3842 {
3843 return error(GL_OUT_OF_MEMORY);
3844 }
3845}
3846
3847void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
3848{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003849 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003850
3851 try
3852 {
3853 if (index >= gl::MAX_VERTEX_ATTRIBS)
3854 {
3855 return error(GL_INVALID_VALUE);
3856 }
3857
3858 UNIMPLEMENTED(); // FIXME
3859 }
3860 catch(std::bad_alloc&)
3861 {
3862 return error(GL_OUT_OF_MEMORY);
3863 }
3864}
3865
3866void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
3867{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003868 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003869
3870 try
3871 {
3872 if (index >= gl::MAX_VERTEX_ATTRIBS)
3873 {
3874 return error(GL_INVALID_VALUE);
3875 }
3876
3877 UNIMPLEMENTED(); // FIXME
3878 }
3879 catch(std::bad_alloc&)
3880 {
3881 return error(GL_OUT_OF_MEMORY);
3882 }
3883}
3884
3885void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
3886{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003887 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 +00003888
3889 try
3890 {
3891 if (index >= gl::MAX_VERTEX_ATTRIBS)
3892 {
3893 return error(GL_INVALID_VALUE);
3894 }
3895
3896 UNIMPLEMENTED(); // FIXME
3897 }
3898 catch(std::bad_alloc&)
3899 {
3900 return error(GL_OUT_OF_MEMORY);
3901 }
3902}
3903
3904void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
3905{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003906 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003907
3908 try
3909 {
3910 if (index >= gl::MAX_VERTEX_ATTRIBS)
3911 {
3912 return error(GL_INVALID_VALUE);
3913 }
3914
3915 UNIMPLEMENTED(); // FIXME
3916 }
3917 catch(std::bad_alloc&)
3918 {
3919 return error(GL_OUT_OF_MEMORY);
3920 }
3921}
3922
3923void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3924{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003925 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 +00003926
3927 try
3928 {
3929 if (index >= gl::MAX_VERTEX_ATTRIBS)
3930 {
3931 return error(GL_INVALID_VALUE);
3932 }
3933
3934 UNIMPLEMENTED(); // FIXME
3935 }
3936 catch(std::bad_alloc&)
3937 {
3938 return error(GL_OUT_OF_MEMORY);
3939 }
3940}
3941
3942void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
3943{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003944 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003945
3946 try
3947 {
3948 if (index >= gl::MAX_VERTEX_ATTRIBS)
3949 {
3950 return error(GL_INVALID_VALUE);
3951 }
3952
3953 UNIMPLEMENTED(); // FIXME
3954 }
3955 catch(std::bad_alloc&)
3956 {
3957 return error(GL_OUT_OF_MEMORY);
3958 }
3959}
3960
3961void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
3962{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003963 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
3964 "GLboolean normalized = %d, GLsizei stride = %d, const void* ptr = 0x%0.8p)",
3965 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003966
3967 try
3968 {
3969 if (index >= gl::MAX_VERTEX_ATTRIBS)
3970 {
3971 return error(GL_INVALID_VALUE);
3972 }
3973
3974 if (size < 1 || size > 4)
3975 {
3976 return error(GL_INVALID_VALUE);
3977 }
3978
3979 switch (type)
3980 {
3981 case GL_BYTE:
3982 case GL_UNSIGNED_BYTE:
3983 case GL_SHORT:
3984 case GL_UNSIGNED_SHORT:
3985 case GL_FIXED:
3986 case GL_FLOAT:
3987 break;
3988 default:
3989 return error(GL_INVALID_ENUM);
3990 }
3991
3992 if (stride < 0)
3993 {
3994 return error(GL_INVALID_VALUE);
3995 }
3996
3997 gl::Context *context = gl::getContext();
3998
3999 if (context)
4000 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004001 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4002 context->vertexAttribute[index].mSize = size;
4003 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004004 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004005 context->vertexAttribute[index].mStride = stride;
4006 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004007 }
4008 }
4009 catch(std::bad_alloc&)
4010 {
4011 return error(GL_OUT_OF_MEMORY);
4012 }
4013}
4014
4015void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4016{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004017 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 +00004018
4019 try
4020 {
4021 if (width < 0 || height < 0)
4022 {
4023 return error(GL_INVALID_VALUE);
4024 }
4025
4026 gl::Context *context = gl::getContext();
4027
4028 if (context)
4029 {
4030 context->viewportX = x;
4031 context->viewportY = y;
4032 context->viewportWidth = width;
4033 context->viewportHeight = height;
4034 }
4035 }
4036 catch(std::bad_alloc&)
4037 {
4038 return error(GL_OUT_OF_MEMORY);
4039 }
4040}
4041
4042void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels)
4043{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004044 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4045 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
4046 "GLenum format = 0x%X, GLenum type = 0x%x, const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004047 target, level, internalformat, width, height, depth, border, format, type, pixels);
4048
4049 try
4050 {
4051 UNIMPLEMENTED(); // FIXME
4052 }
4053 catch(std::bad_alloc&)
4054 {
4055 return error(GL_OUT_OF_MEMORY);
4056 }
4057}
4058}