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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
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.come9d6ed02010-04-13 03:26:23 +000068 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000069 {
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000070 if (context->getShader(program))
71 {
72 return error(GL_INVALID_OPERATION);
73 }
74 else
75 {
76 return error(GL_INVALID_VALUE);
77 }
78 }
79
80 if (!shaderObject)
81 {
82 if (context->getProgram(shader))
83 {
84 return error(GL_INVALID_OPERATION);
85 }
86 else
87 {
88 return error(GL_INVALID_VALUE);
89 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000090 }
91
92 if (!programObject->attachShader(shaderObject))
93 {
94 return error(GL_INVALID_OPERATION);
95 }
96 }
97 }
98 catch(std::bad_alloc&)
99 {
100 return error(GL_OUT_OF_MEMORY);
101 }
102}
103
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000104void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000105{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000106 TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107
108 try
109 {
110 if (index >= gl::MAX_VERTEX_ATTRIBS)
111 {
112 return error(GL_INVALID_VALUE);
113 }
114
115 gl::Context *context = gl::getContext();
116
117 if (context)
118 {
119 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000120
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000121 if (!programObject)
122 {
daniel@transgaming.com98079832010-04-13 03:26:29 +0000123 if (context->getShader(program))
124 {
125 return error(GL_INVALID_OPERATION);
126 }
127 else
128 {
129 return error(GL_INVALID_VALUE);
130 }
131 }
132
133 if (strncmp(name, "gl_", 3) == 0)
134 {
135 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000136 }
137
138 programObject->bindAttributeLocation(index, name);
139 }
140 }
141 catch(std::bad_alloc&)
142 {
143 return error(GL_OUT_OF_MEMORY);
144 }
145}
146
147void __stdcall glBindBuffer(GLenum target, GLuint buffer)
148{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000149 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000150
151 try
152 {
153 gl::Context *context = gl::getContext();
154
155 if (context)
156 {
157 switch (target)
158 {
159 case GL_ARRAY_BUFFER:
160 context->bindArrayBuffer(buffer);
161 return;
162 case GL_ELEMENT_ARRAY_BUFFER:
163 context->bindElementArrayBuffer(buffer);
164 return;
165 default:
166 return error(GL_INVALID_ENUM);
167 }
168 }
169 }
170 catch(std::bad_alloc&)
171 {
172 return error(GL_OUT_OF_MEMORY);
173 }
174}
175
176void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
177{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000178 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179
180 try
181 {
182 if (target != GL_FRAMEBUFFER)
183 {
184 return error(GL_INVALID_ENUM);
185 }
186
187 gl::Context *context = gl::getContext();
188
189 if (context)
190 {
191 context->bindFramebuffer(framebuffer);
192 }
193 }
194 catch(std::bad_alloc&)
195 {
196 return error(GL_OUT_OF_MEMORY);
197 }
198}
199
200void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
201{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000202 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000203
204 try
205 {
206 if (target != GL_RENDERBUFFER)
207 {
208 return error(GL_INVALID_ENUM);
209 }
210
211 gl::Context *context = gl::getContext();
212
213 if (context)
214 {
215 context->bindRenderbuffer(renderbuffer);
216 }
217 }
218 catch(std::bad_alloc&)
219 {
220 return error(GL_OUT_OF_MEMORY);
221 }
222}
223
224void __stdcall glBindTexture(GLenum target, GLuint texture)
225{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000226 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000227
228 try
229 {
230 gl::Context *context = gl::getContext();
231
232 if (context)
233 {
234 gl::Texture *textureObject = context->getTexture(texture);
235
236 if (textureObject && textureObject->getTarget() != target && texture != 0)
237 {
238 return error(GL_INVALID_OPERATION);
239 }
240
241 switch (target)
242 {
243 case GL_TEXTURE_2D:
244 context->bindTexture2D(texture);
245 return;
246 case GL_TEXTURE_CUBE_MAP:
247 context->bindTextureCubeMap(texture);
248 return;
249 default:
250 return error(GL_INVALID_ENUM);
251 }
252 }
253 }
254 catch(std::bad_alloc&)
255 {
256 return error(GL_OUT_OF_MEMORY);
257 }
258}
259
260void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
261{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000262 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
263 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000264
265 try
266 {
267 gl::Context* context = gl::getContext();
268
269 if (context)
270 {
271 context->blendColor.red = gl::clamp01(red);
272 context->blendColor.blue = gl::clamp01(blue);
273 context->blendColor.green = gl::clamp01(green);
274 context->blendColor.alpha = gl::clamp01(alpha);
275 }
276 }
277 catch(std::bad_alloc&)
278 {
279 return error(GL_OUT_OF_MEMORY);
280 }
281}
282
283void __stdcall glBlendEquation(GLenum mode)
284{
285 glBlendEquationSeparate(mode, mode);
286}
287
288void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
289{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000290 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000291
292 try
293 {
294 switch (modeRGB)
295 {
296 case GL_FUNC_ADD:
297 case GL_FUNC_SUBTRACT:
298 case GL_FUNC_REVERSE_SUBTRACT:
299 break;
300 default:
301 return error(GL_INVALID_ENUM);
302 }
303
304 switch (modeAlpha)
305 {
306 case GL_FUNC_ADD:
307 case GL_FUNC_SUBTRACT:
308 case GL_FUNC_REVERSE_SUBTRACT:
309 break;
310 default:
311 return error(GL_INVALID_ENUM);
312 }
313
314 gl::Context *context = gl::getContext();
315
316 if (context)
317 {
318 context->blendEquationRGB = modeRGB;
319 context->blendEquationAlpha = modeAlpha;
320 }
321 }
322 catch(std::bad_alloc&)
323 {
324 return error(GL_OUT_OF_MEMORY);
325 }
326}
327
328void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
329{
330 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
331}
332
333void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
334{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000335 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
336 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000337
338 try
339 {
340 switch (srcRGB)
341 {
342 case GL_ZERO:
343 case GL_ONE:
344 case GL_SRC_COLOR:
345 case GL_ONE_MINUS_SRC_COLOR:
346 case GL_DST_COLOR:
347 case GL_ONE_MINUS_DST_COLOR:
348 case GL_SRC_ALPHA:
349 case GL_ONE_MINUS_SRC_ALPHA:
350 case GL_DST_ALPHA:
351 case GL_ONE_MINUS_DST_ALPHA:
352 case GL_CONSTANT_COLOR:
353 case GL_ONE_MINUS_CONSTANT_COLOR:
354 case GL_CONSTANT_ALPHA:
355 case GL_ONE_MINUS_CONSTANT_ALPHA:
356 case GL_SRC_ALPHA_SATURATE:
357 break;
358 default:
359 return error(GL_INVALID_ENUM);
360 }
361
362 switch (dstRGB)
363 {
364 case GL_ZERO:
365 case GL_ONE:
366 case GL_SRC_COLOR:
367 case GL_ONE_MINUS_SRC_COLOR:
368 case GL_DST_COLOR:
369 case GL_ONE_MINUS_DST_COLOR:
370 case GL_SRC_ALPHA:
371 case GL_ONE_MINUS_SRC_ALPHA:
372 case GL_DST_ALPHA:
373 case GL_ONE_MINUS_DST_ALPHA:
374 case GL_CONSTANT_COLOR:
375 case GL_ONE_MINUS_CONSTANT_COLOR:
376 case GL_CONSTANT_ALPHA:
377 case GL_ONE_MINUS_CONSTANT_ALPHA:
378 break;
379 default:
380 return error(GL_INVALID_ENUM);
381 }
382
383 switch (srcAlpha)
384 {
385 case GL_ZERO:
386 case GL_ONE:
387 case GL_SRC_COLOR:
388 case GL_ONE_MINUS_SRC_COLOR:
389 case GL_DST_COLOR:
390 case GL_ONE_MINUS_DST_COLOR:
391 case GL_SRC_ALPHA:
392 case GL_ONE_MINUS_SRC_ALPHA:
393 case GL_DST_ALPHA:
394 case GL_ONE_MINUS_DST_ALPHA:
395 case GL_CONSTANT_COLOR:
396 case GL_ONE_MINUS_CONSTANT_COLOR:
397 case GL_CONSTANT_ALPHA:
398 case GL_ONE_MINUS_CONSTANT_ALPHA:
399 case GL_SRC_ALPHA_SATURATE:
400 break;
401 default:
402 return error(GL_INVALID_ENUM);
403 }
404
405 switch (dstAlpha)
406 {
407 case GL_ZERO:
408 case GL_ONE:
409 case GL_SRC_COLOR:
410 case GL_ONE_MINUS_SRC_COLOR:
411 case GL_DST_COLOR:
412 case GL_ONE_MINUS_DST_COLOR:
413 case GL_SRC_ALPHA:
414 case GL_ONE_MINUS_SRC_ALPHA:
415 case GL_DST_ALPHA:
416 case GL_ONE_MINUS_DST_ALPHA:
417 case GL_CONSTANT_COLOR:
418 case GL_ONE_MINUS_CONSTANT_COLOR:
419 case GL_CONSTANT_ALPHA:
420 case GL_ONE_MINUS_CONSTANT_ALPHA:
421 break;
422 default:
423 return error(GL_INVALID_ENUM);
424 }
425
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000426 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
427 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
428
429 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
430 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
431
432 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000433 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000434 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
435 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000436 }
437
438 gl::Context *context = gl::getContext();
439
440 if (context)
441 {
442 context->sourceBlendRGB = srcRGB;
443 context->sourceBlendAlpha = srcAlpha;
444 context->destBlendRGB = dstRGB;
445 context->destBlendAlpha = dstAlpha;
446 }
447 }
448 catch(std::bad_alloc&)
449 {
450 return error(GL_OUT_OF_MEMORY);
451 }
452}
453
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000454void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000455{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000456 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p, GLenum usage = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000457 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000458
459 try
460 {
461 if (size < 0)
462 {
463 return error(GL_INVALID_VALUE);
464 }
465
466 switch (usage)
467 {
468 case GL_STREAM_DRAW:
469 case GL_STATIC_DRAW:
470 case GL_DYNAMIC_DRAW:
471 break;
472 default:
473 return error(GL_INVALID_ENUM);
474 }
475
476 gl::Context *context = gl::getContext();
477
478 if (context)
479 {
480 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000481
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000482 switch (target)
483 {
484 case GL_ARRAY_BUFFER:
485 buffer = context->getArrayBuffer();
486 break;
487 case GL_ELEMENT_ARRAY_BUFFER:
488 buffer = context->getElementArrayBuffer();
489 break;
490 default:
491 return error(GL_INVALID_ENUM);
492 }
493
494 if (!buffer)
495 {
496 return error(GL_INVALID_OPERATION);
497 }
498
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000499 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000500 }
501 }
502 catch(std::bad_alloc&)
503 {
504 return error(GL_OUT_OF_MEMORY);
505 }
506}
507
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000508void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000510 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000511 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000512
513 try
514 {
515 if (size < 0)
516 {
517 return error(GL_INVALID_VALUE);
518 }
519
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000520 if (data == NULL)
521 {
522 return;
523 }
524
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000525 gl::Context *context = gl::getContext();
526
527 if (context)
528 {
529 gl::Buffer *buffer;
530
531 switch (target)
532 {
533 case GL_ARRAY_BUFFER:
534 buffer = context->getArrayBuffer();
535 break;
536 case GL_ELEMENT_ARRAY_BUFFER:
537 buffer = context->getElementArrayBuffer();
538 break;
539 default:
540 return error(GL_INVALID_ENUM);
541 }
542
543 if (!buffer)
544 {
545 return error(GL_INVALID_OPERATION);
546 }
547
548 GLenum err = buffer->bufferSubData(data, size, offset);
549
550 if (err != GL_NO_ERROR)
551 {
552 return error(err);
553 }
554 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000555 }
556 catch(std::bad_alloc&)
557 {
558 return error(GL_OUT_OF_MEMORY);
559 }
560}
561
562GLenum __stdcall glCheckFramebufferStatus(GLenum target)
563{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000564 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000565
566 try
567 {
568 if (target != GL_FRAMEBUFFER)
569 {
570 return error(GL_INVALID_ENUM, 0);
571 }
572
573 gl::Context *context = gl::getContext();
574
575 if (context)
576 {
577 gl::Framebuffer *framebuffer = context->getFramebuffer();
578
579 return framebuffer->completeness();
580 }
581 }
582 catch(std::bad_alloc&)
583 {
584 return error(GL_OUT_OF_MEMORY, 0);
585 }
586
587 return 0;
588}
589
590void __stdcall glClear(GLbitfield mask)
591{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000592 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000593
594 try
595 {
596 gl::Context *context = gl::getContext();
597
598 if (context)
599 {
600 context->clear(mask);
601 }
602 }
603 catch(std::bad_alloc&)
604 {
605 return error(GL_OUT_OF_MEMORY);
606 }
607}
608
609void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
610{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000611 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
612 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000613
614 try
615 {
616 gl::Context *context = gl::getContext();
617
618 if (context)
619 {
620 context->setClearColor(red, green, blue, alpha);
621 }
622 }
623 catch(std::bad_alloc&)
624 {
625 return error(GL_OUT_OF_MEMORY);
626 }
627}
628
629void __stdcall glClearDepthf(GLclampf depth)
630{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000631 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000632
633 try
634 {
635 gl::Context *context = gl::getContext();
636
637 if (context)
638 {
639 context->setClearDepth(depth);
640 }
641 }
642 catch(std::bad_alloc&)
643 {
644 return error(GL_OUT_OF_MEMORY);
645 }
646}
647
648void __stdcall glClearStencil(GLint s)
649{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000650 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000651
652 try
653 {
654 gl::Context *context = gl::getContext();
655
656 if (context)
657 {
658 context->setClearStencil(s);
659 }
660 }
661 catch(std::bad_alloc&)
662 {
663 return error(GL_OUT_OF_MEMORY);
664 }
665}
666
667void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
668{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000669 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
670 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000671
672 try
673 {
674 gl::Context *context = gl::getContext();
675
676 if (context)
677 {
678 context->colorMaskRed = red != GL_FALSE;
679 context->colorMaskGreen = green != GL_FALSE;
680 context->colorMaskBlue = blue != GL_FALSE;
681 context->colorMaskAlpha = alpha != GL_FALSE;
682 }
683 }
684 catch(std::bad_alloc&)
685 {
686 return error(GL_OUT_OF_MEMORY);
687 }
688}
689
690void __stdcall glCompileShader(GLuint shader)
691{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000692 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000693
694 try
695 {
696 gl::Context *context = gl::getContext();
697
698 if (context)
699 {
700 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000701
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000702 if (!shaderObject)
703 {
daniel@transgaming.com0cefaf42010-04-13 03:26:36 +0000704 if (context->getProgram(shader))
705 {
706 return error(GL_INVALID_OPERATION);
707 }
708 else
709 {
710 return error(GL_INVALID_VALUE);
711 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000712 }
713
714 shaderObject->compile();
715 }
716 }
717 catch(std::bad_alloc&)
718 {
719 return error(GL_OUT_OF_MEMORY);
720 }
721}
722
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000723void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
724 GLint border, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000725{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000726 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000727 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000728 target, level, internalformat, width, height, border, imageSize, data);
729
730 try
731 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000732 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
733 {
734 return error(GL_INVALID_ENUM);
735 }
736
737 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000738 {
739 return error(GL_INVALID_VALUE);
740 }
741
daniel@transgaming.com41430492010-03-11 20:36:18 +0000742 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
743 {
744 return error(GL_INVALID_VALUE);
745 }
746
747 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000748 }
749 catch(std::bad_alloc&)
750 {
751 return error(GL_OUT_OF_MEMORY);
752 }
753}
754
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000755void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
756 GLenum format, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000757{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000758 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
759 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000760 "GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000761 target, level, xoffset, yoffset, width, height, format, imageSize, data);
762
763 try
764 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000765 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
766 {
767 return error(GL_INVALID_ENUM);
768 }
769
770 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000771 {
772 return error(GL_INVALID_VALUE);
773 }
774
daniel@transgaming.com41430492010-03-11 20:36:18 +0000775 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
776 {
777 return error(GL_INVALID_VALUE);
778 }
779
780 if (xoffset != 0 || yoffset != 0)
781 {
782 return error(GL_INVALID_OPERATION);
783 }
784
785 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000786 }
787 catch(std::bad_alloc&)
788 {
789 return error(GL_OUT_OF_MEMORY);
790 }
791}
792
793void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
794{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000795 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
796 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000797 target, level, internalformat, x, y, width, height, border);
798
799 try
800 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000801 if (level < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000802 {
803 return error(GL_INVALID_VALUE);
804 }
805
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000806 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
807 {
808 return error(GL_INVALID_VALUE);
809 }
810
811 switch (target)
812 {
813 case GL_TEXTURE_2D:
814 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
815 {
816 return error(GL_INVALID_VALUE);
817 }
818 break;
819 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
820 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
821 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
822 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
823 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
824 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +0000825 if (width != height)
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000826 {
827 return error(GL_INVALID_VALUE);
828 }
829
830 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
831 {
832 return error(GL_INVALID_VALUE);
833 }
834 break;
835 default:
836 return error(GL_INVALID_ENUM);
837 }
838
839 switch (internalformat)
840 {
841 case GL_ALPHA:
842 case GL_LUMINANCE:
843 case GL_LUMINANCE_ALPHA:
844 case GL_RGB:
845 case GL_RGBA:
846 break;
847 default:
848 return error(GL_INVALID_VALUE);
849 }
850
851 if (border != 0)
852 {
853 return error(GL_INVALID_VALUE);
854 }
855
856 gl::Context *context = gl::getContext();
857
858 if (context)
859 {
860 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
861
862 if (target == GL_TEXTURE_2D)
863 {
864 gl::Texture2D *texture = context->getTexture2D();
865
866 if (!texture)
867 {
868 return error(GL_INVALID_OPERATION);
869 }
870
871 texture->copyImage(level, internalformat, x, y, width, height, source);
872 }
873 else if (es2dx::IsCubemapTextureTarget(target))
874 {
875 gl::TextureCubeMap *texture = context->getTextureCubeMap();
876
877 if (!texture)
878 {
879 return error(GL_INVALID_OPERATION);
880 }
881
882 texture->copyImage(target, level, internalformat, x, y, width, height, source);
883 }
884 else
885 {
886 UNREACHABLE();
887 }
888 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000889 }
890 catch(std::bad_alloc&)
891 {
892 return error(GL_OUT_OF_MEMORY);
893 }
894}
895
896void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
897{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000898 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
899 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000900 target, level, xoffset, yoffset, x, y, width, height);
901
902 try
903 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000904 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
905 {
906 return error(GL_INVALID_ENUM);
907 }
908
909 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000910 {
911 return error(GL_INVALID_VALUE);
912 }
913
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000914 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
915 {
916 return error(GL_INVALID_VALUE);
917 }
918
919 if (width == 0 || height == 0)
920 {
921 return;
922 }
923
924 gl::Context *context = gl::getContext();
925
926 if (context)
927 {
928 gl::Renderbuffer *source = context->getFramebuffer()->getColorbuffer();
929
930 if (target == GL_TEXTURE_2D)
931 {
932 gl::Texture2D *texture = context->getTexture2D();
933
934 if (!texture)
935 {
936 return error(GL_INVALID_OPERATION);
937 }
938
939 texture->copySubImage(level, xoffset, yoffset, x, y, width, height, source);
940 }
941 else if (es2dx::IsCubemapTextureTarget(target))
942 {
943 gl::TextureCubeMap *texture = context->getTextureCubeMap();
944
945 if (!texture)
946 {
947 return error(GL_INVALID_OPERATION);
948 }
949
950 texture->copySubImage(target, level, xoffset, yoffset, x, y, width, height, source);
951 }
952 else
953 {
954 UNREACHABLE();
955 }
956 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000957 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000958
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000959 catch(std::bad_alloc&)
960 {
961 return error(GL_OUT_OF_MEMORY);
962 }
963}
964
965GLuint __stdcall glCreateProgram(void)
966{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000967 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000968
969 try
970 {
971 gl::Context *context = gl::getContext();
972
973 if (context)
974 {
975 return context->createProgram();
976 }
977 }
978 catch(std::bad_alloc&)
979 {
980 return error(GL_OUT_OF_MEMORY, 0);
981 }
982
983 return 0;
984}
985
986GLuint __stdcall glCreateShader(GLenum type)
987{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000988 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000989
990 try
991 {
992 gl::Context *context = gl::getContext();
993
994 if (context)
995 {
996 switch (type)
997 {
998 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000999 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001000 return context->createShader(type);
1001 default:
1002 return error(GL_INVALID_ENUM, 0);
1003 }
1004 }
1005 }
1006 catch(std::bad_alloc&)
1007 {
1008 return error(GL_OUT_OF_MEMORY, 0);
1009 }
1010
1011 return 0;
1012}
1013
1014void __stdcall glCullFace(GLenum mode)
1015{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001016 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001017
1018 try
1019 {
1020 switch (mode)
1021 {
1022 case GL_FRONT:
1023 case GL_BACK:
1024 case GL_FRONT_AND_BACK:
1025 {
1026 gl::Context *context = gl::getContext();
1027
1028 if (context)
1029 {
1030 context->cullMode = mode;
1031 }
1032 }
1033 break;
1034 default:
1035 return error(GL_INVALID_ENUM);
1036 }
1037 }
1038 catch(std::bad_alloc&)
1039 {
1040 return error(GL_OUT_OF_MEMORY);
1041 }
1042}
1043
1044void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
1045{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001046 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001047
1048 try
1049 {
1050 if (n < 0)
1051 {
1052 return error(GL_INVALID_VALUE);
1053 }
1054
1055 gl::Context *context = gl::getContext();
1056
1057 if (context)
1058 {
1059 for (int i = 0; i < n; i++)
1060 {
1061 context->deleteBuffer(buffers[i]);
1062 }
1063 }
1064 }
1065 catch(std::bad_alloc&)
1066 {
1067 return error(GL_OUT_OF_MEMORY);
1068 }
1069}
1070
1071void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
1072{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001073 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001074
1075 try
1076 {
1077 if (n < 0)
1078 {
1079 return error(GL_INVALID_VALUE);
1080 }
1081
1082 gl::Context *context = gl::getContext();
1083
1084 if (context)
1085 {
1086 for (int i = 0; i < n; i++)
1087 {
1088 if (framebuffers[i] != 0)
1089 {
1090 context->deleteFramebuffer(framebuffers[i]);
1091 }
1092 }
1093 }
1094 }
1095 catch(std::bad_alloc&)
1096 {
1097 return error(GL_OUT_OF_MEMORY);
1098 }
1099}
1100
1101void __stdcall glDeleteProgram(GLuint program)
1102{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001103 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001104
1105 try
1106 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001107 if (program == 0)
1108 {
1109 return;
1110 }
1111
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001112 gl::Context *context = gl::getContext();
1113
1114 if (context)
1115 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001116 if (!context->getProgram(program))
1117 {
1118 if(context->getShader(program))
1119 {
1120 return error(GL_INVALID_OPERATION);
1121 }
1122 else
1123 {
1124 return error(GL_INVALID_VALUE);
1125 }
1126 }
1127
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001128 context->deleteProgram(program);
1129 }
1130 }
1131 catch(std::bad_alloc&)
1132 {
1133 return error(GL_OUT_OF_MEMORY);
1134 }
1135}
1136
1137void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
1138{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001139 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001140
1141 try
1142 {
1143 if (n < 0)
1144 {
1145 return error(GL_INVALID_VALUE);
1146 }
1147
1148 gl::Context *context = gl::getContext();
1149
1150 if (context)
1151 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +00001152 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001153 {
1154 context->deleteRenderbuffer(renderbuffers[i]);
1155 }
1156 }
1157 }
1158 catch(std::bad_alloc&)
1159 {
1160 return error(GL_OUT_OF_MEMORY);
1161 }
1162}
1163
1164void __stdcall glDeleteShader(GLuint shader)
1165{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001166 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001167
1168 try
1169 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001170 if (shader == 0)
1171 {
1172 return;
1173 }
1174
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001175 gl::Context *context = gl::getContext();
1176
1177 if (context)
1178 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001179 if (!context->getShader(shader))
1180 {
1181 if(context->getProgram(shader))
1182 {
1183 return error(GL_INVALID_OPERATION);
1184 }
1185 else
1186 {
1187 return error(GL_INVALID_VALUE);
1188 }
1189 }
1190
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001191 context->deleteShader(shader);
1192 }
1193 }
1194 catch(std::bad_alloc&)
1195 {
1196 return error(GL_OUT_OF_MEMORY);
1197 }
1198}
1199
1200void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
1201{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001202 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001203
1204 try
1205 {
1206 if (n < 0)
1207 {
1208 return error(GL_INVALID_VALUE);
1209 }
1210
1211 gl::Context *context = gl::getContext();
1212
1213 if (context)
1214 {
1215 for (int i = 0; i < n; i++)
1216 {
1217 if (textures[i] != 0)
1218 {
1219 context->deleteTexture(textures[i]);
1220 }
1221 }
1222 }
1223 }
1224 catch(std::bad_alloc&)
1225 {
1226 return error(GL_OUT_OF_MEMORY);
1227 }
1228}
1229
1230void __stdcall glDepthFunc(GLenum func)
1231{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001232 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001233
1234 try
1235 {
1236 switch (func)
1237 {
1238 case GL_NEVER:
1239 case GL_ALWAYS:
1240 case GL_LESS:
1241 case GL_LEQUAL:
1242 case GL_EQUAL:
1243 case GL_GREATER:
1244 case GL_GEQUAL:
1245 case GL_NOTEQUAL:
1246 break;
1247 default:
1248 return error(GL_INVALID_ENUM);
1249 }
1250
1251 gl::Context *context = gl::getContext();
1252
1253 if (context)
1254 {
1255 context->depthFunc = func;
1256 }
1257 }
1258 catch(std::bad_alloc&)
1259 {
1260 return error(GL_OUT_OF_MEMORY);
1261 }
1262}
1263
1264void __stdcall glDepthMask(GLboolean flag)
1265{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001266 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001267
1268 try
1269 {
1270 gl::Context *context = gl::getContext();
1271
1272 if (context)
1273 {
1274 context->depthMask = flag != GL_FALSE;
1275 }
1276 }
1277 catch(std::bad_alloc&)
1278 {
1279 return error(GL_OUT_OF_MEMORY);
1280 }
1281}
1282
1283void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1284{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001285 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001286
1287 try
1288 {
1289 gl::Context *context = gl::getContext();
1290
1291 if (context)
1292 {
1293 context->zNear = zNear;
1294 context->zFar = zFar;
1295 }
1296 }
1297 catch(std::bad_alloc&)
1298 {
1299 return error(GL_OUT_OF_MEMORY);
1300 }
1301}
1302
1303void __stdcall glDetachShader(GLuint program, GLuint shader)
1304{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001305 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001306
1307 try
1308 {
1309 gl::Context *context = gl::getContext();
1310
1311 if (context)
1312 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001313
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001314 gl::Program *programObject = context->getProgram(program);
1315 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001316
1317 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001318 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001319 gl::Shader *shaderByProgramHandle;
1320 shaderByProgramHandle = context->getShader(program);
1321 if (!shaderByProgramHandle)
1322 {
1323 return error(GL_INVALID_VALUE);
1324 }
1325 else
1326 {
1327 return error(GL_INVALID_OPERATION);
1328 }
1329 }
1330
1331 if (!shaderObject)
1332 {
1333 gl::Program *programByShaderHandle = context->getProgram(shader);
1334 if (!programByShaderHandle)
1335 {
1336 return error(GL_INVALID_VALUE);
1337 }
1338 else
1339 {
1340 return error(GL_INVALID_OPERATION);
1341 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001342 }
1343
1344 if (!programObject->detachShader(shaderObject))
1345 {
1346 return error(GL_INVALID_OPERATION);
1347 }
1348
1349 if (shaderObject->isDeletable())
1350 {
1351 context->deleteShader(shader);
1352 }
1353 }
1354 }
1355 catch(std::bad_alloc&)
1356 {
1357 return error(GL_OUT_OF_MEMORY);
1358 }
1359}
1360
1361void __stdcall glDisable(GLenum cap)
1362{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001363 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001364
1365 try
1366 {
1367 gl::Context *context = gl::getContext();
1368
1369 if (context)
1370 {
1371 switch (cap)
1372 {
1373 case GL_CULL_FACE: context->cullFace = false; break;
1374 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1375 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1376 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1377 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1378 case GL_STENCIL_TEST: context->stencilTest = false; break;
1379 case GL_DEPTH_TEST: context->depthTest = false; break;
1380 case GL_BLEND: context->blend = false; break;
1381 case GL_DITHER: context->dither = false; break;
1382 default:
1383 return error(GL_INVALID_ENUM);
1384 }
1385 }
1386 }
1387 catch(std::bad_alloc&)
1388 {
1389 return error(GL_OUT_OF_MEMORY);
1390 }
1391}
1392
1393void __stdcall glDisableVertexAttribArray(GLuint index)
1394{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001395 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001396
1397 try
1398 {
1399 if (index >= gl::MAX_VERTEX_ATTRIBS)
1400 {
1401 return error(GL_INVALID_VALUE);
1402 }
1403
1404 gl::Context *context = gl::getContext();
1405
1406 if (context)
1407 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001408 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001409 }
1410 }
1411 catch(std::bad_alloc&)
1412 {
1413 return error(GL_OUT_OF_MEMORY);
1414 }
1415}
1416
1417void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1418{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001419 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001420
1421 try
1422 {
1423 if (count < 0 || first < 0)
1424 {
1425 return error(GL_INVALID_VALUE);
1426 }
1427
1428 gl::Context *context = gl::getContext();
1429
1430 if (context)
1431 {
1432 context->drawArrays(mode, first, count);
1433 }
1434 }
1435 catch(std::bad_alloc&)
1436 {
1437 return error(GL_OUT_OF_MEMORY);
1438 }
1439}
1440
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001441void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001442{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001443 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001444 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001445
1446 try
1447 {
1448 if (count < 0)
1449 {
1450 return error(GL_INVALID_VALUE);
1451 }
1452
1453 switch (type)
1454 {
1455 case GL_UNSIGNED_BYTE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001456 case GL_UNSIGNED_SHORT:
1457 break;
1458 default:
1459 return error(GL_INVALID_ENUM);
1460 }
1461
1462 gl::Context *context = gl::getContext();
1463
1464 if (context)
1465 {
1466 context->drawElements(mode, count, type, indices);
1467 }
1468 }
1469 catch(std::bad_alloc&)
1470 {
1471 return error(GL_OUT_OF_MEMORY);
1472 }
1473}
1474
1475void __stdcall glEnable(GLenum cap)
1476{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001477 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001478
1479 try
1480 {
1481 gl::Context *context = gl::getContext();
1482
1483 if (context)
1484 {
1485 switch (cap)
1486 {
1487 case GL_CULL_FACE: context->cullFace = true; break;
1488 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1489 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1490 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1491 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1492 case GL_STENCIL_TEST: context->stencilTest = true; break;
1493 case GL_DEPTH_TEST: context->depthTest = true; break;
1494 case GL_BLEND: context->blend = true; break;
1495 case GL_DITHER: context->dither = true; break;
1496 default:
1497 return error(GL_INVALID_ENUM);
1498 }
1499 }
1500 }
1501 catch(std::bad_alloc&)
1502 {
1503 return error(GL_OUT_OF_MEMORY);
1504 }
1505}
1506
1507void __stdcall glEnableVertexAttribArray(GLuint index)
1508{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001509 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001510
1511 try
1512 {
1513 if (index >= gl::MAX_VERTEX_ATTRIBS)
1514 {
1515 return error(GL_INVALID_VALUE);
1516 }
1517
1518 gl::Context *context = gl::getContext();
1519
1520 if (context)
1521 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001522 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001523 }
1524 }
1525 catch(std::bad_alloc&)
1526 {
1527 return error(GL_OUT_OF_MEMORY);
1528 }
1529}
1530
1531void __stdcall glFinish(void)
1532{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001533 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001534
1535 try
1536 {
1537 gl::Context *context = gl::getContext();
1538
1539 if (context)
1540 {
1541 context->finish();
1542 }
1543 }
1544 catch(std::bad_alloc&)
1545 {
1546 return error(GL_OUT_OF_MEMORY);
1547 }
1548}
1549
1550void __stdcall glFlush(void)
1551{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001552 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001553
1554 try
1555 {
1556 gl::Context *context = gl::getContext();
1557
1558 if (context)
1559 {
1560 context->flush();
1561 }
1562 }
1563 catch(std::bad_alloc&)
1564 {
1565 return error(GL_OUT_OF_MEMORY);
1566 }
1567}
1568
1569void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1570{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001571 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1572 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001573
1574 try
1575 {
1576 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1577 {
1578 return error(GL_INVALID_ENUM);
1579 }
1580
1581 gl::Context *context = gl::getContext();
1582
1583 if (context)
1584 {
1585 gl::Framebuffer *framebuffer = context->getFramebuffer();
1586
1587 if (context->framebuffer == 0 || !framebuffer)
1588 {
1589 return error(GL_INVALID_OPERATION);
1590 }
1591
1592 switch (attachment)
1593 {
1594 case GL_COLOR_ATTACHMENT0:
1595 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1596 break;
1597 case GL_DEPTH_ATTACHMENT:
1598 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1599 break;
1600 case GL_STENCIL_ATTACHMENT:
1601 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1602 break;
1603 default:
1604 return error(GL_INVALID_ENUM);
1605 }
1606 }
1607 }
1608 catch(std::bad_alloc&)
1609 {
1610 return error(GL_OUT_OF_MEMORY);
1611 }
1612}
1613
1614void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1615{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001616 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1617 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001618
1619 try
1620 {
1621 if (target != GL_FRAMEBUFFER)
1622 {
1623 return error(GL_INVALID_ENUM);
1624 }
1625
1626 switch (attachment)
1627 {
1628 case GL_COLOR_ATTACHMENT0:
1629 break;
1630 default:
1631 return error(GL_INVALID_ENUM);
1632 }
1633
1634 gl::Context *context = gl::getContext();
1635
1636 if (context)
1637 {
1638 if (texture)
1639 {
1640 switch (textarget)
1641 {
1642 case GL_TEXTURE_2D:
1643 if (!context->getTexture2D())
1644 {
1645 return error(GL_INVALID_OPERATION);
1646 }
1647 break;
1648 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1649 UNIMPLEMENTED(); // FIXME
1650 break;
1651 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1652 UNIMPLEMENTED(); // FIXME
1653 break;
1654 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1655 UNIMPLEMENTED(); // FIXME
1656 break;
1657 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1658 UNIMPLEMENTED(); // FIXME
1659 break;
1660 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1661 UNIMPLEMENTED(); // FIXME
1662 break;
1663 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1664 UNIMPLEMENTED(); // FIXME
1665 break;
1666 default:
1667 return error(GL_INVALID_ENUM);
1668 }
1669
1670 if (level != 0)
1671 {
1672 return error(GL_INVALID_VALUE);
1673 }
1674 }
1675
1676 gl::Framebuffer *framebuffer = context->getFramebuffer();
1677
1678 if (context->framebuffer == 0 || !framebuffer)
1679 {
1680 return error(GL_INVALID_OPERATION);
1681 }
1682
1683 framebuffer->setColorbuffer(GL_TEXTURE, texture);
1684 }
1685 }
1686 catch(std::bad_alloc&)
1687 {
1688 return error(GL_OUT_OF_MEMORY);
1689 }
1690}
1691
1692void __stdcall glFrontFace(GLenum mode)
1693{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001694 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001695
1696 try
1697 {
1698 switch (mode)
1699 {
1700 case GL_CW:
1701 case GL_CCW:
1702 {
1703 gl::Context *context = gl::getContext();
1704
1705 if (context)
1706 {
1707 context->frontFace = mode;
1708 }
1709 }
1710 break;
1711 default:
1712 return error(GL_INVALID_ENUM);
1713 }
1714 }
1715 catch(std::bad_alloc&)
1716 {
1717 return error(GL_OUT_OF_MEMORY);
1718 }
1719}
1720
1721void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1722{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001723 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001724
1725 try
1726 {
1727 if (n < 0)
1728 {
1729 return error(GL_INVALID_VALUE);
1730 }
1731
1732 gl::Context *context = gl::getContext();
1733
1734 if (context)
1735 {
1736 for (int i = 0; i < n; i++)
1737 {
1738 buffers[i] = context->createBuffer();
1739 }
1740 }
1741 }
1742 catch(std::bad_alloc&)
1743 {
1744 return error(GL_OUT_OF_MEMORY);
1745 }
1746}
1747
1748void __stdcall glGenerateMipmap(GLenum target)
1749{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001750 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001751
1752 try
1753 {
1754 UNIMPLEMENTED(); // FIXME
1755 }
1756 catch(std::bad_alloc&)
1757 {
1758 return error(GL_OUT_OF_MEMORY);
1759 }
1760}
1761
1762void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1763{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001764 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001765
1766 try
1767 {
1768 if (n < 0)
1769 {
1770 return error(GL_INVALID_VALUE);
1771 }
1772
1773 gl::Context *context = gl::getContext();
1774
1775 if (context)
1776 {
1777 for (int i = 0; i < n; i++)
1778 {
1779 framebuffers[i] = context->createFramebuffer();
1780 }
1781 }
1782 }
1783 catch(std::bad_alloc&)
1784 {
1785 return error(GL_OUT_OF_MEMORY);
1786 }
1787}
1788
1789void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1790{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001791 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001792
1793 try
1794 {
1795 if (n < 0)
1796 {
1797 return error(GL_INVALID_VALUE);
1798 }
1799
1800 gl::Context *context = gl::getContext();
1801
1802 if (context)
1803 {
1804 for (int i = 0; i < n; i++)
1805 {
1806 renderbuffers[i] = context->createRenderbuffer();
1807 }
1808 }
1809 }
1810 catch(std::bad_alloc&)
1811 {
1812 return error(GL_OUT_OF_MEMORY);
1813 }
1814}
1815
1816void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1817{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001818 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001819
1820 try
1821 {
1822 if (n < 0)
1823 {
1824 return error(GL_INVALID_VALUE);
1825 }
1826
1827 gl::Context *context = gl::getContext();
1828
1829 if (context)
1830 {
1831 for (int i = 0; i < n; i++)
1832 {
1833 textures[i] = context->createTexture();
1834 }
1835 }
1836 }
1837 catch(std::bad_alloc&)
1838 {
1839 return error(GL_OUT_OF_MEMORY);
1840 }
1841}
1842
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001843void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001844{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001845 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001846 "GLint* size = 0x%0.8p, GLenum* type = %0.8p, GLchar* name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001847 program, index, bufsize, length, size, type, name);
1848
1849 try
1850 {
1851 if (bufsize < 0)
1852 {
1853 return error(GL_INVALID_VALUE);
1854 }
1855
1856 UNIMPLEMENTED(); // FIXME
1857 }
1858 catch(std::bad_alloc&)
1859 {
1860 return error(GL_OUT_OF_MEMORY);
1861 }
1862}
1863
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001864void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001865{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001866 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001867 "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, GLchar* name = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001868 program, index, bufsize, length, size, type, name);
1869
1870 try
1871 {
1872 if (bufsize < 0)
1873 {
1874 return error(GL_INVALID_VALUE);
1875 }
1876
1877 UNIMPLEMENTED(); // FIXME
1878 }
1879 catch(std::bad_alloc&)
1880 {
1881 return error(GL_OUT_OF_MEMORY);
1882 }
1883}
1884
1885void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1886{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001887 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1888 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001889
1890 try
1891 {
1892 if (maxcount < 0)
1893 {
1894 return error(GL_INVALID_VALUE);
1895 }
1896
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001897 gl::Context *context = gl::getContext();
1898
1899 if (context)
1900 {
1901 gl::Program *programObject = context->getProgram(program);
1902
1903 if (!programObject)
1904 {
daniel@transgaming.com23953e32010-04-13 19:53:31 +00001905 if (context->getShader(program))
1906 {
1907 return error(GL_INVALID_OPERATION);
1908 }
1909 else
1910 {
1911 return error(GL_INVALID_VALUE);
1912 }
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001913 }
1914
1915 return programObject->getAttachedShaders(maxcount, count, shaders);
1916 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001917 }
1918 catch(std::bad_alloc&)
1919 {
1920 return error(GL_OUT_OF_MEMORY);
1921 }
1922}
1923
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001924int __stdcall glGetAttribLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001925{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001926 TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001927
1928 try
1929 {
1930 gl::Context *context = gl::getContext();
1931
1932 if (context)
1933 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00001934
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001935 gl::Program *programObject = context->getProgram(program);
1936
1937 if (!programObject)
1938 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00001939 if (context->getShader(program))
1940 {
1941 return error(GL_INVALID_OPERATION, -1);
1942 }
1943 else
1944 {
1945 return error(GL_INVALID_VALUE, -1);
1946 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001947 }
1948
daniel@transgaming.comcf4aa872010-04-13 03:26:27 +00001949 if (!programObject->isLinked())
1950 {
1951 return error(GL_INVALID_OPERATION, -1);
1952 }
1953
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001954 return programObject->getAttributeLocation(name);
1955 }
1956 }
1957 catch(std::bad_alloc&)
1958 {
1959 return error(GL_OUT_OF_MEMORY, -1);
1960 }
1961
1962 return -1;
1963}
1964
1965void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
1966{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001967 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001968
1969 try
1970 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001971 gl::Context *context = gl::getContext();
1972
1973 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001974 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00001975 if (!(context->getBooleanv(pname, params)))
1976 {
1977 GLenum nativeType;
1978 unsigned int numParams = 0;
1979 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
1980 return error(GL_INVALID_ENUM);
1981
1982 if (numParams == 0)
1983 return; // it is known that the pname is valid, but there are no parameters to return
1984
1985 if (nativeType == GL_FLOAT)
1986 {
1987 GLfloat *floatParams = NULL;
1988 floatParams = new GLfloat[numParams];
1989
1990 context->getFloatv(pname, floatParams);
1991
1992 for (unsigned int i = 0; i < numParams; ++i)
1993 {
1994 if (floatParams[i] == 0.0f)
1995 params[i] = GL_FALSE;
1996 else
1997 params[i] = GL_TRUE;
1998 }
1999
2000 delete [] floatParams;
2001 }
2002 else if (nativeType == GL_INT)
2003 {
2004 GLint *intParams = NULL;
2005 intParams = new GLint[numParams];
2006
2007 context->getIntegerv(pname, intParams);
2008
2009 for (unsigned int i = 0; i < numParams; ++i)
2010 {
2011 if (intParams[i] == 0)
2012 params[i] = GL_FALSE;
2013 else
2014 params[i] = GL_TRUE;
2015 }
2016
2017 delete [] intParams;
2018 }
2019 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002020 }
2021 }
2022 catch(std::bad_alloc&)
2023 {
2024 return error(GL_OUT_OF_MEMORY);
2025 }
2026}
2027
2028void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
2029{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002030 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 +00002031
2032 try
2033 {
daniel@transgaming.comaa0ccbd2010-04-15 20:45:05 +00002034 gl::Context *context = gl::getContext();
2035
2036 if (context)
2037 {
2038 gl::Buffer *buffer;
2039
2040 switch (target)
2041 {
2042 case GL_ARRAY_BUFFER:
2043 buffer = context->getArrayBuffer();
2044 break;
2045 case GL_ELEMENT_ARRAY_BUFFER:
2046 buffer = context->getElementArrayBuffer();
2047 break;
2048 default: return error(GL_INVALID_ENUM);
2049 }
2050
2051 if (!buffer)
2052 {
2053 // A null buffer means that "0" is bound to the requested buffer target
2054 return error(GL_INVALID_OPERATION);
2055 }
2056
2057 switch (pname)
2058 {
2059 case GL_BUFFER_USAGE:
2060 *params = buffer->usage();
2061 break;
2062 case GL_BUFFER_SIZE:
2063 *params = buffer->size();
2064 break;
2065 default: return error(GL_INVALID_ENUM);
2066 }
2067 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002068 }
2069 catch(std::bad_alloc&)
2070 {
2071 return error(GL_OUT_OF_MEMORY);
2072 }
2073}
2074
2075GLenum __stdcall glGetError(void)
2076{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002077 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002078
2079 gl::Context *context = gl::getContext();
2080
2081 if (context)
2082 {
2083 return context->getError();
2084 }
2085
2086 return GL_NO_ERROR;
2087}
2088
2089void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
2090{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002091 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002092
2093 try
2094 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002095 gl::Context *context = gl::getContext();
2096
2097 if (context)
2098 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002099 if (!(context->getFloatv(pname, params)))
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002100 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002101 GLenum nativeType;
2102 unsigned int numParams = 0;
2103 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2104 return error(GL_INVALID_ENUM);
2105
2106 if (numParams == 0)
2107 return; // it is known that the pname is valid, but that there are no parameters to return.
2108
2109 if (nativeType == GL_BOOL)
2110 {
2111 GLboolean *boolParams = NULL;
2112 boolParams = new GLboolean[numParams];
2113
2114 context->getBooleanv(pname, boolParams);
2115
2116 for (unsigned int i = 0; i < numParams; ++i)
2117 {
2118 if (boolParams[i] == GL_FALSE)
2119 params[i] = 0.0f;
2120 else
2121 params[i] = 1.0f;
2122 }
2123
2124 delete [] boolParams;
2125 }
2126 else if (nativeType == GL_INT)
2127 {
2128 GLint *intParams = NULL;
2129 intParams = new GLint[numParams];
2130
2131 context->getIntegerv(pname, intParams);
2132
2133 for (unsigned int i = 0; i < numParams; ++i)
2134 {
2135 params[i] = (GLfloat)intParams[i];
2136 }
2137
2138 delete [] intParams;
2139 }
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002140 }
2141 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002142 }
2143 catch(std::bad_alloc&)
2144 {
2145 return error(GL_OUT_OF_MEMORY);
2146 }
2147}
2148
2149void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
2150{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002151 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
2152 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002153
2154 try
2155 {
2156 gl::Context *context = gl::getContext();
2157
2158 if (context)
2159 {
2160 if (context->framebuffer == 0)
2161 {
2162 return error(GL_INVALID_OPERATION);
2163 }
2164
2165 UNIMPLEMENTED(); // FIXME
2166 }
2167 }
2168 catch(std::bad_alloc&)
2169 {
2170 return error(GL_OUT_OF_MEMORY);
2171 }
2172}
2173
2174void __stdcall glGetIntegerv(GLenum pname, GLint* params)
2175{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002176 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002177
2178 try
2179 {
2180 gl::Context *context = gl::getContext();
2181
2182 if (context)
2183 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002184 if (!(context->getIntegerv(pname, params)))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002185 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002186 GLenum nativeType;
2187 unsigned int numParams = 0;
2188 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2189 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002190
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002191 if (numParams == 0)
2192 return; // it is known that pname is valid, but there are no parameters to return
2193
2194 if (nativeType == GL_BOOL)
2195 {
2196 GLboolean *boolParams = NULL;
2197 boolParams = new GLboolean[numParams];
2198
2199 context->getBooleanv(pname, boolParams);
2200
2201 for (unsigned int i = 0; i < numParams; ++i)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002202 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002203 if (boolParams[i] == GL_FALSE)
2204 params[i] = 0;
2205 else
2206 params[i] = 1;
2207 }
2208
2209 delete [] boolParams;
2210 }
2211 else if (nativeType == GL_FLOAT)
2212 {
2213 GLfloat *floatParams = NULL;
2214 floatParams = new GLfloat[numParams];
2215
2216 context->getFloatv(pname, floatParams);
2217
2218 for (unsigned int i = 0; i < numParams; ++i)
2219 {
2220 if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002221 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002222 params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002223 }
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002224 else
2225 params[i] = (GLint)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002226 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002227
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002228 delete [] floatParams;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002229 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002230 }
2231 }
2232 }
2233 catch(std::bad_alloc&)
2234 {
2235 return error(GL_OUT_OF_MEMORY);
2236 }
2237}
2238
2239void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
2240{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002241 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002242
2243 try
2244 {
2245 gl::Context *context = gl::getContext();
2246
2247 if (context)
2248 {
2249 gl::Program *programObject = context->getProgram(program);
2250
2251 if (!programObject)
2252 {
2253 return error(GL_INVALID_VALUE);
2254 }
2255
2256 switch (pname)
2257 {
2258 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002259 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002260 return;
2261 case GL_LINK_STATUS:
2262 *params = programObject->isLinked();
2263 return;
2264 case GL_VALIDATE_STATUS:
2265 UNIMPLEMENTED(); // FIXME
2266 *params = GL_TRUE;
2267 return;
2268 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002269 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002270 return;
2271 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002272 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002273 return;
2274 case GL_ACTIVE_ATTRIBUTES:
2275 UNIMPLEMENTED(); // FIXME
2276 *params = 0;
2277 return;
2278 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
2279 UNIMPLEMENTED(); // FIXME
2280 *params = 0;
2281 return;
2282 case GL_ACTIVE_UNIFORMS:
2283 UNIMPLEMENTED(); // FIXME
2284 *params = 0;
2285 return;
2286 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
2287 UNIMPLEMENTED(); // FIXME
2288 *params = 0;
2289 return;
2290 default:
2291 return error(GL_INVALID_ENUM);
2292 }
2293 }
2294 }
2295 catch(std::bad_alloc&)
2296 {
2297 return error(GL_OUT_OF_MEMORY);
2298 }
2299}
2300
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002301void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002302{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002303 TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002304 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002305
2306 try
2307 {
2308 if (bufsize < 0)
2309 {
2310 return error(GL_INVALID_VALUE);
2311 }
2312
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002313 gl::Context *context = gl::getContext();
2314
2315 if (context)
2316 {
2317 gl::Program *programObject = context->getProgram(program);
2318
2319 if (!programObject)
2320 {
2321 return error(GL_INVALID_VALUE);
2322 }
2323
2324 programObject->getInfoLog(bufsize, length, infolog);
2325 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002326 }
2327 catch(std::bad_alloc&)
2328 {
2329 return error(GL_OUT_OF_MEMORY);
2330 }
2331}
2332
2333void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2334{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002335 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 +00002336
2337 try
2338 {
2339 UNIMPLEMENTED(); // FIXME
2340 }
2341 catch(std::bad_alloc&)
2342 {
2343 return error(GL_OUT_OF_MEMORY);
2344 }
2345}
2346
2347void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
2348{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002349 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002350
2351 try
2352 {
2353 gl::Context *context = gl::getContext();
2354
2355 if (context)
2356 {
2357 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002358
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002359 if (!shaderObject)
2360 {
2361 return error(GL_INVALID_VALUE);
2362 }
2363
2364 switch (pname)
2365 {
2366 case GL_SHADER_TYPE:
2367 *params = shaderObject->getType();
2368 return;
2369 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002370 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002371 return;
2372 case GL_COMPILE_STATUS:
2373 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2374 return;
2375 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002376 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002377 return;
2378 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002379 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002380 return;
2381 default:
2382 return error(GL_INVALID_ENUM);
2383 }
2384 }
2385 }
2386 catch(std::bad_alloc&)
2387 {
2388 return error(GL_OUT_OF_MEMORY);
2389 }
2390}
2391
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002392void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002393{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002394 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002395 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002396
2397 try
2398 {
2399 if (bufsize < 0)
2400 {
2401 return error(GL_INVALID_VALUE);
2402 }
2403
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002404 gl::Context *context = gl::getContext();
2405
2406 if (context)
2407 {
2408 gl::Shader *shaderObject = context->getShader(shader);
2409
2410 if (!shaderObject)
2411 {
2412 return error(GL_INVALID_VALUE);
2413 }
2414
2415 shaderObject->getInfoLog(bufsize, length, infolog);
2416 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002417 }
2418 catch(std::bad_alloc&)
2419 {
2420 return error(GL_OUT_OF_MEMORY);
2421 }
2422}
2423
2424void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2425{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002426 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2427 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002428
2429 try
2430 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002431 switch (shadertype)
2432 {
2433 case GL_VERTEX_SHADER:
2434 case GL_FRAGMENT_SHADER:
2435 break;
2436 default:
2437 return error(GL_INVALID_ENUM);
2438 }
2439
2440 switch (precisiontype)
2441 {
2442 case GL_LOW_FLOAT:
2443 case GL_MEDIUM_FLOAT:
2444 case GL_HIGH_FLOAT:
2445 // Assume IEEE 754 precision
2446 range[0] = 127;
2447 range[1] = 127;
2448 precision[0] = 23;
2449 precision[1] = 23;
2450 break;
2451 case GL_LOW_INT:
2452 case GL_MEDIUM_INT:
2453 case GL_HIGH_INT:
2454 // Some (most) hardware only supports single-precision floating-point numbers,
2455 // which can accurately represent integers up to +/-16777216
2456 range[0] = 24;
2457 range[1] = 24;
2458 precision[0] = 0;
2459 precision[1] = 0;
2460 break;
2461 default:
2462 return error(GL_INVALID_ENUM);
2463 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002464 }
2465 catch(std::bad_alloc&)
2466 {
2467 return error(GL_OUT_OF_MEMORY);
2468 }
2469}
2470
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002471void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002472{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002473 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* source = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002474 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002475
2476 try
2477 {
2478 if (bufsize < 0)
2479 {
2480 return error(GL_INVALID_VALUE);
2481 }
2482
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002483 gl::Context *context = gl::getContext();
2484
2485 if (context)
2486 {
2487 gl::Shader *shaderObject = context->getShader(shader);
2488
2489 if (!shaderObject)
2490 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +00002491 return error(GL_INVALID_OPERATION);
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002492 }
2493
2494 shaderObject->getSource(bufsize, length, source);
2495 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002496 }
2497 catch(std::bad_alloc&)
2498 {
2499 return error(GL_OUT_OF_MEMORY);
2500 }
2501}
2502
2503const GLubyte* __stdcall glGetString(GLenum name)
2504{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002505 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002506
2507 try
2508 {
2509 switch (name)
2510 {
2511 case GL_VENDOR:
2512 return (GLubyte*)"TransGaming Inc.";
2513 case GL_RENDERER:
2514 return (GLubyte*)"ANGLE";
2515 case GL_VERSION:
2516 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2517 case GL_SHADING_LANGUAGE_VERSION:
2518 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2519 case GL_EXTENSIONS:
2520 return (GLubyte*)"";
2521 default:
2522 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2523 }
2524 }
2525 catch(std::bad_alloc&)
2526 {
2527 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2528 }
2529
2530 return NULL;
2531}
2532
2533void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2534{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002535 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 +00002536
2537 try
2538 {
2539 UNIMPLEMENTED(); // FIXME
2540 }
2541 catch(std::bad_alloc&)
2542 {
2543 return error(GL_OUT_OF_MEMORY);
2544 }
2545}
2546
2547void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2548{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002549 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 +00002550
2551 try
2552 {
2553 UNIMPLEMENTED(); // FIXME
2554 }
2555 catch(std::bad_alloc&)
2556 {
2557 return error(GL_OUT_OF_MEMORY);
2558 }
2559}
2560
2561void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2562{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002563 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002564
2565 try
2566 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002567 gl::Context *context = gl::getContext();
2568
2569 if (context)
2570 {
2571 if (program == 0)
2572 {
2573 return error(GL_INVALID_VALUE);
2574 }
2575
2576 gl::Program *programObject = context->getProgram(program);
2577
2578 if (!programObject || !programObject->isLinked())
2579 {
2580 return error(GL_INVALID_OPERATION);
2581 }
2582
2583 if (!programObject->getUniformfv(location, params))
2584 {
2585 return error(GL_INVALID_OPERATION);
2586 }
2587 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002588 }
2589 catch(std::bad_alloc&)
2590 {
2591 return error(GL_OUT_OF_MEMORY);
2592 }
2593}
2594
2595void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2596{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002597 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002598
2599 try
2600 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00002601 gl::Context *context = gl::getContext();
2602
2603 if (context)
2604 {
2605 if (program == 0)
2606 {
2607 return error(GL_INVALID_VALUE);
2608 }
2609
2610 gl::Program *programObject = context->getProgram(program);
2611
2612 if (!programObject || !programObject->isLinked())
2613 {
2614 return error(GL_INVALID_OPERATION);
2615 }
2616
2617 if (!programObject)
2618 {
2619 return error(GL_INVALID_OPERATION);
2620 }
2621
2622 if (!programObject->getUniformiv(location, params))
2623 {
2624 return error(GL_INVALID_OPERATION);
2625 }
2626 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002627 }
2628 catch(std::bad_alloc&)
2629 {
2630 return error(GL_OUT_OF_MEMORY);
2631 }
2632}
2633
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002634int __stdcall glGetUniformLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002635{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002636 TRACE("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002637
2638 try
2639 {
2640 gl::Context *context = gl::getContext();
2641
2642 if (strstr(name, "gl_") == name)
2643 {
2644 return -1;
2645 }
2646
2647 if (context)
2648 {
2649 gl::Program *programObject = context->getProgram(program);
2650
2651 if (!programObject)
2652 {
daniel@transgaming.comd1abe5b2010-04-13 19:53:33 +00002653 if (context->getShader(program))
2654 {
2655 return error(GL_INVALID_OPERATION, -1);
2656 }
2657 else
2658 {
2659 return error(GL_INVALID_VALUE, -1);
2660 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002661 }
2662
2663 if (!programObject->isLinked())
2664 {
2665 return error(GL_INVALID_OPERATION, -1);
2666 }
2667
2668 return programObject->getUniformLocation(name);
2669 }
2670 }
2671 catch(std::bad_alloc&)
2672 {
2673 return error(GL_OUT_OF_MEMORY, -1);
2674 }
2675
2676 return -1;
2677}
2678
2679void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2680{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002681 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002682
2683 try
2684 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002685 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002686
daniel@transgaming.come0078962010-04-15 20:45:08 +00002687 if (context)
2688 {
2689 if (index >= gl::MAX_VERTEX_ATTRIBS)
2690 {
2691 return error(GL_INVALID_VALUE);
2692 }
2693
2694 switch (pname)
2695 {
2696 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
2697 *params = (GLfloat)(context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
2698 break;
2699 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
2700 *params = (GLfloat)context->vertexAttribute[index].mSize;
2701 break;
2702 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
2703 *params = (GLfloat)context->vertexAttribute[index].mStride;
2704 break;
2705 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
2706 *params = (GLfloat)context->vertexAttribute[index].mType;
2707 break;
2708 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
2709 *params = (GLfloat)(context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
2710 break;
2711 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
2712 *params = (GLfloat)context->vertexAttribute[index].mBoundBuffer;
2713 break;
2714 case GL_CURRENT_VERTEX_ATTRIB:
2715 for (int i = 0; i < 4; ++i)
2716 {
2717 params[i] = context->vertexAttribute[index].mCurrentValue[i];
2718 }
2719 break;
2720 default: return error(GL_INVALID_ENUM);
2721 }
2722 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002723 }
2724 catch(std::bad_alloc&)
2725 {
2726 return error(GL_OUT_OF_MEMORY);
2727 }
2728}
2729
2730void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2731{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002732 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002733
2734 try
2735 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002736 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002737
daniel@transgaming.come0078962010-04-15 20:45:08 +00002738 if (context)
2739 {
2740 if (index >= gl::MAX_VERTEX_ATTRIBS)
2741 {
2742 return error(GL_INVALID_VALUE);
2743 }
2744
2745 switch (pname)
2746 {
2747 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
2748 *params = (context->vertexAttribute[index].mEnabled ? GL_TRUE : GL_FALSE);
2749 break;
2750 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
2751 *params = context->vertexAttribute[index].mSize;
2752 break;
2753 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
2754 *params = context->vertexAttribute[index].mStride;
2755 break;
2756 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
2757 *params = context->vertexAttribute[index].mType;
2758 break;
2759 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
2760 *params = (context->vertexAttribute[index].mNormalized ? GL_TRUE : GL_FALSE);
2761 break;
2762 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
2763 *params = context->vertexAttribute[index].mBoundBuffer;
2764 break;
2765 case GL_CURRENT_VERTEX_ATTRIB:
2766 for (int i = 0; i < 4; ++i)
2767 {
2768 float currentValue = context->vertexAttribute[index].mCurrentValue[i];
2769 params[i] = (GLint)(currentValue > 0.0f ? floor(currentValue + 0.5f) : ceil(currentValue - 0.5f));
2770 }
2771 break;
2772 default: return error(GL_INVALID_ENUM);
2773 }
2774 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002775 }
2776 catch(std::bad_alloc&)
2777 {
2778 return error(GL_OUT_OF_MEMORY);
2779 }
2780}
2781
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002782void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002783{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002784 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002785
2786 try
2787 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00002788 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002789
daniel@transgaming.come0078962010-04-15 20:45:08 +00002790 if (context)
2791 {
2792 if (index >= gl::MAX_VERTEX_ATTRIBS)
2793 {
2794 return error(GL_INVALID_VALUE);
2795 }
2796
2797 if (pname != GL_VERTEX_ATTRIB_ARRAY_POINTER)
2798 {
2799 return error(GL_INVALID_ENUM);
2800 }
2801
2802 *pointer = const_cast<GLvoid*>(context->vertexAttribute[index].mPointer);
2803 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002804 }
2805 catch(std::bad_alloc&)
2806 {
2807 return error(GL_OUT_OF_MEMORY);
2808 }
2809}
2810
2811void __stdcall glHint(GLenum target, GLenum mode)
2812{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002813 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002814
2815 try
2816 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00002817 switch (target)
2818 {
2819 case GL_GENERATE_MIPMAP_HINT:
2820 switch (mode)
2821 {
2822 case GL_FASTEST:
2823 case GL_NICEST:
2824 case GL_DONT_CARE:
2825 break;
2826 default:
2827 return error(GL_INVALID_ENUM);
2828 }
2829 break;
2830 default:
2831 return error(GL_INVALID_ENUM);
2832 }
2833
2834 gl::Context *context = gl::getContext();
2835 if (context)
2836 {
2837 if (target == GL_GENERATE_MIPMAP_HINT)
2838 context->generateMipmapHint = mode;
2839 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002840 }
2841 catch(std::bad_alloc&)
2842 {
2843 return error(GL_OUT_OF_MEMORY);
2844 }
2845}
2846
2847GLboolean __stdcall glIsBuffer(GLuint buffer)
2848{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002849 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002850
2851 try
2852 {
2853 gl::Context *context = gl::getContext();
2854
2855 if (context && buffer)
2856 {
2857 gl::Buffer *bufferObject = context->getBuffer(buffer);
2858
2859 if (bufferObject)
2860 {
2861 return GL_TRUE;
2862 }
2863 }
2864 }
2865 catch(std::bad_alloc&)
2866 {
2867 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2868 }
2869
2870 return GL_FALSE;
2871}
2872
2873GLboolean __stdcall glIsEnabled(GLenum cap)
2874{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002875 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002876
2877 try
2878 {
2879 gl::Context *context = gl::getContext();
2880
2881 if (context)
2882 {
2883 switch (cap)
2884 {
2885 case GL_CULL_FACE: return context->cullFace;
2886 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
2887 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
2888 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
2889 case GL_SCISSOR_TEST: return context->scissorTest;
2890 case GL_STENCIL_TEST: return context->stencilTest;
2891 case GL_DEPTH_TEST: return context->depthTest;
2892 case GL_BLEND: return context->blend;
2893 case GL_DITHER: return context->dither;
2894 default:
2895 return error(GL_INVALID_ENUM, false);
2896 }
2897 }
2898 }
2899 catch(std::bad_alloc&)
2900 {
2901 return error(GL_OUT_OF_MEMORY, false);
2902 }
2903
2904 return false;
2905}
2906
2907GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
2908{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002909 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002910
2911 try
2912 {
2913 gl::Context *context = gl::getContext();
2914
2915 if (context && framebuffer)
2916 {
2917 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
2918
2919 if (framebufferObject)
2920 {
2921 return GL_TRUE;
2922 }
2923 }
2924 }
2925 catch(std::bad_alloc&)
2926 {
2927 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2928 }
2929
2930 return GL_FALSE;
2931}
2932
2933GLboolean __stdcall glIsProgram(GLuint program)
2934{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002935 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002936
2937 try
2938 {
2939 gl::Context *context = gl::getContext();
2940
2941 if (context && program)
2942 {
2943 gl::Program *programObject = context->getProgram(program);
2944
2945 if (programObject)
2946 {
2947 return GL_TRUE;
2948 }
2949 }
2950 }
2951 catch(std::bad_alloc&)
2952 {
2953 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2954 }
2955
2956 return GL_FALSE;
2957}
2958
2959GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
2960{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002961 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002962
2963 try
2964 {
2965 gl::Context *context = gl::getContext();
2966
2967 if (context && renderbuffer)
2968 {
2969 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
2970
2971 if (renderbufferObject)
2972 {
2973 return GL_TRUE;
2974 }
2975 }
2976 }
2977 catch(std::bad_alloc&)
2978 {
2979 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2980 }
2981
2982 return GL_FALSE;
2983}
2984
2985GLboolean __stdcall glIsShader(GLuint shader)
2986{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002987 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002988
2989 try
2990 {
2991 gl::Context *context = gl::getContext();
2992
2993 if (context && shader)
2994 {
2995 gl::Shader *shaderObject = context->getShader(shader);
2996
2997 if (shaderObject)
2998 {
2999 return GL_TRUE;
3000 }
3001 }
3002 }
3003 catch(std::bad_alloc&)
3004 {
3005 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3006 }
3007
3008 return GL_FALSE;
3009}
3010
3011GLboolean __stdcall glIsTexture(GLuint texture)
3012{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003013 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003014
3015 try
3016 {
3017 gl::Context *context = gl::getContext();
3018
3019 if (context && texture)
3020 {
3021 gl::Texture *textureObject = context->getTexture(texture);
3022
3023 if (textureObject)
3024 {
3025 return GL_TRUE;
3026 }
3027 }
3028 }
3029 catch(std::bad_alloc&)
3030 {
3031 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3032 }
3033
3034 return GL_FALSE;
3035}
3036
3037void __stdcall glLineWidth(GLfloat width)
3038{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003039 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003040
3041 try
3042 {
3043 if (width <= 0.0f)
3044 {
3045 return error(GL_INVALID_VALUE);
3046 }
3047
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003048 gl::Context *context = gl::getContext();
3049
3050 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003051 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003052 context->lineWidth = width;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003053 }
3054 }
3055 catch(std::bad_alloc&)
3056 {
3057 return error(GL_OUT_OF_MEMORY);
3058 }
3059}
3060
3061void __stdcall glLinkProgram(GLuint program)
3062{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003063 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003064
3065 try
3066 {
3067 gl::Context *context = gl::getContext();
3068
3069 if (context)
3070 {
3071 gl::Program *programObject = context->getProgram(program);
3072
3073 if (!programObject)
3074 {
daniel@transgaming.com277b7142010-04-13 03:26:44 +00003075 if (context->getShader(program))
3076 {
3077 return error(GL_INVALID_OPERATION);
3078 }
3079 else
3080 {
3081 return error(GL_INVALID_VALUE);
3082 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003083 }
3084
3085 programObject->link();
3086 }
3087 }
3088 catch(std::bad_alloc&)
3089 {
3090 return error(GL_OUT_OF_MEMORY);
3091 }
3092}
3093
3094void __stdcall glPixelStorei(GLenum pname, GLint param)
3095{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003096 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003097
3098 try
3099 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003100 gl::Context *context = gl::getContext();
3101
3102 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003103 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003104 switch (pname)
3105 {
3106 case GL_UNPACK_ALIGNMENT:
3107 if (param != 1 && param != 2 && param != 4 && param != 8)
3108 {
3109 return error(GL_INVALID_VALUE);
3110 }
3111
3112 context->unpackAlignment = param;
3113 break;
3114
3115 case GL_PACK_ALIGNMENT:
3116 if (param != 1 && param != 2 && param != 4 && param != 8)
3117 {
3118 return error(GL_INVALID_VALUE);
3119 }
3120
3121 context->packAlignment = param;
3122 break;
3123
3124 default:
3125 return error(GL_INVALID_ENUM);
3126 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003127 }
3128 }
3129 catch(std::bad_alloc&)
3130 {
3131 return error(GL_OUT_OF_MEMORY);
3132 }
3133}
3134
3135void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
3136{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003137 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003138
3139 try
3140 {
3141 if (factor != 0.0f || units != 0.0f)
3142 {
3143 UNIMPLEMENTED(); // FIXME
3144 }
3145 }
3146 catch(std::bad_alloc&)
3147 {
3148 return error(GL_OUT_OF_MEMORY);
3149 }
3150}
3151
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003152void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003153{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003154 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003155 "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003156 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003157
3158 try
3159 {
3160 if (width < 0 || height < 0)
3161 {
3162 return error(GL_INVALID_VALUE);
3163 }
3164
3165 switch (format)
3166 {
3167 case GL_RGBA:
3168 switch (type)
3169 {
3170 case GL_UNSIGNED_BYTE:
3171 break;
3172 default:
3173 return error(GL_INVALID_OPERATION);
3174 }
3175 break;
3176 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
3177 switch (type)
3178 {
3179 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
3180 break;
3181 default:
3182 return error(GL_INVALID_OPERATION);
3183 }
3184 break;
3185 default:
3186 return error(GL_INVALID_OPERATION);
3187 }
3188
3189 gl::Context *context = gl::getContext();
3190
3191 if (context)
3192 {
3193 context->readPixels(x, y, width, height, format, type, pixels);
3194 }
3195 }
3196 catch(std::bad_alloc&)
3197 {
3198 return error(GL_OUT_OF_MEMORY);
3199 }
3200}
3201
3202void __stdcall glReleaseShaderCompiler(void)
3203{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003204 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003205
3206 try
3207 {
3208 gl::Shader::releaseCompiler();
3209 }
3210 catch(std::bad_alloc&)
3211 {
3212 return error(GL_OUT_OF_MEMORY);
3213 }
3214}
3215
3216void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
3217{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003218 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
3219 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003220
3221 try
3222 {
3223 switch (target)
3224 {
3225 case GL_RENDERBUFFER:
3226 break;
3227 default:
3228 return error(GL_INVALID_ENUM);
3229 }
3230
3231 switch (internalformat)
3232 {
3233 case GL_DEPTH_COMPONENT16:
3234 case GL_RGBA4:
3235 case GL_RGB5_A1:
3236 case GL_RGB565:
3237 case GL_STENCIL_INDEX8:
3238 break;
3239 default:
3240 return error(GL_INVALID_ENUM);
3241 }
3242
3243 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
3244 {
3245 return error(GL_INVALID_VALUE);
3246 }
3247
3248 gl::Context *context = gl::getContext();
3249
3250 if (context)
3251 {
3252 if (context->framebuffer == 0 || context->renderbuffer == 0)
3253 {
3254 return error(GL_INVALID_OPERATION);
3255 }
3256
3257 switch (internalformat)
3258 {
3259 case GL_DEPTH_COMPONENT16:
3260 context->setRenderbuffer(new gl::Depthbuffer(width, height));
3261 break;
3262 case GL_RGBA4:
3263 case GL_RGB5_A1:
3264 case GL_RGB565:
3265 UNIMPLEMENTED(); // FIXME
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003266 // context->setRenderbuffer(new Colorbuffer(renderTarget));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003267 break;
3268 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00003269 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003270 break;
3271 default:
3272 return error(GL_INVALID_ENUM);
3273 }
3274 }
3275 }
3276 catch(std::bad_alloc&)
3277 {
3278 return error(GL_OUT_OF_MEMORY);
3279 }
3280}
3281
3282void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
3283{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003284 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003285
3286 try
3287 {
3288 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003289
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003290 if (context)
3291 {
3292 context->sampleCoverageValue = gl::clamp01(value);
3293 context->sampleCoverageInvert = invert;
3294 }
3295 }
3296 catch(std::bad_alloc&)
3297 {
3298 return error(GL_OUT_OF_MEMORY);
3299 }
3300}
3301
3302void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
3303{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003304 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 +00003305
3306 try
3307 {
3308 if (width < 0 || height < 0)
3309 {
3310 return error(GL_INVALID_VALUE);
3311 }
3312
3313 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003314
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003315 if (context)
3316 {
3317 context->scissorX = x;
3318 context->scissorY = y;
3319 context->scissorWidth = width;
3320 context->scissorHeight = height;
3321 }
3322 }
3323 catch(std::bad_alloc&)
3324 {
3325 return error(GL_OUT_OF_MEMORY);
3326 }
3327}
3328
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003329void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003330{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003331 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003332 "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003333 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003334
3335 try
3336 {
3337 if (n < 0 || length < 0)
3338 {
3339 return error(GL_INVALID_VALUE);
3340 }
3341
3342 UNIMPLEMENTED(); // FIXME
3343 }
3344 catch(std::bad_alloc&)
3345 {
3346 return error(GL_OUT_OF_MEMORY);
3347 }
3348}
3349
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003350void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003351{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003352 TRACE("(GLuint shader = %d, GLsizei count = %d, const GLchar** string = 0x%0.8p, const GLint* length = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003353 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003354
3355 try
3356 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003357 if (count < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003358 {
3359 return error(GL_INVALID_VALUE);
3360 }
3361
3362 gl::Context *context = gl::getContext();
3363
3364 if (context)
3365 {
3366 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003367
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003368 if (!shaderObject)
3369 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00003370 if (context->getProgram(shader))
3371 {
3372 return error(GL_INVALID_OPERATION);
3373 }
3374 else
3375 {
3376 return error(GL_INVALID_VALUE);
3377 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003378 }
3379
3380 shaderObject->setSource(count, string, length);
3381 }
3382 }
3383 catch(std::bad_alloc&)
3384 {
3385 return error(GL_OUT_OF_MEMORY);
3386 }
3387}
3388
3389void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
3390{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003391 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003392}
3393
3394void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
3395{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003396 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 +00003397
3398 try
3399 {
3400 switch (face)
3401 {
3402 case GL_FRONT:
3403 case GL_BACK:
3404 case GL_FRONT_AND_BACK:
3405 break;
3406 default:
3407 return error(GL_INVALID_ENUM);
3408 }
3409
3410 switch (func)
3411 {
3412 case GL_NEVER:
3413 case GL_ALWAYS:
3414 case GL_LESS:
3415 case GL_LEQUAL:
3416 case GL_EQUAL:
3417 case GL_GEQUAL:
3418 case GL_GREATER:
3419 case GL_NOTEQUAL:
3420 break;
3421 default:
3422 return error(GL_INVALID_ENUM);
3423 }
3424
3425 gl::Context *context = gl::getContext();
3426
3427 if (context)
3428 {
3429 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3430 {
3431 context->stencilFunc = func;
3432 context->stencilRef = ref;
3433 context->stencilMask = mask;
3434 }
3435
3436 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3437 {
3438 context->stencilBackFunc = func;
3439 context->stencilBackRef = ref;
3440 context->stencilBackMask = mask;
3441 }
3442 }
3443 }
3444 catch(std::bad_alloc&)
3445 {
3446 return error(GL_OUT_OF_MEMORY);
3447 }
3448}
3449
3450void __stdcall glStencilMask(GLuint mask)
3451{
3452 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
3453}
3454
3455void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
3456{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003457 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003458
3459 try
3460 {
3461 switch (face)
3462 {
3463 case GL_FRONT:
3464 case GL_BACK:
3465 case GL_FRONT_AND_BACK:
3466 break;
3467 default:
3468 return error(GL_INVALID_ENUM);
3469 }
3470
3471 gl::Context *context = gl::getContext();
3472
3473 if (context)
3474 {
3475 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3476 {
3477 context->stencilWritemask = mask;
3478 }
3479
3480 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3481 {
3482 context->stencilBackWritemask = mask;
3483 }
3484 }
3485 }
3486 catch(std::bad_alloc&)
3487 {
3488 return error(GL_OUT_OF_MEMORY);
3489 }
3490}
3491
3492void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
3493{
3494 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
3495}
3496
3497void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
3498{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003499 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
3500 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003501
3502 try
3503 {
3504 switch (face)
3505 {
3506 case GL_FRONT:
3507 case GL_BACK:
3508 case GL_FRONT_AND_BACK:
3509 break;
3510 default:
3511 return error(GL_INVALID_ENUM);
3512 }
3513
3514 switch (fail)
3515 {
3516 case GL_ZERO:
3517 case GL_KEEP:
3518 case GL_REPLACE:
3519 case GL_INCR:
3520 case GL_DECR:
3521 case GL_INVERT:
3522 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003523 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003524 break;
3525 default:
3526 return error(GL_INVALID_ENUM);
3527 }
3528
3529 switch (zfail)
3530 {
3531 case GL_ZERO:
3532 case GL_KEEP:
3533 case GL_REPLACE:
3534 case GL_INCR:
3535 case GL_DECR:
3536 case GL_INVERT:
3537 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003538 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003539 break;
3540 default:
3541 return error(GL_INVALID_ENUM);
3542 }
3543
3544 switch (zpass)
3545 {
3546 case GL_ZERO:
3547 case GL_KEEP:
3548 case GL_REPLACE:
3549 case GL_INCR:
3550 case GL_DECR:
3551 case GL_INVERT:
3552 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003553 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003554 break;
3555 default:
3556 return error(GL_INVALID_ENUM);
3557 }
3558
3559 gl::Context *context = gl::getContext();
3560
3561 if (context)
3562 {
3563 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3564 {
3565 context->stencilFail = fail;
3566 context->stencilPassDepthFail = zfail;
3567 context->stencilPassDepthPass = zpass;
3568 }
3569
3570 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3571 {
3572 context->stencilBackFail = fail;
3573 context->stencilBackPassDepthFail = zfail;
3574 context->stencilBackPassDepthPass = zpass;
3575 }
3576 }
3577 }
3578 catch(std::bad_alloc&)
3579 {
3580 return error(GL_OUT_OF_MEMORY);
3581 }
3582}
3583
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003584void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
3585 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003586{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003587 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003588 "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003589 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003590
3591 try
3592 {
3593 if (level < 0 || width < 0 || height < 0)
3594 {
3595 return error(GL_INVALID_VALUE);
3596 }
3597
3598 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3599 {
3600 return error(GL_INVALID_VALUE);
3601 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003602
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003603 switch (target)
3604 {
3605 case GL_TEXTURE_2D:
3606 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3607 {
3608 return error(GL_INVALID_VALUE);
3609 }
3610 break;
3611 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3612 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3613 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3614 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3615 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3616 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com34dc3e82010-04-15 20:45:02 +00003617 if (width != height)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003618 {
3619 return error(GL_INVALID_VALUE);
3620 }
3621
3622 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3623 {
3624 return error(GL_INVALID_VALUE);
3625 }
3626 break;
3627 default:
3628 return error(GL_INVALID_ENUM);
3629 }
3630
3631 if (internalformat != format)
3632 {
3633 return error(GL_INVALID_OPERATION);
3634 }
3635
3636 switch (internalformat)
3637 {
3638 case GL_ALPHA:
3639 case GL_LUMINANCE:
3640 case GL_LUMINANCE_ALPHA:
3641 switch (type)
3642 {
3643 case GL_UNSIGNED_BYTE:
3644 break;
3645 default:
3646 return error(GL_INVALID_ENUM);
3647 }
3648 break;
3649 case GL_RGB:
3650 switch (type)
3651 {
3652 case GL_UNSIGNED_BYTE:
3653 case GL_UNSIGNED_SHORT_5_6_5:
3654 break;
3655 default:
3656 return error(GL_INVALID_ENUM);
3657 }
3658 break;
3659 case GL_RGBA:
3660 switch (type)
3661 {
3662 case GL_UNSIGNED_BYTE:
3663 case GL_UNSIGNED_SHORT_4_4_4_4:
3664 case GL_UNSIGNED_SHORT_5_5_5_1:
3665 break;
3666 default:
3667 return error(GL_INVALID_ENUM);
3668 }
3669 break;
3670 default:
3671 return error(GL_INVALID_VALUE);
3672 }
3673
3674 if (border != 0)
3675 {
3676 return error(GL_INVALID_VALUE);
3677 }
3678
3679 gl::Context *context = gl::getContext();
3680
3681 if (context)
3682 {
3683 if (target == GL_TEXTURE_2D)
3684 {
3685 gl::Texture2D *texture = context->getTexture2D();
3686
3687 if (!texture)
3688 {
3689 return error(GL_INVALID_OPERATION);
3690 }
3691
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003692 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003693 }
3694 else
3695 {
3696 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3697
3698 if (!texture)
3699 {
3700 return error(GL_INVALID_OPERATION);
3701 }
3702
3703 switch (target)
3704 {
3705 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003706 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003707 break;
3708 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003709 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003710 break;
3711 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003712 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003713 break;
3714 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003715 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003716 break;
3717 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003718 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003719 break;
3720 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003721 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003722 break;
3723 default: UNREACHABLE();
3724 }
3725 }
3726 }
3727 }
3728 catch(std::bad_alloc&)
3729 {
3730 return error(GL_OUT_OF_MEMORY);
3731 }
3732}
3733
3734void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3735{
3736 glTexParameteri(target, pname, (GLint)param);
3737}
3738
3739void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3740{
3741 glTexParameteri(target, pname, (GLint)*params);
3742}
3743
3744void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3745{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003746 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003747
3748 try
3749 {
3750 gl::Context *context = gl::getContext();
3751
3752 if (context)
3753 {
3754 gl::Texture *texture;
3755
3756 switch (target)
3757 {
3758 case GL_TEXTURE_2D:
3759 texture = context->getTexture2D();
3760 break;
3761 case GL_TEXTURE_CUBE_MAP:
3762 texture = context->getTextureCubeMap();
3763 break;
3764 default:
3765 return error(GL_INVALID_ENUM);
3766 }
3767
3768 switch (pname)
3769 {
3770 case GL_TEXTURE_WRAP_S:
3771 if (!texture->setWrapS((GLenum)param))
3772 {
3773 return error(GL_INVALID_ENUM);
3774 }
3775 break;
3776 case GL_TEXTURE_WRAP_T:
3777 if (!texture->setWrapT((GLenum)param))
3778 {
3779 return error(GL_INVALID_ENUM);
3780 }
3781 break;
3782 case GL_TEXTURE_MIN_FILTER:
3783 if (!texture->setMinFilter((GLenum)param))
3784 {
3785 return error(GL_INVALID_ENUM);
3786 }
3787 break;
3788 case GL_TEXTURE_MAG_FILTER:
3789 if (!texture->setMagFilter((GLenum)param))
3790 {
3791 return error(GL_INVALID_ENUM);
3792 }
3793 break;
3794 default:
3795 return error(GL_INVALID_ENUM);
3796 }
3797 }
3798 }
3799 catch(std::bad_alloc&)
3800 {
3801 return error(GL_OUT_OF_MEMORY);
3802 }
3803}
3804
3805void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
3806{
3807 glTexParameteri(target, pname, *params);
3808}
3809
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003810void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
3811 GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003812{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003813 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
3814 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003815 "const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003816 target, level, xoffset, yoffset, width, height, format, type, pixels);
3817
3818 try
3819 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003820 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
3821 {
3822 return error(GL_INVALID_ENUM);
3823 }
3824
3825 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003826 {
3827 return error(GL_INVALID_VALUE);
3828 }
3829
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003830 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
3831 {
3832 return error(GL_INVALID_VALUE);
3833 }
3834
3835 if (!es2dx::CheckTextureFormatType(format, type))
3836 {
3837 return error(GL_INVALID_ENUM);
3838 }
3839
3840 if (width == 0 || height == 0 || pixels == NULL)
3841 {
3842 return;
3843 }
3844
3845 gl::Context *context = gl::getContext();
3846
3847 if (context)
3848 {
3849 if (target == GL_TEXTURE_2D)
3850 {
3851 gl::Texture2D *texture = context->getTexture2D();
3852
3853 if (!texture)
3854 {
3855 return error(GL_INVALID_OPERATION);
3856 }
3857
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003858 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003859 }
3860 else if (es2dx::IsCubemapTextureTarget(target))
3861 {
3862 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3863
3864 if (!texture)
3865 {
3866 return error(GL_INVALID_OPERATION);
3867 }
3868
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003869 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003870 }
3871 else
3872 {
3873 UNREACHABLE();
3874 }
3875 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003876 }
3877 catch(std::bad_alloc&)
3878 {
3879 return error(GL_OUT_OF_MEMORY);
3880 }
3881}
3882
3883void __stdcall glUniform1f(GLint location, GLfloat x)
3884{
3885 glUniform1fv(location, 1, &x);
3886}
3887
3888void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
3889{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003890 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003891
3892 try
3893 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003894 if (count < 0)
3895 {
3896 return error(GL_INVALID_VALUE);
3897 }
3898
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003899 if (location == -1)
3900 {
3901 return;
3902 }
3903
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003904 gl::Context *context = gl::getContext();
3905
3906 if (context)
3907 {
3908 gl::Program *program = context->getCurrentProgram();
3909
3910 if (!program)
3911 {
3912 return error(GL_INVALID_OPERATION);
3913 }
3914
3915 if (!program->setUniform1fv(location, count, v))
3916 {
3917 return error(GL_INVALID_OPERATION);
3918 }
3919 }
3920 }
3921 catch(std::bad_alloc&)
3922 {
3923 return error(GL_OUT_OF_MEMORY);
3924 }
3925}
3926
3927void __stdcall glUniform1i(GLint location, GLint x)
3928{
3929 glUniform1iv(location, 1, &x);
3930}
3931
3932void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
3933{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003934 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003935
3936 try
3937 {
3938 if (count < 0)
3939 {
3940 return error(GL_INVALID_VALUE);
3941 }
3942
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003943 if (location == -1)
3944 {
3945 return;
3946 }
3947
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003948 gl::Context *context = gl::getContext();
3949
3950 if (context)
3951 {
3952 gl::Program *program = context->getCurrentProgram();
3953
3954 if (!program)
3955 {
3956 return error(GL_INVALID_OPERATION);
3957 }
3958
3959 if (!program->setUniform1iv(location, count, v))
3960 {
3961 return error(GL_INVALID_OPERATION);
3962 }
3963 }
3964 }
3965 catch(std::bad_alloc&)
3966 {
3967 return error(GL_OUT_OF_MEMORY);
3968 }
3969}
3970
3971void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
3972{
3973 GLfloat xy[2] = {x, y};
3974
3975 glUniform2fv(location, 1, (GLfloat*)&xy);
3976}
3977
3978void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
3979{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003980 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003981
3982 try
3983 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003984 if (count < 0)
3985 {
3986 return error(GL_INVALID_VALUE);
3987 }
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00003988
3989 if (location == -1)
3990 {
3991 return;
3992 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003993
3994 gl::Context *context = gl::getContext();
3995
3996 if (context)
3997 {
3998 gl::Program *program = context->getCurrentProgram();
3999
4000 if (!program)
4001 {
4002 return error(GL_INVALID_OPERATION);
4003 }
4004
4005 if (!program->setUniform2fv(location, count, v))
4006 {
4007 return error(GL_INVALID_OPERATION);
4008 }
4009 }
4010 }
4011 catch(std::bad_alloc&)
4012 {
4013 return error(GL_OUT_OF_MEMORY);
4014 }
4015}
4016
4017void __stdcall glUniform2i(GLint location, GLint x, GLint y)
4018{
4019 GLint xy[4] = {x, y};
4020
4021 glUniform2iv(location, 1, (GLint*)&xy);
4022}
4023
4024void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
4025{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004026 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004027
4028 try
4029 {
4030 if (count < 0)
4031 {
4032 return error(GL_INVALID_VALUE);
4033 }
4034
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004035 if (location == -1)
4036 {
4037 return;
4038 }
4039
4040 gl::Context *context = gl::getContext();
4041
4042 if (context)
4043 {
4044 gl::Program *program = context->getCurrentProgram();
4045
4046 if (!program)
4047 {
4048 return error(GL_INVALID_OPERATION);
4049 }
4050
4051 if (!program->setUniform2iv(location, count, v))
4052 {
4053 return error(GL_INVALID_OPERATION);
4054 }
4055 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004056 }
4057 catch(std::bad_alloc&)
4058 {
4059 return error(GL_OUT_OF_MEMORY);
4060 }
4061}
4062
4063void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
4064{
4065 GLfloat xyz[3] = {x, y, z};
4066
4067 glUniform3fv(location, 1, (GLfloat*)&xyz);
4068}
4069
4070void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
4071{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004072 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004073
4074 try
4075 {
4076 if (count < 0)
4077 {
4078 return error(GL_INVALID_VALUE);
4079 }
4080
4081 if (location == -1)
4082 {
4083 return;
4084 }
4085
4086 gl::Context *context = gl::getContext();
4087
4088 if (context)
4089 {
4090 gl::Program *program = context->getCurrentProgram();
4091
4092 if (!program)
4093 {
4094 return error(GL_INVALID_OPERATION);
4095 }
4096
4097 if (!program->setUniform3fv(location, count, v))
4098 {
4099 return error(GL_INVALID_OPERATION);
4100 }
4101 }
4102 }
4103 catch(std::bad_alloc&)
4104 {
4105 return error(GL_OUT_OF_MEMORY);
4106 }
4107}
4108
4109void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
4110{
4111 GLint xyz[3] = {x, y, z};
4112
4113 glUniform3iv(location, 1, (GLint*)&xyz);
4114}
4115
4116void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
4117{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004118 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004119
4120 try
4121 {
4122 if (count < 0)
4123 {
4124 return error(GL_INVALID_VALUE);
4125 }
4126
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004127 if (location == -1)
4128 {
4129 return;
4130 }
4131
4132 gl::Context *context = gl::getContext();
4133
4134 if (context)
4135 {
4136 gl::Program *program = context->getCurrentProgram();
4137
4138 if (!program)
4139 {
4140 return error(GL_INVALID_OPERATION);
4141 }
4142
4143 if (!program->setUniform3iv(location, count, v))
4144 {
4145 return error(GL_INVALID_OPERATION);
4146 }
4147 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004148 }
4149 catch(std::bad_alloc&)
4150 {
4151 return error(GL_OUT_OF_MEMORY);
4152 }
4153}
4154
4155void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4156{
4157 GLfloat xyzw[4] = {x, y, z, w};
4158
4159 glUniform4fv(location, 1, (GLfloat*)&xyzw);
4160}
4161
4162void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
4163{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004164 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004165
4166 try
4167 {
4168 if (count < 0)
4169 {
4170 return error(GL_INVALID_VALUE);
4171 }
4172
4173 if (location == -1)
4174 {
4175 return;
4176 }
4177
4178 gl::Context *context = gl::getContext();
4179
4180 if (context)
4181 {
4182 gl::Program *program = context->getCurrentProgram();
4183
4184 if (!program)
4185 {
4186 return error(GL_INVALID_OPERATION);
4187 }
4188
4189 if (!program->setUniform4fv(location, count, v))
4190 {
4191 return error(GL_INVALID_OPERATION);
4192 }
4193 }
4194 }
4195 catch(std::bad_alloc&)
4196 {
4197 return error(GL_OUT_OF_MEMORY);
4198 }
4199}
4200
4201void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
4202{
4203 GLint xyzw[4] = {x, y, z, w};
4204
4205 glUniform4iv(location, 1, (GLint*)&xyzw);
4206}
4207
4208void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
4209{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004210 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004211
4212 try
4213 {
4214 if (count < 0)
4215 {
4216 return error(GL_INVALID_VALUE);
4217 }
4218
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004219 if (location == -1)
4220 {
4221 return;
4222 }
4223
4224 gl::Context *context = gl::getContext();
4225
4226 if (context)
4227 {
4228 gl::Program *program = context->getCurrentProgram();
4229
4230 if (!program)
4231 {
4232 return error(GL_INVALID_OPERATION);
4233 }
4234
4235 if (!program->setUniform4iv(location, count, v))
4236 {
4237 return error(GL_INVALID_OPERATION);
4238 }
4239 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004240 }
4241 catch(std::bad_alloc&)
4242 {
4243 return error(GL_OUT_OF_MEMORY);
4244 }
4245}
4246
4247void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4248{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004249 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4250 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004251
4252 try
4253 {
4254 if (count < 0 || transpose != GL_FALSE)
4255 {
4256 return error(GL_INVALID_VALUE);
4257 }
4258
4259 if (location == -1)
4260 {
4261 return;
4262 }
4263
4264 gl::Context *context = gl::getContext();
4265
4266 if (context)
4267 {
4268 gl::Program *program = context->getCurrentProgram();
4269
4270 if (!program)
4271 {
4272 return error(GL_INVALID_OPERATION);
4273 }
4274
4275 if (!program->setUniformMatrix2fv(location, count, value))
4276 {
4277 return error(GL_INVALID_OPERATION);
4278 }
4279 }
4280 }
4281 catch(std::bad_alloc&)
4282 {
4283 return error(GL_OUT_OF_MEMORY);
4284 }
4285}
4286
4287void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4288{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004289 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4290 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004291
4292 try
4293 {
4294 if (count < 0 || transpose != GL_FALSE)
4295 {
4296 return error(GL_INVALID_VALUE);
4297 }
4298
4299 if (location == -1)
4300 {
4301 return;
4302 }
4303
4304 gl::Context *context = gl::getContext();
4305
4306 if (context)
4307 {
4308 gl::Program *program = context->getCurrentProgram();
4309
4310 if (!program)
4311 {
4312 return error(GL_INVALID_OPERATION);
4313 }
4314
4315 if (!program->setUniformMatrix3fv(location, count, value))
4316 {
4317 return error(GL_INVALID_OPERATION);
4318 }
4319 }
4320 }
4321 catch(std::bad_alloc&)
4322 {
4323 return error(GL_OUT_OF_MEMORY);
4324 }
4325}
4326
4327void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
4328{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004329 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
4330 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004331
4332 try
4333 {
4334 if (count < 0 || transpose != GL_FALSE)
4335 {
4336 return error(GL_INVALID_VALUE);
4337 }
4338
4339 if (location == -1)
4340 {
4341 return;
4342 }
4343
4344 gl::Context *context = gl::getContext();
4345
4346 if (context)
4347 {
4348 gl::Program *program = context->getCurrentProgram();
4349
4350 if (!program)
4351 {
4352 return error(GL_INVALID_OPERATION);
4353 }
4354
4355 if (!program->setUniformMatrix4fv(location, count, value))
4356 {
4357 return error(GL_INVALID_OPERATION);
4358 }
4359 }
4360 }
4361 catch(std::bad_alloc&)
4362 {
4363 return error(GL_OUT_OF_MEMORY);
4364 }
4365}
4366
4367void __stdcall glUseProgram(GLuint program)
4368{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004369 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004370
4371 try
4372 {
4373 gl::Context *context = gl::getContext();
4374
4375 if (context)
4376 {
4377 gl::Program *programObject = context->getProgram(program);
4378
daniel@transgaming.comc8478202010-04-13 19:53:35 +00004379 if (!programObject && program != 0)
4380 {
4381 if (context->getShader(program))
4382 {
4383 return error(GL_INVALID_OPERATION);
4384 }
4385 else
4386 {
4387 return error(GL_INVALID_VALUE);
4388 }
4389 }
4390
4391 if (program != 0 && !programObject->isLinked())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004392 {
4393 return error(GL_INVALID_OPERATION);
4394 }
4395
4396 context->useProgram(program);
4397 }
4398 }
4399 catch(std::bad_alloc&)
4400 {
4401 return error(GL_OUT_OF_MEMORY);
4402 }
4403}
4404
4405void __stdcall glValidateProgram(GLuint program)
4406{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004407 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004408
4409 try
4410 {
4411 UNIMPLEMENTED(); // FIXME
4412 }
4413 catch(std::bad_alloc&)
4414 {
4415 return error(GL_OUT_OF_MEMORY);
4416 }
4417}
4418
4419void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
4420{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004421 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004422
4423 try
4424 {
4425 if (index >= gl::MAX_VERTEX_ATTRIBS)
4426 {
4427 return error(GL_INVALID_VALUE);
4428 }
4429
4430 UNIMPLEMENTED(); // FIXME
4431 }
4432 catch(std::bad_alloc&)
4433 {
4434 return error(GL_OUT_OF_MEMORY);
4435 }
4436}
4437
4438void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
4439{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004440 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004441
4442 try
4443 {
4444 if (index >= gl::MAX_VERTEX_ATTRIBS)
4445 {
4446 return error(GL_INVALID_VALUE);
4447 }
4448
4449 UNIMPLEMENTED(); // FIXME
4450 }
4451 catch(std::bad_alloc&)
4452 {
4453 return error(GL_OUT_OF_MEMORY);
4454 }
4455}
4456
4457void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
4458{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004459 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004460
4461 try
4462 {
4463 if (index >= gl::MAX_VERTEX_ATTRIBS)
4464 {
4465 return error(GL_INVALID_VALUE);
4466 }
4467
4468 UNIMPLEMENTED(); // FIXME
4469 }
4470 catch(std::bad_alloc&)
4471 {
4472 return error(GL_OUT_OF_MEMORY);
4473 }
4474}
4475
4476void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
4477{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004478 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004479
4480 try
4481 {
4482 if (index >= gl::MAX_VERTEX_ATTRIBS)
4483 {
4484 return error(GL_INVALID_VALUE);
4485 }
4486
4487 UNIMPLEMENTED(); // FIXME
4488 }
4489 catch(std::bad_alloc&)
4490 {
4491 return error(GL_OUT_OF_MEMORY);
4492 }
4493}
4494
4495void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
4496{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004497 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 +00004498
4499 try
4500 {
4501 if (index >= gl::MAX_VERTEX_ATTRIBS)
4502 {
4503 return error(GL_INVALID_VALUE);
4504 }
4505
4506 UNIMPLEMENTED(); // FIXME
4507 }
4508 catch(std::bad_alloc&)
4509 {
4510 return error(GL_OUT_OF_MEMORY);
4511 }
4512}
4513
4514void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
4515{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004516 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004517
4518 try
4519 {
4520 if (index >= gl::MAX_VERTEX_ATTRIBS)
4521 {
4522 return error(GL_INVALID_VALUE);
4523 }
4524
4525 UNIMPLEMENTED(); // FIXME
4526 }
4527 catch(std::bad_alloc&)
4528 {
4529 return error(GL_OUT_OF_MEMORY);
4530 }
4531}
4532
4533void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
4534{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004535 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 +00004536
4537 try
4538 {
4539 if (index >= gl::MAX_VERTEX_ATTRIBS)
4540 {
4541 return error(GL_INVALID_VALUE);
4542 }
4543
4544 UNIMPLEMENTED(); // FIXME
4545 }
4546 catch(std::bad_alloc&)
4547 {
4548 return error(GL_OUT_OF_MEMORY);
4549 }
4550}
4551
4552void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
4553{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004554 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004555
4556 try
4557 {
4558 if (index >= gl::MAX_VERTEX_ATTRIBS)
4559 {
4560 return error(GL_INVALID_VALUE);
4561 }
4562
4563 UNIMPLEMENTED(); // FIXME
4564 }
4565 catch(std::bad_alloc&)
4566 {
4567 return error(GL_OUT_OF_MEMORY);
4568 }
4569}
4570
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004571void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004572{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004573 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004574 "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004575 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004576
4577 try
4578 {
4579 if (index >= gl::MAX_VERTEX_ATTRIBS)
4580 {
4581 return error(GL_INVALID_VALUE);
4582 }
4583
4584 if (size < 1 || size > 4)
4585 {
4586 return error(GL_INVALID_VALUE);
4587 }
4588
4589 switch (type)
4590 {
4591 case GL_BYTE:
4592 case GL_UNSIGNED_BYTE:
4593 case GL_SHORT:
4594 case GL_UNSIGNED_SHORT:
4595 case GL_FIXED:
4596 case GL_FLOAT:
4597 break;
4598 default:
4599 return error(GL_INVALID_ENUM);
4600 }
4601
4602 if (stride < 0)
4603 {
4604 return error(GL_INVALID_VALUE);
4605 }
4606
4607 gl::Context *context = gl::getContext();
4608
4609 if (context)
4610 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004611 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
4612 context->vertexAttribute[index].mSize = size;
4613 context->vertexAttribute[index].mType = type;
daniel@transgaming.comb994e3b2010-03-26 04:08:50 +00004614 context->vertexAttribute[index].mNormalized = (normalized == GL_TRUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00004615 context->vertexAttribute[index].mStride = stride;
4616 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004617 }
4618 }
4619 catch(std::bad_alloc&)
4620 {
4621 return error(GL_OUT_OF_MEMORY);
4622 }
4623}
4624
4625void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
4626{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004627 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 +00004628
4629 try
4630 {
4631 if (width < 0 || height < 0)
4632 {
4633 return error(GL_INVALID_VALUE);
4634 }
4635
4636 gl::Context *context = gl::getContext();
4637
4638 if (context)
4639 {
4640 context->viewportX = x;
4641 context->viewportY = y;
4642 context->viewportWidth = width;
4643 context->viewportHeight = height;
4644 }
4645 }
4646 catch(std::bad_alloc&)
4647 {
4648 return error(GL_OUT_OF_MEMORY);
4649 }
4650}
4651
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004652void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
4653 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004654{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004655 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4656 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004657 "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004658 target, level, internalformat, width, height, depth, border, format, type, pixels);
4659
4660 try
4661 {
4662 UNIMPLEMENTED(); // FIXME
4663 }
4664 catch(std::bad_alloc&)
4665 {
4666 return error(GL_OUT_OF_MEMORY);
4667 }
4668}
4669}