blob: 78e2c76d75058a5b4251c6525669668a8eb41047 [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.comccad59f2010-03-26 04:08:39 +00001771 params[0] = gl::ALIASED_POINT_SIZE_RANGE_MIN;
1772 params[1] = gl::ALIASED_POINT_SIZE_RANGE_MAX;
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00001773 break;
1774 default:
1775 UNIMPLEMENTED(); // FIXME
1776 return error(GL_INVALID_ENUM);
1777 }
1778 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001779 }
1780 catch(std::bad_alloc&)
1781 {
1782 return error(GL_OUT_OF_MEMORY);
1783 }
1784}
1785
1786void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
1787{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001788 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
1789 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001790
1791 try
1792 {
1793 gl::Context *context = gl::getContext();
1794
1795 if (context)
1796 {
1797 if (context->framebuffer == 0)
1798 {
1799 return error(GL_INVALID_OPERATION);
1800 }
1801
1802 UNIMPLEMENTED(); // FIXME
1803 }
1804 }
1805 catch(std::bad_alloc&)
1806 {
1807 return error(GL_OUT_OF_MEMORY);
1808 }
1809}
1810
1811void __stdcall glGetIntegerv(GLenum pname, GLint* params)
1812{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001813 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001814
1815 try
1816 {
1817 gl::Context *context = gl::getContext();
1818
1819 if (context)
1820 {
1821 switch (pname)
1822 {
1823 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1824 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1825 case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break;
1826 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1827 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
1828 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1829 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
1830 case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
1831 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
daniel@transgaming.com41430492010-03-11 20:36:18 +00001832 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
1833 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001834 case GL_ARRAY_BUFFER_BINDING: *params = context->arrayBuffer; break;
1835 case GL_FRAMEBUFFER_BINDING: *params = context->framebuffer; break;
1836 case GL_RENDERBUFFER_BINDING: *params = context->renderbuffer; break;
1837 case GL_CURRENT_PROGRAM: *params = context->currentProgram; break;
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00001838 case GL_PACK_ALIGNMENT: *params = context->packAlignment; break;
1839 case GL_UNPACK_ALIGNMENT: *params = context->unpackAlignment; break;
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00001840 case GL_GENERATE_MIPMAP_HINT: *params = context->generateMipmapHint; break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001841 case GL_RED_BITS:
1842 case GL_GREEN_BITS:
1843 case GL_BLUE_BITS:
1844 case GL_ALPHA_BITS:
1845 {
1846 gl::Framebuffer *framebuffer = context->getFramebuffer();
1847 gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
1848
1849 if (colorbuffer)
1850 {
1851 switch (pname)
1852 {
1853 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1854 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1855 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1856 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1857 }
1858 }
1859 else
1860 {
1861 *params = 0;
1862 }
1863 }
1864 break;
1865 case GL_DEPTH_BITS:
1866 {
1867 gl::Framebuffer *framebuffer = context->getFramebuffer();
1868 gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
1869
1870 if (depthbuffer)
1871 {
1872 *params = depthbuffer->getDepthSize();
1873 }
1874 else
1875 {
1876 *params = 0;
1877 }
1878 }
1879 break;
1880 case GL_STENCIL_BITS:
1881 {
1882 gl::Framebuffer *framebuffer = context->getFramebuffer();
1883 gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1884
1885 if (stencilbuffer)
1886 {
1887 *params = stencilbuffer->getStencilSize();
1888 }
1889 else
1890 {
1891 *params = 0;
1892 }
1893 }
1894 break;
1895 default:
1896 UNIMPLEMENTED(); // FIXME
1897 return error(GL_INVALID_ENUM);
1898 }
1899 }
1900 }
1901 catch(std::bad_alloc&)
1902 {
1903 return error(GL_OUT_OF_MEMORY);
1904 }
1905}
1906
1907void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
1908{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001909 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001910
1911 try
1912 {
1913 gl::Context *context = gl::getContext();
1914
1915 if (context)
1916 {
1917 gl::Program *programObject = context->getProgram(program);
1918
1919 if (!programObject)
1920 {
1921 return error(GL_INVALID_VALUE);
1922 }
1923
1924 switch (pname)
1925 {
1926 case GL_DELETE_STATUS:
1927 UNIMPLEMENTED(); // FIXME
1928 *params = GL_FALSE;
1929 return;
1930 case GL_LINK_STATUS:
1931 *params = programObject->isLinked();
1932 return;
1933 case GL_VALIDATE_STATUS:
1934 UNIMPLEMENTED(); // FIXME
1935 *params = GL_TRUE;
1936 return;
1937 case GL_INFO_LOG_LENGTH:
1938 UNIMPLEMENTED(); // FIXME
1939 *params = 0;
1940 return;
1941 case GL_ATTACHED_SHADERS:
1942 UNIMPLEMENTED(); // FIXME
1943 *params = 2;
1944 return;
1945 case GL_ACTIVE_ATTRIBUTES:
1946 UNIMPLEMENTED(); // FIXME
1947 *params = 0;
1948 return;
1949 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
1950 UNIMPLEMENTED(); // FIXME
1951 *params = 0;
1952 return;
1953 case GL_ACTIVE_UNIFORMS:
1954 UNIMPLEMENTED(); // FIXME
1955 *params = 0;
1956 return;
1957 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
1958 UNIMPLEMENTED(); // FIXME
1959 *params = 0;
1960 return;
1961 default:
1962 return error(GL_INVALID_ENUM);
1963 }
1964 }
1965 }
1966 catch(std::bad_alloc&)
1967 {
1968 return error(GL_OUT_OF_MEMORY);
1969 }
1970}
1971
1972void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
1973{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001974 TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
1975 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001976
1977 try
1978 {
1979 if (bufsize < 0)
1980 {
1981 return error(GL_INVALID_VALUE);
1982 }
1983
1984 UNIMPLEMENTED(); // FIXME
1985 }
1986 catch(std::bad_alloc&)
1987 {
1988 return error(GL_OUT_OF_MEMORY);
1989 }
1990}
1991
1992void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
1993{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001994 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 +00001995
1996 try
1997 {
1998 UNIMPLEMENTED(); // FIXME
1999 }
2000 catch(std::bad_alloc&)
2001 {
2002 return error(GL_OUT_OF_MEMORY);
2003 }
2004}
2005
2006void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2007{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002008 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002009
2010 try
2011 {
2012 gl::Context *context = gl::getContext();
2013
2014 if (context)
2015 {
2016 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002017
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002018 if (!shaderObject)
2019 {
2020 return error(GL_INVALID_VALUE);
2021 }
2022
2023 switch (pname)
2024 {
2025 case GL_SHADER_TYPE:
2026 *params = shaderObject->getType();
2027 return;
2028 case GL_DELETE_STATUS:
2029 UNIMPLEMENTED(); // FIXME
2030 *params = GL_FALSE;
2031 return;
2032 case GL_COMPILE_STATUS:
2033 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2034 return;
2035 case GL_INFO_LOG_LENGTH:
2036 UNIMPLEMENTED(); // FIXME
2037 *params = 0;
2038 return;
2039 case GL_SHADER_SOURCE_LENGTH:
2040 UNIMPLEMENTED(); // FIXME
2041 *params = 1;
2042 return;
2043 default:
2044 return error(GL_INVALID_ENUM);
2045 }
2046 }
2047 }
2048 catch(std::bad_alloc&)
2049 {
2050 return error(GL_OUT_OF_MEMORY);
2051 }
2052}
2053
2054void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
2055{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002056 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
2057 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002058
2059 try
2060 {
2061 if (bufsize < 0)
2062 {
2063 return error(GL_INVALID_VALUE);
2064 }
2065
2066 UNIMPLEMENTED(); // FIXME
2067 }
2068 catch(std::bad_alloc&)
2069 {
2070 return error(GL_OUT_OF_MEMORY);
2071 }
2072}
2073
2074void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2075{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002076 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2077 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002078
2079 try
2080 {
2081 UNIMPLEMENTED(); // FIXME
2082 }
2083 catch(std::bad_alloc&)
2084 {
2085 return error(GL_OUT_OF_MEMORY);
2086 }
2087}
2088
2089void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
2090{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002091 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* source = 0x%0.8p)",
2092 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002093
2094 try
2095 {
2096 if (bufsize < 0)
2097 {
2098 return error(GL_INVALID_VALUE);
2099 }
2100
2101 UNIMPLEMENTED(); // FIXME
2102 }
2103 catch(std::bad_alloc&)
2104 {
2105 return error(GL_OUT_OF_MEMORY);
2106 }
2107}
2108
2109const GLubyte* __stdcall glGetString(GLenum name)
2110{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002111 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002112
2113 try
2114 {
2115 switch (name)
2116 {
2117 case GL_VENDOR:
2118 return (GLubyte*)"TransGaming Inc.";
2119 case GL_RENDERER:
2120 return (GLubyte*)"ANGLE";
2121 case GL_VERSION:
2122 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2123 case GL_SHADING_LANGUAGE_VERSION:
2124 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2125 case GL_EXTENSIONS:
2126 return (GLubyte*)"";
2127 default:
2128 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2129 }
2130 }
2131 catch(std::bad_alloc&)
2132 {
2133 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2134 }
2135
2136 return NULL;
2137}
2138
2139void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2140{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002141 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 +00002142
2143 try
2144 {
2145 UNIMPLEMENTED(); // FIXME
2146 }
2147 catch(std::bad_alloc&)
2148 {
2149 return error(GL_OUT_OF_MEMORY);
2150 }
2151}
2152
2153void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2154{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002155 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 +00002156
2157 try
2158 {
2159 UNIMPLEMENTED(); // FIXME
2160 }
2161 catch(std::bad_alloc&)
2162 {
2163 return error(GL_OUT_OF_MEMORY);
2164 }
2165}
2166
2167void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2168{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002169 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002170
2171 try
2172 {
2173 UNIMPLEMENTED(); // FIXME
2174 }
2175 catch(std::bad_alloc&)
2176 {
2177 return error(GL_OUT_OF_MEMORY);
2178 }
2179}
2180
2181void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2182{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002183 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002184
2185 try
2186 {
2187 UNIMPLEMENTED(); // FIXME
2188 }
2189 catch(std::bad_alloc&)
2190 {
2191 return error(GL_OUT_OF_MEMORY);
2192 }
2193}
2194
2195int __stdcall glGetUniformLocation(GLuint program, const char* name)
2196{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002197 TRACE("(GLuint program = %d, const char* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002198
2199 try
2200 {
2201 gl::Context *context = gl::getContext();
2202
2203 if (strstr(name, "gl_") == name)
2204 {
2205 return -1;
2206 }
2207
2208 if (context)
2209 {
2210 gl::Program *programObject = context->getProgram(program);
2211
2212 if (!programObject)
2213 {
2214 return error(GL_INVALID_VALUE, -1);
2215 }
2216
2217 if (!programObject->isLinked())
2218 {
2219 return error(GL_INVALID_OPERATION, -1);
2220 }
2221
2222 return programObject->getUniformLocation(name);
2223 }
2224 }
2225 catch(std::bad_alloc&)
2226 {
2227 return error(GL_OUT_OF_MEMORY, -1);
2228 }
2229
2230 return -1;
2231}
2232
2233void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2234{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002235 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002236
2237 try
2238 {
2239 if (index >= gl::MAX_VERTEX_ATTRIBS)
2240 {
2241 return error(GL_INVALID_VALUE);
2242 }
2243
2244 UNIMPLEMENTED(); // FIXME
2245 }
2246 catch(std::bad_alloc&)
2247 {
2248 return error(GL_OUT_OF_MEMORY);
2249 }
2250}
2251
2252void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2253{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002254 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002255
2256 try
2257 {
2258 if (index >= gl::MAX_VERTEX_ATTRIBS)
2259 {
2260 return error(GL_INVALID_VALUE);
2261 }
2262
2263 UNIMPLEMENTED(); // FIXME
2264 }
2265 catch(std::bad_alloc&)
2266 {
2267 return error(GL_OUT_OF_MEMORY);
2268 }
2269}
2270
2271void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
2272{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002273 TRACE("(GLuint index = %d, GLenum pname = 0x%X, void** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002274
2275 try
2276 {
2277 if (index >= gl::MAX_VERTEX_ATTRIBS)
2278 {
2279 return error(GL_INVALID_VALUE);
2280 }
2281
2282 UNIMPLEMENTED(); // FIXME
2283 }
2284 catch(std::bad_alloc&)
2285 {
2286 return error(GL_OUT_OF_MEMORY);
2287 }
2288}
2289
2290void __stdcall glHint(GLenum target, GLenum mode)
2291{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002292 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002293
2294 try
2295 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00002296 switch (target)
2297 {
2298 case GL_GENERATE_MIPMAP_HINT:
2299 switch (mode)
2300 {
2301 case GL_FASTEST:
2302 case GL_NICEST:
2303 case GL_DONT_CARE:
2304 break;
2305 default:
2306 return error(GL_INVALID_ENUM);
2307 }
2308 break;
2309 default:
2310 return error(GL_INVALID_ENUM);
2311 }
2312
2313 gl::Context *context = gl::getContext();
2314 if (context)
2315 {
2316 if (target == GL_GENERATE_MIPMAP_HINT)
2317 context->generateMipmapHint = mode;
2318 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002319 }
2320 catch(std::bad_alloc&)
2321 {
2322 return error(GL_OUT_OF_MEMORY);
2323 }
2324}
2325
2326GLboolean __stdcall glIsBuffer(GLuint buffer)
2327{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002328 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002329
2330 try
2331 {
2332 gl::Context *context = gl::getContext();
2333
2334 if (context && buffer)
2335 {
2336 gl::Buffer *bufferObject = context->getBuffer(buffer);
2337
2338 if (bufferObject)
2339 {
2340 return GL_TRUE;
2341 }
2342 }
2343 }
2344 catch(std::bad_alloc&)
2345 {
2346 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2347 }
2348
2349 return GL_FALSE;
2350}
2351
2352GLboolean __stdcall glIsEnabled(GLenum cap)
2353{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002354 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002355
2356 try
2357 {
2358 gl::Context *context = gl::getContext();
2359
2360 if (context)
2361 {
2362 switch (cap)
2363 {
2364 case GL_CULL_FACE: return context->cullFace;
2365 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
2366 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
2367 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
2368 case GL_SCISSOR_TEST: return context->scissorTest;
2369 case GL_STENCIL_TEST: return context->stencilTest;
2370 case GL_DEPTH_TEST: return context->depthTest;
2371 case GL_BLEND: return context->blend;
2372 case GL_DITHER: return context->dither;
2373 default:
2374 return error(GL_INVALID_ENUM, false);
2375 }
2376 }
2377 }
2378 catch(std::bad_alloc&)
2379 {
2380 return error(GL_OUT_OF_MEMORY, false);
2381 }
2382
2383 return false;
2384}
2385
2386GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
2387{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002388 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002389
2390 try
2391 {
2392 gl::Context *context = gl::getContext();
2393
2394 if (context && framebuffer)
2395 {
2396 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
2397
2398 if (framebufferObject)
2399 {
2400 return GL_TRUE;
2401 }
2402 }
2403 }
2404 catch(std::bad_alloc&)
2405 {
2406 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2407 }
2408
2409 return GL_FALSE;
2410}
2411
2412GLboolean __stdcall glIsProgram(GLuint program)
2413{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002414 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002415
2416 try
2417 {
2418 gl::Context *context = gl::getContext();
2419
2420 if (context && program)
2421 {
2422 gl::Program *programObject = context->getProgram(program);
2423
2424 if (programObject)
2425 {
2426 return GL_TRUE;
2427 }
2428 }
2429 }
2430 catch(std::bad_alloc&)
2431 {
2432 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2433 }
2434
2435 return GL_FALSE;
2436}
2437
2438GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
2439{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002440 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002441
2442 try
2443 {
2444 gl::Context *context = gl::getContext();
2445
2446 if (context && renderbuffer)
2447 {
2448 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
2449
2450 if (renderbufferObject)
2451 {
2452 return GL_TRUE;
2453 }
2454 }
2455 }
2456 catch(std::bad_alloc&)
2457 {
2458 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2459 }
2460
2461 return GL_FALSE;
2462}
2463
2464GLboolean __stdcall glIsShader(GLuint shader)
2465{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002466 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002467
2468 try
2469 {
2470 gl::Context *context = gl::getContext();
2471
2472 if (context && shader)
2473 {
2474 gl::Shader *shaderObject = context->getShader(shader);
2475
2476 if (shaderObject)
2477 {
2478 return GL_TRUE;
2479 }
2480 }
2481 }
2482 catch(std::bad_alloc&)
2483 {
2484 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2485 }
2486
2487 return GL_FALSE;
2488}
2489
2490GLboolean __stdcall glIsTexture(GLuint texture)
2491{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002492 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002493
2494 try
2495 {
2496 gl::Context *context = gl::getContext();
2497
2498 if (context && texture)
2499 {
2500 gl::Texture *textureObject = context->getTexture(texture);
2501
2502 if (textureObject)
2503 {
2504 return GL_TRUE;
2505 }
2506 }
2507 }
2508 catch(std::bad_alloc&)
2509 {
2510 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2511 }
2512
2513 return GL_FALSE;
2514}
2515
2516void __stdcall glLineWidth(GLfloat width)
2517{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002518 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002519
2520 try
2521 {
2522 if (width <= 0.0f)
2523 {
2524 return error(GL_INVALID_VALUE);
2525 }
2526
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002527 gl::Context *context = gl::getContext();
2528
2529 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002530 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002531 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002532 }
2533 }
2534 catch(std::bad_alloc&)
2535 {
2536 return error(GL_OUT_OF_MEMORY);
2537 }
2538}
2539
2540void __stdcall glLinkProgram(GLuint program)
2541{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002542 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002543
2544 try
2545 {
2546 gl::Context *context = gl::getContext();
2547
2548 if (context)
2549 {
2550 gl::Program *programObject = context->getProgram(program);
2551
2552 if (!programObject)
2553 {
2554 return error(GL_INVALID_VALUE);
2555 }
2556
2557 programObject->link();
2558 }
2559 }
2560 catch(std::bad_alloc&)
2561 {
2562 return error(GL_OUT_OF_MEMORY);
2563 }
2564}
2565
2566void __stdcall glPixelStorei(GLenum pname, GLint param)
2567{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002568 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002569
2570 try
2571 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002572 gl::Context *context = gl::getContext();
2573
2574 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002575 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002576 switch (pname)
2577 {
2578 case GL_UNPACK_ALIGNMENT:
2579 if (param != 1 && param != 2 && param != 4 && param != 8)
2580 {
2581 return error(GL_INVALID_VALUE);
2582 }
2583
2584 context->unpackAlignment = param;
2585 break;
2586
2587 case GL_PACK_ALIGNMENT:
2588 if (param != 1 && param != 2 && param != 4 && param != 8)
2589 {
2590 return error(GL_INVALID_VALUE);
2591 }
2592
2593 context->packAlignment = param;
2594 break;
2595
2596 default:
2597 return error(GL_INVALID_ENUM);
2598 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002599 }
2600 }
2601 catch(std::bad_alloc&)
2602 {
2603 return error(GL_OUT_OF_MEMORY);
2604 }
2605}
2606
2607void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
2608{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002609 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002610
2611 try
2612 {
2613 if (factor != 0.0f || units != 0.0f)
2614 {
2615 UNIMPLEMENTED(); // FIXME
2616 }
2617 }
2618 catch(std::bad_alloc&)
2619 {
2620 return error(GL_OUT_OF_MEMORY);
2621 }
2622}
2623
2624void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
2625{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002626 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
2627 "GLenum format = 0x%X, GLenum type = 0x%X, void* pixels = 0x%0.8p)",
2628 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002629
2630 try
2631 {
2632 if (width < 0 || height < 0)
2633 {
2634 return error(GL_INVALID_VALUE);
2635 }
2636
2637 switch (format)
2638 {
2639 case GL_RGBA:
2640 switch (type)
2641 {
2642 case GL_UNSIGNED_BYTE:
2643 break;
2644 default:
2645 return error(GL_INVALID_OPERATION);
2646 }
2647 break;
2648 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
2649 switch (type)
2650 {
2651 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
2652 break;
2653 default:
2654 return error(GL_INVALID_OPERATION);
2655 }
2656 break;
2657 default:
2658 return error(GL_INVALID_OPERATION);
2659 }
2660
2661 gl::Context *context = gl::getContext();
2662
2663 if (context)
2664 {
2665 context->readPixels(x, y, width, height, format, type, pixels);
2666 }
2667 }
2668 catch(std::bad_alloc&)
2669 {
2670 return error(GL_OUT_OF_MEMORY);
2671 }
2672}
2673
2674void __stdcall glReleaseShaderCompiler(void)
2675{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002676 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002677
2678 try
2679 {
2680 gl::Shader::releaseCompiler();
2681 }
2682 catch(std::bad_alloc&)
2683 {
2684 return error(GL_OUT_OF_MEMORY);
2685 }
2686}
2687
2688void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
2689{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002690 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
2691 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002692
2693 try
2694 {
2695 switch (target)
2696 {
2697 case GL_RENDERBUFFER:
2698 break;
2699 default:
2700 return error(GL_INVALID_ENUM);
2701 }
2702
2703 switch (internalformat)
2704 {
2705 case GL_DEPTH_COMPONENT16:
2706 case GL_RGBA4:
2707 case GL_RGB5_A1:
2708 case GL_RGB565:
2709 case GL_STENCIL_INDEX8:
2710 break;
2711 default:
2712 return error(GL_INVALID_ENUM);
2713 }
2714
2715 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
2716 {
2717 return error(GL_INVALID_VALUE);
2718 }
2719
2720 gl::Context *context = gl::getContext();
2721
2722 if (context)
2723 {
2724 if (context->framebuffer == 0 || context->renderbuffer == 0)
2725 {
2726 return error(GL_INVALID_OPERATION);
2727 }
2728
2729 switch (internalformat)
2730 {
2731 case GL_DEPTH_COMPONENT16:
2732 context->setRenderbuffer(new gl::Depthbuffer(width, height));
2733 break;
2734 case GL_RGBA4:
2735 case GL_RGB5_A1:
2736 case GL_RGB565:
2737 UNIMPLEMENTED(); // FIXME
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002738 // context->setRenderbuffer(new Colorbuffer(renderTarget));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002739 break;
2740 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002741 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002742 break;
2743 default:
2744 return error(GL_INVALID_ENUM);
2745 }
2746 }
2747 }
2748 catch(std::bad_alloc&)
2749 {
2750 return error(GL_OUT_OF_MEMORY);
2751 }
2752}
2753
2754void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
2755{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002756 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002757
2758 try
2759 {
2760 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002761
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002762 if (context)
2763 {
2764 context->sampleCoverageValue = gl::clamp01(value);
2765 context->sampleCoverageInvert = invert;
2766 }
2767 }
2768 catch(std::bad_alloc&)
2769 {
2770 return error(GL_OUT_OF_MEMORY);
2771 }
2772}
2773
2774void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
2775{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002776 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 +00002777
2778 try
2779 {
2780 if (width < 0 || height < 0)
2781 {
2782 return error(GL_INVALID_VALUE);
2783 }
2784
2785 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002786
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002787 if (context)
2788 {
2789 context->scissorX = x;
2790 context->scissorY = y;
2791 context->scissorWidth = width;
2792 context->scissorHeight = height;
2793 }
2794 }
2795 catch(std::bad_alloc&)
2796 {
2797 return error(GL_OUT_OF_MEMORY);
2798 }
2799}
2800
2801void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
2802{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002803 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
2804 "const void* binary = 0x%0.8p, GLsizei length = %d)",
2805 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002806
2807 try
2808 {
2809 if (n < 0 || length < 0)
2810 {
2811 return error(GL_INVALID_VALUE);
2812 }
2813
2814 UNIMPLEMENTED(); // FIXME
2815 }
2816 catch(std::bad_alloc&)
2817 {
2818 return error(GL_OUT_OF_MEMORY);
2819 }
2820}
2821
2822void __stdcall glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
2823{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002824 TRACE("(GLuint shader = %d, GLsizei count = %d, const char** string = 0x%0.8p, const GLint* length = 0x%0.8p)",
2825 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002826
2827 try
2828 {
2829 if (count < 0)
2830 {
2831 return error(GL_INVALID_VALUE);
2832 }
2833
2834 gl::Context *context = gl::getContext();
2835
2836 if (context)
2837 {
2838 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002839
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002840 if (!shaderObject)
2841 {
2842 return error(GL_INVALID_VALUE);
2843 }
2844
2845 shaderObject->setSource(count, string, length);
2846 }
2847 }
2848 catch(std::bad_alloc&)
2849 {
2850 return error(GL_OUT_OF_MEMORY);
2851 }
2852}
2853
2854void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
2855{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002856 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002857}
2858
2859void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
2860{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002861 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 +00002862
2863 try
2864 {
2865 switch (face)
2866 {
2867 case GL_FRONT:
2868 case GL_BACK:
2869 case GL_FRONT_AND_BACK:
2870 break;
2871 default:
2872 return error(GL_INVALID_ENUM);
2873 }
2874
2875 switch (func)
2876 {
2877 case GL_NEVER:
2878 case GL_ALWAYS:
2879 case GL_LESS:
2880 case GL_LEQUAL:
2881 case GL_EQUAL:
2882 case GL_GEQUAL:
2883 case GL_GREATER:
2884 case GL_NOTEQUAL:
2885 break;
2886 default:
2887 return error(GL_INVALID_ENUM);
2888 }
2889
2890 gl::Context *context = gl::getContext();
2891
2892 if (context)
2893 {
2894 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2895 {
2896 context->stencilFunc = func;
2897 context->stencilRef = ref;
2898 context->stencilMask = mask;
2899 }
2900
2901 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2902 {
2903 context->stencilBackFunc = func;
2904 context->stencilBackRef = ref;
2905 context->stencilBackMask = mask;
2906 }
2907 }
2908 }
2909 catch(std::bad_alloc&)
2910 {
2911 return error(GL_OUT_OF_MEMORY);
2912 }
2913}
2914
2915void __stdcall glStencilMask(GLuint mask)
2916{
2917 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
2918}
2919
2920void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
2921{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002922 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002923
2924 try
2925 {
2926 switch (face)
2927 {
2928 case GL_FRONT:
2929 case GL_BACK:
2930 case GL_FRONT_AND_BACK:
2931 break;
2932 default:
2933 return error(GL_INVALID_ENUM);
2934 }
2935
2936 gl::Context *context = gl::getContext();
2937
2938 if (context)
2939 {
2940 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2941 {
2942 context->stencilWritemask = mask;
2943 }
2944
2945 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2946 {
2947 context->stencilBackWritemask = mask;
2948 }
2949 }
2950 }
2951 catch(std::bad_alloc&)
2952 {
2953 return error(GL_OUT_OF_MEMORY);
2954 }
2955}
2956
2957void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
2958{
2959 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
2960}
2961
2962void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
2963{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002964 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
2965 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002966
2967 try
2968 {
2969 switch (face)
2970 {
2971 case GL_FRONT:
2972 case GL_BACK:
2973 case GL_FRONT_AND_BACK:
2974 break;
2975 default:
2976 return error(GL_INVALID_ENUM);
2977 }
2978
2979 switch (fail)
2980 {
2981 case GL_ZERO:
2982 case GL_KEEP:
2983 case GL_REPLACE:
2984 case GL_INCR:
2985 case GL_DECR:
2986 case GL_INVERT:
2987 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002988 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002989 break;
2990 default:
2991 return error(GL_INVALID_ENUM);
2992 }
2993
2994 switch (zfail)
2995 {
2996 case GL_ZERO:
2997 case GL_KEEP:
2998 case GL_REPLACE:
2999 case GL_INCR:
3000 case GL_DECR:
3001 case GL_INVERT:
3002 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003003 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003004 break;
3005 default:
3006 return error(GL_INVALID_ENUM);
3007 }
3008
3009 switch (zpass)
3010 {
3011 case GL_ZERO:
3012 case GL_KEEP:
3013 case GL_REPLACE:
3014 case GL_INCR:
3015 case GL_DECR:
3016 case GL_INVERT:
3017 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003018 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003019 break;
3020 default:
3021 return error(GL_INVALID_ENUM);
3022 }
3023
3024 gl::Context *context = gl::getContext();
3025
3026 if (context)
3027 {
3028 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3029 {
3030 context->stencilFail = fail;
3031 context->stencilPassDepthFail = zfail;
3032 context->stencilPassDepthPass = zpass;
3033 }
3034
3035 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3036 {
3037 context->stencilBackFail = fail;
3038 context->stencilBackPassDepthFail = zfail;
3039 context->stencilBackPassDepthPass = zpass;
3040 }
3041 }
3042 }
3043 catch(std::bad_alloc&)
3044 {
3045 return error(GL_OUT_OF_MEMORY);
3046 }
3047}
3048
3049void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)
3050{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003051 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
3052 "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const void* pixels = 0x%0.8p)",
3053 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003054
3055 try
3056 {
3057 if (level < 0 || width < 0 || height < 0)
3058 {
3059 return error(GL_INVALID_VALUE);
3060 }
3061
3062 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3063 {
3064 return error(GL_INVALID_VALUE);
3065 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003066
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003067 switch (target)
3068 {
3069 case GL_TEXTURE_2D:
3070 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3071 {
3072 return error(GL_INVALID_VALUE);
3073 }
3074 break;
3075 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3076 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3077 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3078 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3079 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3080 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3081 if (!gl::isPow2(width) || !gl::isPow2(height))
3082 {
3083 return error(GL_INVALID_VALUE);
3084 }
3085
3086 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3087 {
3088 return error(GL_INVALID_VALUE);
3089 }
3090 break;
3091 default:
3092 return error(GL_INVALID_ENUM);
3093 }
3094
3095 if (internalformat != format)
3096 {
3097 return error(GL_INVALID_OPERATION);
3098 }
3099
3100 switch (internalformat)
3101 {
3102 case GL_ALPHA:
3103 case GL_LUMINANCE:
3104 case GL_LUMINANCE_ALPHA:
3105 switch (type)
3106 {
3107 case GL_UNSIGNED_BYTE:
3108 break;
3109 default:
3110 return error(GL_INVALID_ENUM);
3111 }
3112 break;
3113 case GL_RGB:
3114 switch (type)
3115 {
3116 case GL_UNSIGNED_BYTE:
3117 case GL_UNSIGNED_SHORT_5_6_5:
3118 break;
3119 default:
3120 return error(GL_INVALID_ENUM);
3121 }
3122 break;
3123 case GL_RGBA:
3124 switch (type)
3125 {
3126 case GL_UNSIGNED_BYTE:
3127 case GL_UNSIGNED_SHORT_4_4_4_4:
3128 case GL_UNSIGNED_SHORT_5_5_5_1:
3129 break;
3130 default:
3131 return error(GL_INVALID_ENUM);
3132 }
3133 break;
3134 default:
3135 return error(GL_INVALID_VALUE);
3136 }
3137
3138 if (border != 0)
3139 {
3140 return error(GL_INVALID_VALUE);
3141 }
3142
3143 gl::Context *context = gl::getContext();
3144
3145 if (context)
3146 {
3147 if (target == GL_TEXTURE_2D)
3148 {
3149 gl::Texture2D *texture = context->getTexture2D();
3150
3151 if (!texture)
3152 {
3153 return error(GL_INVALID_OPERATION);
3154 }
3155
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003156 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003157 }
3158 else
3159 {
3160 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3161
3162 if (!texture)
3163 {
3164 return error(GL_INVALID_OPERATION);
3165 }
3166
3167 switch (target)
3168 {
3169 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003170 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003171 break;
3172 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003173 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003174 break;
3175 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003176 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003177 break;
3178 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003179 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003180 break;
3181 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003182 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003183 break;
3184 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003185 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003186 break;
3187 default: UNREACHABLE();
3188 }
3189 }
3190 }
3191 }
3192 catch(std::bad_alloc&)
3193 {
3194 return error(GL_OUT_OF_MEMORY);
3195 }
3196}
3197
3198void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3199{
3200 glTexParameteri(target, pname, (GLint)param);
3201}
3202
3203void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3204{
3205 glTexParameteri(target, pname, (GLint)*params);
3206}
3207
3208void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3209{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003210 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003211
3212 try
3213 {
3214 gl::Context *context = gl::getContext();
3215
3216 if (context)
3217 {
3218 gl::Texture *texture;
3219
3220 switch (target)
3221 {
3222 case GL_TEXTURE_2D:
3223 texture = context->getTexture2D();
3224 break;
3225 case GL_TEXTURE_CUBE_MAP:
3226 texture = context->getTextureCubeMap();
3227 break;
3228 default:
3229 return error(GL_INVALID_ENUM);
3230 }
3231
3232 switch (pname)
3233 {
3234 case GL_TEXTURE_WRAP_S:
3235 if (!texture->setWrapS((GLenum)param))
3236 {
3237 return error(GL_INVALID_ENUM);
3238 }
3239 break;
3240 case GL_TEXTURE_WRAP_T:
3241 if (!texture->setWrapT((GLenum)param))
3242 {
3243 return error(GL_INVALID_ENUM);
3244 }
3245 break;
3246 case GL_TEXTURE_MIN_FILTER:
3247 if (!texture->setMinFilter((GLenum)param))
3248 {
3249 return error(GL_INVALID_ENUM);
3250 }
3251 break;
3252 case GL_TEXTURE_MAG_FILTER:
3253 if (!texture->setMagFilter((GLenum)param))
3254 {
3255 return error(GL_INVALID_ENUM);
3256 }
3257 break;
3258 default:
3259 return error(GL_INVALID_ENUM);
3260 }
3261 }
3262 }
3263 catch(std::bad_alloc&)
3264 {
3265 return error(GL_OUT_OF_MEMORY);
3266 }
3267}
3268
3269void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
3270{
3271 glTexParameteri(target, pname, *params);
3272}
3273
3274void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)
3275{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003276 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
3277 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
3278 "const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003279 target, level, xoffset, yoffset, width, height, format, type, pixels);
3280
3281 try
3282 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003283 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
3284 {
3285 return error(GL_INVALID_ENUM);
3286 }
3287
3288 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003289 {
3290 return error(GL_INVALID_VALUE);
3291 }
3292
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003293 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
3294 {
3295 return error(GL_INVALID_VALUE);
3296 }
3297
3298 if (!es2dx::CheckTextureFormatType(format, type))
3299 {
3300 return error(GL_INVALID_ENUM);
3301 }
3302
3303 if (width == 0 || height == 0 || pixels == NULL)
3304 {
3305 return;
3306 }
3307
3308 gl::Context *context = gl::getContext();
3309
3310 if (context)
3311 {
3312 if (target == GL_TEXTURE_2D)
3313 {
3314 gl::Texture2D *texture = context->getTexture2D();
3315
3316 if (!texture)
3317 {
3318 return error(GL_INVALID_OPERATION);
3319 }
3320
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003321 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003322 }
3323 else if (es2dx::IsCubemapTextureTarget(target))
3324 {
3325 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3326
3327 if (!texture)
3328 {
3329 return error(GL_INVALID_OPERATION);
3330 }
3331
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003332 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003333 }
3334 else
3335 {
3336 UNREACHABLE();
3337 }
3338 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003339 }
3340 catch(std::bad_alloc&)
3341 {
3342 return error(GL_OUT_OF_MEMORY);
3343 }
3344}
3345
3346void __stdcall glUniform1f(GLint location, GLfloat x)
3347{
3348 glUniform1fv(location, 1, &x);
3349}
3350
3351void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
3352{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003353 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003354
3355 try
3356 {
3357 if (location == -1)
3358 {
3359 return;
3360 }
3361
3362 if (count < 0)
3363 {
3364 return error(GL_INVALID_VALUE);
3365 }
3366
3367 gl::Context *context = gl::getContext();
3368
3369 if (context)
3370 {
3371 gl::Program *program = context->getCurrentProgram();
3372
3373 if (!program)
3374 {
3375 return error(GL_INVALID_OPERATION);
3376 }
3377
3378 if (!program->setUniform1fv(location, count, v))
3379 {
3380 return error(GL_INVALID_OPERATION);
3381 }
3382 }
3383 }
3384 catch(std::bad_alloc&)
3385 {
3386 return error(GL_OUT_OF_MEMORY);
3387 }
3388}
3389
3390void __stdcall glUniform1i(GLint location, GLint x)
3391{
3392 glUniform1iv(location, 1, &x);
3393}
3394
3395void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
3396{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003397 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003398
3399 try
3400 {
3401 if (count < 0)
3402 {
3403 return error(GL_INVALID_VALUE);
3404 }
3405
3406 gl::Context *context = gl::getContext();
3407
3408 if (context)
3409 {
3410 gl::Program *program = context->getCurrentProgram();
3411
3412 if (!program)
3413 {
3414 return error(GL_INVALID_OPERATION);
3415 }
3416
3417 if (!program->setUniform1iv(location, count, v))
3418 {
3419 return error(GL_INVALID_OPERATION);
3420 }
3421 }
3422 }
3423 catch(std::bad_alloc&)
3424 {
3425 return error(GL_OUT_OF_MEMORY);
3426 }
3427}
3428
3429void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
3430{
3431 GLfloat xy[2] = {x, y};
3432
3433 glUniform2fv(location, 1, (GLfloat*)&xy);
3434}
3435
3436void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
3437{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003438 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003439
3440 try
3441 {
3442 if (location == -1)
3443 {
3444 return;
3445 }
3446
3447 if (count < 0)
3448 {
3449 return error(GL_INVALID_VALUE);
3450 }
3451
3452 gl::Context *context = gl::getContext();
3453
3454 if (context)
3455 {
3456 gl::Program *program = context->getCurrentProgram();
3457
3458 if (!program)
3459 {
3460 return error(GL_INVALID_OPERATION);
3461 }
3462
3463 if (!program->setUniform2fv(location, count, v))
3464 {
3465 return error(GL_INVALID_OPERATION);
3466 }
3467 }
3468 }
3469 catch(std::bad_alloc&)
3470 {
3471 return error(GL_OUT_OF_MEMORY);
3472 }
3473}
3474
3475void __stdcall glUniform2i(GLint location, GLint x, GLint y)
3476{
3477 GLint xy[4] = {x, y};
3478
3479 glUniform2iv(location, 1, (GLint*)&xy);
3480}
3481
3482void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
3483{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003484 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003485
3486 try
3487 {
3488 if (count < 0)
3489 {
3490 return error(GL_INVALID_VALUE);
3491 }
3492
3493 UNIMPLEMENTED(); // FIXME
3494 }
3495 catch(std::bad_alloc&)
3496 {
3497 return error(GL_OUT_OF_MEMORY);
3498 }
3499}
3500
3501void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
3502{
3503 GLfloat xyz[3] = {x, y, z};
3504
3505 glUniform3fv(location, 1, (GLfloat*)&xyz);
3506}
3507
3508void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
3509{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003510 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003511
3512 try
3513 {
3514 if (count < 0)
3515 {
3516 return error(GL_INVALID_VALUE);
3517 }
3518
3519 if (location == -1)
3520 {
3521 return;
3522 }
3523
3524 gl::Context *context = gl::getContext();
3525
3526 if (context)
3527 {
3528 gl::Program *program = context->getCurrentProgram();
3529
3530 if (!program)
3531 {
3532 return error(GL_INVALID_OPERATION);
3533 }
3534
3535 if (!program->setUniform3fv(location, count, v))
3536 {
3537 return error(GL_INVALID_OPERATION);
3538 }
3539 }
3540 }
3541 catch(std::bad_alloc&)
3542 {
3543 return error(GL_OUT_OF_MEMORY);
3544 }
3545}
3546
3547void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
3548{
3549 GLint xyz[3] = {x, y, z};
3550
3551 glUniform3iv(location, 1, (GLint*)&xyz);
3552}
3553
3554void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
3555{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003556 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003557
3558 try
3559 {
3560 if (count < 0)
3561 {
3562 return error(GL_INVALID_VALUE);
3563 }
3564
3565 UNIMPLEMENTED(); // FIXME
3566 }
3567 catch(std::bad_alloc&)
3568 {
3569 return error(GL_OUT_OF_MEMORY);
3570 }
3571}
3572
3573void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3574{
3575 GLfloat xyzw[4] = {x, y, z, w};
3576
3577 glUniform4fv(location, 1, (GLfloat*)&xyzw);
3578}
3579
3580void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
3581{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003582 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003583
3584 try
3585 {
3586 if (count < 0)
3587 {
3588 return error(GL_INVALID_VALUE);
3589 }
3590
3591 if (location == -1)
3592 {
3593 return;
3594 }
3595
3596 gl::Context *context = gl::getContext();
3597
3598 if (context)
3599 {
3600 gl::Program *program = context->getCurrentProgram();
3601
3602 if (!program)
3603 {
3604 return error(GL_INVALID_OPERATION);
3605 }
3606
3607 if (!program->setUniform4fv(location, count, v))
3608 {
3609 return error(GL_INVALID_OPERATION);
3610 }
3611 }
3612 }
3613 catch(std::bad_alloc&)
3614 {
3615 return error(GL_OUT_OF_MEMORY);
3616 }
3617}
3618
3619void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
3620{
3621 GLint xyzw[4] = {x, y, z, w};
3622
3623 glUniform4iv(location, 1, (GLint*)&xyzw);
3624}
3625
3626void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
3627{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003628 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003629
3630 try
3631 {
3632 if (count < 0)
3633 {
3634 return error(GL_INVALID_VALUE);
3635 }
3636
3637 UNIMPLEMENTED(); // FIXME
3638 }
3639 catch(std::bad_alloc&)
3640 {
3641 return error(GL_OUT_OF_MEMORY);
3642 }
3643}
3644
3645void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3646{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003647 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3648 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003649
3650 try
3651 {
3652 if (count < 0 || transpose != GL_FALSE)
3653 {
3654 return error(GL_INVALID_VALUE);
3655 }
3656
3657 if (location == -1)
3658 {
3659 return;
3660 }
3661
3662 gl::Context *context = gl::getContext();
3663
3664 if (context)
3665 {
3666 gl::Program *program = context->getCurrentProgram();
3667
3668 if (!program)
3669 {
3670 return error(GL_INVALID_OPERATION);
3671 }
3672
3673 if (!program->setUniformMatrix2fv(location, count, value))
3674 {
3675 return error(GL_INVALID_OPERATION);
3676 }
3677 }
3678 }
3679 catch(std::bad_alloc&)
3680 {
3681 return error(GL_OUT_OF_MEMORY);
3682 }
3683}
3684
3685void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3686{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003687 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3688 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003689
3690 try
3691 {
3692 if (count < 0 || transpose != GL_FALSE)
3693 {
3694 return error(GL_INVALID_VALUE);
3695 }
3696
3697 if (location == -1)
3698 {
3699 return;
3700 }
3701
3702 gl::Context *context = gl::getContext();
3703
3704 if (context)
3705 {
3706 gl::Program *program = context->getCurrentProgram();
3707
3708 if (!program)
3709 {
3710 return error(GL_INVALID_OPERATION);
3711 }
3712
3713 if (!program->setUniformMatrix3fv(location, count, value))
3714 {
3715 return error(GL_INVALID_OPERATION);
3716 }
3717 }
3718 }
3719 catch(std::bad_alloc&)
3720 {
3721 return error(GL_OUT_OF_MEMORY);
3722 }
3723}
3724
3725void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3726{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003727 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3728 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003729
3730 try
3731 {
3732 if (count < 0 || transpose != GL_FALSE)
3733 {
3734 return error(GL_INVALID_VALUE);
3735 }
3736
3737 if (location == -1)
3738 {
3739 return;
3740 }
3741
3742 gl::Context *context = gl::getContext();
3743
3744 if (context)
3745 {
3746 gl::Program *program = context->getCurrentProgram();
3747
3748 if (!program)
3749 {
3750 return error(GL_INVALID_OPERATION);
3751 }
3752
3753 if (!program->setUniformMatrix4fv(location, count, value))
3754 {
3755 return error(GL_INVALID_OPERATION);
3756 }
3757 }
3758 }
3759 catch(std::bad_alloc&)
3760 {
3761 return error(GL_OUT_OF_MEMORY);
3762 }
3763}
3764
3765void __stdcall glUseProgram(GLuint program)
3766{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003767 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003768
3769 try
3770 {
3771 gl::Context *context = gl::getContext();
3772
3773 if (context)
3774 {
3775 gl::Program *programObject = context->getProgram(program);
3776
3777 if (programObject && !programObject->isLinked())
3778 {
3779 return error(GL_INVALID_OPERATION);
3780 }
3781
3782 context->useProgram(program);
3783 }
3784 }
3785 catch(std::bad_alloc&)
3786 {
3787 return error(GL_OUT_OF_MEMORY);
3788 }
3789}
3790
3791void __stdcall glValidateProgram(GLuint program)
3792{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003793 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003794
3795 try
3796 {
3797 UNIMPLEMENTED(); // FIXME
3798 }
3799 catch(std::bad_alloc&)
3800 {
3801 return error(GL_OUT_OF_MEMORY);
3802 }
3803}
3804
3805void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
3806{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003807 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003808
3809 try
3810 {
3811 if (index >= gl::MAX_VERTEX_ATTRIBS)
3812 {
3813 return error(GL_INVALID_VALUE);
3814 }
3815
3816 UNIMPLEMENTED(); // FIXME
3817 }
3818 catch(std::bad_alloc&)
3819 {
3820 return error(GL_OUT_OF_MEMORY);
3821 }
3822}
3823
3824void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
3825{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003826 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003827
3828 try
3829 {
3830 if (index >= gl::MAX_VERTEX_ATTRIBS)
3831 {
3832 return error(GL_INVALID_VALUE);
3833 }
3834
3835 UNIMPLEMENTED(); // FIXME
3836 }
3837 catch(std::bad_alloc&)
3838 {
3839 return error(GL_OUT_OF_MEMORY);
3840 }
3841}
3842
3843void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
3844{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003845 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003846
3847 try
3848 {
3849 if (index >= gl::MAX_VERTEX_ATTRIBS)
3850 {
3851 return error(GL_INVALID_VALUE);
3852 }
3853
3854 UNIMPLEMENTED(); // FIXME
3855 }
3856 catch(std::bad_alloc&)
3857 {
3858 return error(GL_OUT_OF_MEMORY);
3859 }
3860}
3861
3862void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
3863{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003864 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003865
3866 try
3867 {
3868 if (index >= gl::MAX_VERTEX_ATTRIBS)
3869 {
3870 return error(GL_INVALID_VALUE);
3871 }
3872
3873 UNIMPLEMENTED(); // FIXME
3874 }
3875 catch(std::bad_alloc&)
3876 {
3877 return error(GL_OUT_OF_MEMORY);
3878 }
3879}
3880
3881void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
3882{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003883 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 +00003884
3885 try
3886 {
3887 if (index >= gl::MAX_VERTEX_ATTRIBS)
3888 {
3889 return error(GL_INVALID_VALUE);
3890 }
3891
3892 UNIMPLEMENTED(); // FIXME
3893 }
3894 catch(std::bad_alloc&)
3895 {
3896 return error(GL_OUT_OF_MEMORY);
3897 }
3898}
3899
3900void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
3901{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003902 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003903
3904 try
3905 {
3906 if (index >= gl::MAX_VERTEX_ATTRIBS)
3907 {
3908 return error(GL_INVALID_VALUE);
3909 }
3910
3911 UNIMPLEMENTED(); // FIXME
3912 }
3913 catch(std::bad_alloc&)
3914 {
3915 return error(GL_OUT_OF_MEMORY);
3916 }
3917}
3918
3919void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3920{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003921 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 +00003922
3923 try
3924 {
3925 if (index >= gl::MAX_VERTEX_ATTRIBS)
3926 {
3927 return error(GL_INVALID_VALUE);
3928 }
3929
3930 UNIMPLEMENTED(); // FIXME
3931 }
3932 catch(std::bad_alloc&)
3933 {
3934 return error(GL_OUT_OF_MEMORY);
3935 }
3936}
3937
3938void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
3939{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003940 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003941
3942 try
3943 {
3944 if (index >= gl::MAX_VERTEX_ATTRIBS)
3945 {
3946 return error(GL_INVALID_VALUE);
3947 }
3948
3949 UNIMPLEMENTED(); // FIXME
3950 }
3951 catch(std::bad_alloc&)
3952 {
3953 return error(GL_OUT_OF_MEMORY);
3954 }
3955}
3956
3957void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
3958{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003959 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
3960 "GLboolean normalized = %d, GLsizei stride = %d, const void* ptr = 0x%0.8p)",
3961 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003962
3963 try
3964 {
3965 if (index >= gl::MAX_VERTEX_ATTRIBS)
3966 {
3967 return error(GL_INVALID_VALUE);
3968 }
3969
3970 if (size < 1 || size > 4)
3971 {
3972 return error(GL_INVALID_VALUE);
3973 }
3974
3975 switch (type)
3976 {
3977 case GL_BYTE:
3978 case GL_UNSIGNED_BYTE:
3979 case GL_SHORT:
3980 case GL_UNSIGNED_SHORT:
3981 case GL_FIXED:
3982 case GL_FLOAT:
3983 break;
3984 default:
3985 return error(GL_INVALID_ENUM);
3986 }
3987
3988 if (stride < 0)
3989 {
3990 return error(GL_INVALID_VALUE);
3991 }
3992
3993 gl::Context *context = gl::getContext();
3994
3995 if (context)
3996 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00003997 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
3998 context->vertexAttribute[index].mSize = size;
3999 context->vertexAttribute[index].mType = type;
4000 context->vertexAttribute[index].mNormalized = normalized;
4001 context->vertexAttribute[index].mStride = stride;
4002 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004003 }
4004 }
4005 catch(std::bad_alloc&)
4006 {
4007 return error(GL_OUT_OF_MEMORY);
4008 }
4009}
4010
4011void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4012{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004013 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 +00004014
4015 try
4016 {
4017 if (width < 0 || height < 0)
4018 {
4019 return error(GL_INVALID_VALUE);
4020 }
4021
4022 gl::Context *context = gl::getContext();
4023
4024 if (context)
4025 {
4026 context->viewportX = x;
4027 context->viewportY = y;
4028 context->viewportWidth = width;
4029 context->viewportHeight = height;
4030 }
4031 }
4032 catch(std::bad_alloc&)
4033 {
4034 return error(GL_OUT_OF_MEMORY);
4035 }
4036}
4037
4038void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels)
4039{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004040 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4041 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
4042 "GLenum format = 0x%X, GLenum type = 0x%x, const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004043 target, level, internalformat, width, height, depth, border, format, type, pixels);
4044
4045 try
4046 {
4047 UNIMPLEMENTED(); // FIXME
4048 }
4049 catch(std::bad_alloc&)
4050 {
4051 return error(GL_OUT_OF_MEMORY);
4052 }
4053}
4054}