blob: 1526aaa6cb762242397f00bd86273843dfca70c8 [file] [log] [blame]
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// libGLESv2.cpp: Implements the exported OpenGL ES 2.0 functions.
8
9#define GL_APICALL
10#include <GLES2/gl2.h>
11#include <GLES2/gl2ext.h>
12
daniel@transgaming.com00c75962010-03-11 20:36:15 +000013#include <exception>
14#include <limits>
15
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000016#include "Context.h"
17#include "main.h"
18#include "Program.h"
19#include "Shader.h"
20#include "Buffer.h"
21#include "Texture.h"
22#include "Renderbuffer.h"
23#include "Framebuffer.h"
24#include "mathutil.h"
25#include "debug.h"
daniel@transgaming.com00c75962010-03-11 20:36:15 +000026#include "utilities.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000027
28extern "C"
29{
30
31void __stdcall glActiveTexture(GLenum texture)
32{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000033 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034
35 try
36 {
37 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
38 {
39 return error(GL_INVALID_ENUM);
40 }
41
42 gl::Context *context = gl::getContext();
43
44 if (context)
45 {
46 context->activeSampler = texture - GL_TEXTURE0;
47 }
48 }
49 catch(std::bad_alloc&)
50 {
51 return error(GL_OUT_OF_MEMORY);
52 }
53}
54
55void __stdcall glAttachShader(GLuint program, GLuint shader)
56{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000057 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000058
59 try
60 {
61 gl::Context *context = gl::getContext();
62
63 if (context)
64 {
65 gl::Program *programObject = context->getProgram(program);
66 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000067
daniel@transgaming.come2b22122010-03-11 19:22:14 +000068 if (!programObject || !shaderObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000069 {
70 return error(GL_INVALID_VALUE);
71 }
72
73 if (!programObject->attachShader(shaderObject))
74 {
75 return error(GL_INVALID_OPERATION);
76 }
77 }
78 }
79 catch(std::bad_alloc&)
80 {
81 return error(GL_OUT_OF_MEMORY);
82 }
83}
84
85void __stdcall glBindAttribLocation(GLuint program, GLuint index, const char* name)
86{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000087 TRACE("(GLuint program = %d, GLuint index = %d, const char* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000088
89 try
90 {
91 if (index >= gl::MAX_VERTEX_ATTRIBS)
92 {
93 return error(GL_INVALID_VALUE);
94 }
95
96 gl::Context *context = gl::getContext();
97
98 if (context)
99 {
100 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000101
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000102 if (!programObject)
103 {
104 return error(GL_INVALID_VALUE);
105 }
106
107 programObject->bindAttributeLocation(index, name);
108 }
109 }
110 catch(std::bad_alloc&)
111 {
112 return error(GL_OUT_OF_MEMORY);
113 }
114}
115
116void __stdcall glBindBuffer(GLenum target, GLuint buffer)
117{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000118 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000119
120 try
121 {
122 gl::Context *context = gl::getContext();
123
124 if (context)
125 {
126 switch (target)
127 {
128 case GL_ARRAY_BUFFER:
129 context->bindArrayBuffer(buffer);
130 return;
131 case GL_ELEMENT_ARRAY_BUFFER:
132 context->bindElementArrayBuffer(buffer);
133 return;
134 default:
135 return error(GL_INVALID_ENUM);
136 }
137 }
138 }
139 catch(std::bad_alloc&)
140 {
141 return error(GL_OUT_OF_MEMORY);
142 }
143}
144
145void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
146{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000147 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000148
149 try
150 {
151 if (target != GL_FRAMEBUFFER)
152 {
153 return error(GL_INVALID_ENUM);
154 }
155
156 gl::Context *context = gl::getContext();
157
158 if (context)
159 {
160 context->bindFramebuffer(framebuffer);
161 }
162 }
163 catch(std::bad_alloc&)
164 {
165 return error(GL_OUT_OF_MEMORY);
166 }
167}
168
169void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
170{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000171 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172
173 try
174 {
175 if (target != GL_RENDERBUFFER)
176 {
177 return error(GL_INVALID_ENUM);
178 }
179
180 gl::Context *context = gl::getContext();
181
182 if (context)
183 {
184 context->bindRenderbuffer(renderbuffer);
185 }
186 }
187 catch(std::bad_alloc&)
188 {
189 return error(GL_OUT_OF_MEMORY);
190 }
191}
192
193void __stdcall glBindTexture(GLenum target, GLuint texture)
194{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000195 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000196
197 try
198 {
199 gl::Context *context = gl::getContext();
200
201 if (context)
202 {
203 gl::Texture *textureObject = context->getTexture(texture);
204
205 if (textureObject && textureObject->getTarget() != target && texture != 0)
206 {
207 return error(GL_INVALID_OPERATION);
208 }
209
210 switch (target)
211 {
212 case GL_TEXTURE_2D:
213 context->bindTexture2D(texture);
214 return;
215 case GL_TEXTURE_CUBE_MAP:
216 context->bindTextureCubeMap(texture);
217 return;
218 default:
219 return error(GL_INVALID_ENUM);
220 }
221 }
222 }
223 catch(std::bad_alloc&)
224 {
225 return error(GL_OUT_OF_MEMORY);
226 }
227}
228
229void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
230{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000231 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
232 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000233
234 try
235 {
236 gl::Context* context = gl::getContext();
237
238 if (context)
239 {
240 context->blendColor.red = gl::clamp01(red);
241 context->blendColor.blue = gl::clamp01(blue);
242 context->blendColor.green = gl::clamp01(green);
243 context->blendColor.alpha = gl::clamp01(alpha);
244 }
245 }
246 catch(std::bad_alloc&)
247 {
248 return error(GL_OUT_OF_MEMORY);
249 }
250}
251
252void __stdcall glBlendEquation(GLenum mode)
253{
254 glBlendEquationSeparate(mode, mode);
255}
256
257void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
258{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000259 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000260
261 try
262 {
263 switch (modeRGB)
264 {
265 case GL_FUNC_ADD:
266 case GL_FUNC_SUBTRACT:
267 case GL_FUNC_REVERSE_SUBTRACT:
268 break;
269 default:
270 return error(GL_INVALID_ENUM);
271 }
272
273 switch (modeAlpha)
274 {
275 case GL_FUNC_ADD:
276 case GL_FUNC_SUBTRACT:
277 case GL_FUNC_REVERSE_SUBTRACT:
278 break;
279 default:
280 return error(GL_INVALID_ENUM);
281 }
282
283 gl::Context *context = gl::getContext();
284
285 if (context)
286 {
287 context->blendEquationRGB = modeRGB;
288 context->blendEquationAlpha = modeAlpha;
289 }
290 }
291 catch(std::bad_alloc&)
292 {
293 return error(GL_OUT_OF_MEMORY);
294 }
295}
296
297void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
298{
299 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
300}
301
302void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
303{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000304 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
305 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000306
307 try
308 {
309 switch (srcRGB)
310 {
311 case GL_ZERO:
312 case GL_ONE:
313 case GL_SRC_COLOR:
314 case GL_ONE_MINUS_SRC_COLOR:
315 case GL_DST_COLOR:
316 case GL_ONE_MINUS_DST_COLOR:
317 case GL_SRC_ALPHA:
318 case GL_ONE_MINUS_SRC_ALPHA:
319 case GL_DST_ALPHA:
320 case GL_ONE_MINUS_DST_ALPHA:
321 case GL_CONSTANT_COLOR:
322 case GL_ONE_MINUS_CONSTANT_COLOR:
323 case GL_CONSTANT_ALPHA:
324 case GL_ONE_MINUS_CONSTANT_ALPHA:
325 case GL_SRC_ALPHA_SATURATE:
326 break;
327 default:
328 return error(GL_INVALID_ENUM);
329 }
330
331 switch (dstRGB)
332 {
333 case GL_ZERO:
334 case GL_ONE:
335 case GL_SRC_COLOR:
336 case GL_ONE_MINUS_SRC_COLOR:
337 case GL_DST_COLOR:
338 case GL_ONE_MINUS_DST_COLOR:
339 case GL_SRC_ALPHA:
340 case GL_ONE_MINUS_SRC_ALPHA:
341 case GL_DST_ALPHA:
342 case GL_ONE_MINUS_DST_ALPHA:
343 case GL_CONSTANT_COLOR:
344 case GL_ONE_MINUS_CONSTANT_COLOR:
345 case GL_CONSTANT_ALPHA:
346 case GL_ONE_MINUS_CONSTANT_ALPHA:
347 break;
348 default:
349 return error(GL_INVALID_ENUM);
350 }
351
352 switch (srcAlpha)
353 {
354 case GL_ZERO:
355 case GL_ONE:
356 case GL_SRC_COLOR:
357 case GL_ONE_MINUS_SRC_COLOR:
358 case GL_DST_COLOR:
359 case GL_ONE_MINUS_DST_COLOR:
360 case GL_SRC_ALPHA:
361 case GL_ONE_MINUS_SRC_ALPHA:
362 case GL_DST_ALPHA:
363 case GL_ONE_MINUS_DST_ALPHA:
364 case GL_CONSTANT_COLOR:
365 case GL_ONE_MINUS_CONSTANT_COLOR:
366 case GL_CONSTANT_ALPHA:
367 case GL_ONE_MINUS_CONSTANT_ALPHA:
368 case GL_SRC_ALPHA_SATURATE:
369 break;
370 default:
371 return error(GL_INVALID_ENUM);
372 }
373
374 switch (dstAlpha)
375 {
376 case GL_ZERO:
377 case GL_ONE:
378 case GL_SRC_COLOR:
379 case GL_ONE_MINUS_SRC_COLOR:
380 case GL_DST_COLOR:
381 case GL_ONE_MINUS_DST_COLOR:
382 case GL_SRC_ALPHA:
383 case GL_ONE_MINUS_SRC_ALPHA:
384 case GL_DST_ALPHA:
385 case GL_ONE_MINUS_DST_ALPHA:
386 case GL_CONSTANT_COLOR:
387 case GL_ONE_MINUS_CONSTANT_COLOR:
388 case GL_CONSTANT_ALPHA:
389 case GL_ONE_MINUS_CONSTANT_ALPHA:
390 break;
391 default:
392 return error(GL_INVALID_ENUM);
393 }
394
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000395 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
396 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
397
398 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
399 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
400
401 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000402 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000403 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
404 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000405 }
406
407 gl::Context *context = gl::getContext();
408
409 if (context)
410 {
411 context->sourceBlendRGB = srcRGB;
412 context->sourceBlendAlpha = srcAlpha;
413 context->destBlendRGB = dstRGB;
414 context->destBlendAlpha = dstAlpha;
415 }
416 }
417 catch(std::bad_alloc&)
418 {
419 return error(GL_OUT_OF_MEMORY);
420 }
421}
422
423void __stdcall glBufferData(GLenum target, GLsizeiptr size, const void* data, GLenum usage)
424{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000425 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const void* data = 0x%0.8p, GLenum usage = %d)",
426 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000427
428 try
429 {
430 if (size < 0)
431 {
432 return error(GL_INVALID_VALUE);
433 }
434
435 switch (usage)
436 {
437 case GL_STREAM_DRAW:
438 case GL_STATIC_DRAW:
439 case GL_DYNAMIC_DRAW:
440 break;
441 default:
442 return error(GL_INVALID_ENUM);
443 }
444
445 gl::Context *context = gl::getContext();
446
447 if (context)
448 {
449 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000450
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000451 switch (target)
452 {
453 case GL_ARRAY_BUFFER:
454 buffer = context->getArrayBuffer();
455 break;
456 case GL_ELEMENT_ARRAY_BUFFER:
457 buffer = context->getElementArrayBuffer();
458 break;
459 default:
460 return error(GL_INVALID_ENUM);
461 }
462
463 if (!buffer)
464 {
465 return error(GL_INVALID_OPERATION);
466 }
467
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000468 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000469 }
470 }
471 catch(std::bad_alloc&)
472 {
473 return error(GL_OUT_OF_MEMORY);
474 }
475}
476
477void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void* data)
478{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000479 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const void* data = 0x%0.8p)",
480 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000481
482 try
483 {
484 if (size < 0)
485 {
486 return error(GL_INVALID_VALUE);
487 }
488
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000489 if (data == NULL)
490 {
491 return;
492 }
493
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000494 gl::Context *context = gl::getContext();
495
496 if (context)
497 {
498 gl::Buffer *buffer;
499
500 switch (target)
501 {
502 case GL_ARRAY_BUFFER:
503 buffer = context->getArrayBuffer();
504 break;
505 case GL_ELEMENT_ARRAY_BUFFER:
506 buffer = context->getElementArrayBuffer();
507 break;
508 default:
509 return error(GL_INVALID_ENUM);
510 }
511
512 if (!buffer)
513 {
514 return error(GL_INVALID_OPERATION);
515 }
516
517 GLenum err = buffer->bufferSubData(data, size, offset);
518
519 if (err != GL_NO_ERROR)
520 {
521 return error(err);
522 }
523 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000524 }
525 catch(std::bad_alloc&)
526 {
527 return error(GL_OUT_OF_MEMORY);
528 }
529}
530
531GLenum __stdcall glCheckFramebufferStatus(GLenum target)
532{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000533 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000534
535 try
536 {
537 if (target != GL_FRAMEBUFFER)
538 {
539 return error(GL_INVALID_ENUM, 0);
540 }
541
542 gl::Context *context = gl::getContext();
543
544 if (context)
545 {
546 gl::Framebuffer *framebuffer = context->getFramebuffer();
547
548 return framebuffer->completeness();
549 }
550 }
551 catch(std::bad_alloc&)
552 {
553 return error(GL_OUT_OF_MEMORY, 0);
554 }
555
556 return 0;
557}
558
559void __stdcall glClear(GLbitfield mask)
560{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000561 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562
563 try
564 {
565 gl::Context *context = gl::getContext();
566
567 if (context)
568 {
569 context->clear(mask);
570 }
571 }
572 catch(std::bad_alloc&)
573 {
574 return error(GL_OUT_OF_MEMORY);
575 }
576}
577
578void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
579{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000580 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
581 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000582
583 try
584 {
585 gl::Context *context = gl::getContext();
586
587 if (context)
588 {
589 context->setClearColor(red, green, blue, alpha);
590 }
591 }
592 catch(std::bad_alloc&)
593 {
594 return error(GL_OUT_OF_MEMORY);
595 }
596}
597
598void __stdcall glClearDepthf(GLclampf depth)
599{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000600 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000601
602 try
603 {
604 gl::Context *context = gl::getContext();
605
606 if (context)
607 {
608 context->setClearDepth(depth);
609 }
610 }
611 catch(std::bad_alloc&)
612 {
613 return error(GL_OUT_OF_MEMORY);
614 }
615}
616
617void __stdcall glClearStencil(GLint s)
618{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000619 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000620
621 try
622 {
623 gl::Context *context = gl::getContext();
624
625 if (context)
626 {
627 context->setClearStencil(s);
628 }
629 }
630 catch(std::bad_alloc&)
631 {
632 return error(GL_OUT_OF_MEMORY);
633 }
634}
635
636void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
637{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000638 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
639 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000640
641 try
642 {
643 gl::Context *context = gl::getContext();
644
645 if (context)
646 {
647 context->colorMaskRed = red != GL_FALSE;
648 context->colorMaskGreen = green != GL_FALSE;
649 context->colorMaskBlue = blue != GL_FALSE;
650 context->colorMaskAlpha = alpha != GL_FALSE;
651 }
652 }
653 catch(std::bad_alloc&)
654 {
655 return error(GL_OUT_OF_MEMORY);
656 }
657}
658
659void __stdcall glCompileShader(GLuint shader)
660{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000661 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000662
663 try
664 {
665 gl::Context *context = gl::getContext();
666
667 if (context)
668 {
669 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000670
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000671 if (!shaderObject)
672 {
673 return error(GL_INVALID_VALUE);
674 }
675
676 shaderObject->compile();
677 }
678 }
679 catch(std::bad_alloc&)
680 {
681 return error(GL_OUT_OF_MEMORY);
682 }
683}
684
685void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data)
686{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000687 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
688 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const void* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000689 target, level, internalformat, width, height, border, imageSize, data);
690
691 try
692 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000693 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
694 {
695 return error(GL_INVALID_ENUM);
696 }
697
698 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000699 {
700 return error(GL_INVALID_VALUE);
701 }
702
daniel@transgaming.com41430492010-03-11 20:36:18 +0000703 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
704 {
705 return error(GL_INVALID_VALUE);
706 }
707
708 return error(GL_INVALID_ENUM); // ultimately we don't support compressed textures
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000709 }
710 catch(std::bad_alloc&)
711 {
712 return error(GL_OUT_OF_MEMORY);
713 }
714}
715
716void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data)
717{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000718 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
719 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
720 "GLsizei imageSize = %d, const void* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000721 target, level, xoffset, yoffset, width, height, format, imageSize, data);
722
723 try
724 {
daniel@transgaming.com41430492010-03-11 20:36:18 +0000725 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
726 {
727 return error(GL_INVALID_ENUM);
728 }
729
730 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000731 {
732 return error(GL_INVALID_VALUE);
733 }
734
daniel@transgaming.com41430492010-03-11 20:36:18 +0000735 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
736 {
737 return error(GL_INVALID_VALUE);
738 }
739
740 if (xoffset != 0 || yoffset != 0)
741 {
742 return error(GL_INVALID_OPERATION);
743 }
744
745 return error(GL_INVALID_OPERATION); // The texture being operated on is not a compressed texture.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000746 }
747 catch(std::bad_alloc&)
748 {
749 return error(GL_OUT_OF_MEMORY);
750 }
751}
752
753void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
754{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000755 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
756 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000757 target, level, internalformat, x, y, width, height, border);
758
759 try
760 {
761 if (width < 0 || height < 0)
762 {
763 return error(GL_INVALID_VALUE);
764 }
765
766 UNIMPLEMENTED(); // FIXME
767 }
768 catch(std::bad_alloc&)
769 {
770 return error(GL_OUT_OF_MEMORY);
771 }
772}
773
774void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
775{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000776 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
777 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000778 target, level, xoffset, yoffset, x, y, width, height);
779
780 try
781 {
782 if (width < 0 || height < 0)
783 {
784 return error(GL_INVALID_VALUE);
785 }
786
787 UNIMPLEMENTED(); // FIXME
788 }
789 catch(std::bad_alloc&)
790 {
791 return error(GL_OUT_OF_MEMORY);
792 }
793}
794
795GLuint __stdcall glCreateProgram(void)
796{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000797 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000798
799 try
800 {
801 gl::Context *context = gl::getContext();
802
803 if (context)
804 {
805 return context->createProgram();
806 }
807 }
808 catch(std::bad_alloc&)
809 {
810 return error(GL_OUT_OF_MEMORY, 0);
811 }
812
813 return 0;
814}
815
816GLuint __stdcall glCreateShader(GLenum type)
817{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000818 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000819
820 try
821 {
822 gl::Context *context = gl::getContext();
823
824 if (context)
825 {
826 switch (type)
827 {
828 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000829 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000830 return context->createShader(type);
831 default:
832 return error(GL_INVALID_ENUM, 0);
833 }
834 }
835 }
836 catch(std::bad_alloc&)
837 {
838 return error(GL_OUT_OF_MEMORY, 0);
839 }
840
841 return 0;
842}
843
844void __stdcall glCullFace(GLenum mode)
845{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000846 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000847
848 try
849 {
850 switch (mode)
851 {
852 case GL_FRONT:
853 case GL_BACK:
854 case GL_FRONT_AND_BACK:
855 {
856 gl::Context *context = gl::getContext();
857
858 if (context)
859 {
860 context->cullMode = mode;
861 }
862 }
863 break;
864 default:
865 return error(GL_INVALID_ENUM);
866 }
867 }
868 catch(std::bad_alloc&)
869 {
870 return error(GL_OUT_OF_MEMORY);
871 }
872}
873
874void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
875{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000876 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000877
878 try
879 {
880 if (n < 0)
881 {
882 return error(GL_INVALID_VALUE);
883 }
884
885 gl::Context *context = gl::getContext();
886
887 if (context)
888 {
889 for (int i = 0; i < n; i++)
890 {
891 context->deleteBuffer(buffers[i]);
892 }
893 }
894 }
895 catch(std::bad_alloc&)
896 {
897 return error(GL_OUT_OF_MEMORY);
898 }
899}
900
901void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
902{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000903 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000904
905 try
906 {
907 if (n < 0)
908 {
909 return error(GL_INVALID_VALUE);
910 }
911
912 gl::Context *context = gl::getContext();
913
914 if (context)
915 {
916 for (int i = 0; i < n; i++)
917 {
918 if (framebuffers[i] != 0)
919 {
920 context->deleteFramebuffer(framebuffers[i]);
921 }
922 }
923 }
924 }
925 catch(std::bad_alloc&)
926 {
927 return error(GL_OUT_OF_MEMORY);
928 }
929}
930
931void __stdcall glDeleteProgram(GLuint program)
932{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000933 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000934
935 try
936 {
937 gl::Context *context = gl::getContext();
938
939 if (context)
940 {
941 context->deleteProgram(program);
942 }
943 }
944 catch(std::bad_alloc&)
945 {
946 return error(GL_OUT_OF_MEMORY);
947 }
948}
949
950void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
951{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000952 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000953
954 try
955 {
956 if (n < 0)
957 {
958 return error(GL_INVALID_VALUE);
959 }
960
961 gl::Context *context = gl::getContext();
962
963 if (context)
964 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +0000965 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000966 {
967 context->deleteRenderbuffer(renderbuffers[i]);
968 }
969 }
970 }
971 catch(std::bad_alloc&)
972 {
973 return error(GL_OUT_OF_MEMORY);
974 }
975}
976
977void __stdcall glDeleteShader(GLuint shader)
978{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000979 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000980
981 try
982 {
983 gl::Context *context = gl::getContext();
984
985 if (context)
986 {
987 context->deleteShader(shader);
988 }
989 }
990 catch(std::bad_alloc&)
991 {
992 return error(GL_OUT_OF_MEMORY);
993 }
994}
995
996void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
997{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000998 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000999
1000 try
1001 {
1002 if (n < 0)
1003 {
1004 return error(GL_INVALID_VALUE);
1005 }
1006
1007 gl::Context *context = gl::getContext();
1008
1009 if (context)
1010 {
1011 for (int i = 0; i < n; i++)
1012 {
1013 if (textures[i] != 0)
1014 {
1015 context->deleteTexture(textures[i]);
1016 }
1017 }
1018 }
1019 }
1020 catch(std::bad_alloc&)
1021 {
1022 return error(GL_OUT_OF_MEMORY);
1023 }
1024}
1025
1026void __stdcall glDepthFunc(GLenum func)
1027{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001028 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001029
1030 try
1031 {
1032 switch (func)
1033 {
1034 case GL_NEVER:
1035 case GL_ALWAYS:
1036 case GL_LESS:
1037 case GL_LEQUAL:
1038 case GL_EQUAL:
1039 case GL_GREATER:
1040 case GL_GEQUAL:
1041 case GL_NOTEQUAL:
1042 break;
1043 default:
1044 return error(GL_INVALID_ENUM);
1045 }
1046
1047 gl::Context *context = gl::getContext();
1048
1049 if (context)
1050 {
1051 context->depthFunc = func;
1052 }
1053 }
1054 catch(std::bad_alloc&)
1055 {
1056 return error(GL_OUT_OF_MEMORY);
1057 }
1058}
1059
1060void __stdcall glDepthMask(GLboolean flag)
1061{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001062 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001063
1064 try
1065 {
1066 gl::Context *context = gl::getContext();
1067
1068 if (context)
1069 {
1070 context->depthMask = flag != GL_FALSE;
1071 }
1072 }
1073 catch(std::bad_alloc&)
1074 {
1075 return error(GL_OUT_OF_MEMORY);
1076 }
1077}
1078
1079void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1080{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001081 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001082
1083 try
1084 {
1085 gl::Context *context = gl::getContext();
1086
1087 if (context)
1088 {
1089 context->zNear = zNear;
1090 context->zFar = zFar;
1091 }
1092 }
1093 catch(std::bad_alloc&)
1094 {
1095 return error(GL_OUT_OF_MEMORY);
1096 }
1097}
1098
1099void __stdcall glDetachShader(GLuint program, GLuint shader)
1100{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001101 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001102
1103 try
1104 {
1105 gl::Context *context = gl::getContext();
1106
1107 if (context)
1108 {
1109 gl::Program *programObject = context->getProgram(program);
1110 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001111
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001112 if (!programObject || !shaderObject)
1113 {
1114 return error(GL_INVALID_VALUE);
1115 }
1116
1117 if (!programObject->detachShader(shaderObject))
1118 {
1119 return error(GL_INVALID_OPERATION);
1120 }
1121
1122 if (shaderObject->isDeletable())
1123 {
1124 context->deleteShader(shader);
1125 }
1126 }
1127 }
1128 catch(std::bad_alloc&)
1129 {
1130 return error(GL_OUT_OF_MEMORY);
1131 }
1132}
1133
1134void __stdcall glDisable(GLenum cap)
1135{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001136 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001137
1138 try
1139 {
1140 gl::Context *context = gl::getContext();
1141
1142 if (context)
1143 {
1144 switch (cap)
1145 {
1146 case GL_CULL_FACE: context->cullFace = false; break;
1147 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = false; break;
1148 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = false; break;
1149 case GL_SAMPLE_COVERAGE: context->sampleCoverage = false; break;
1150 case GL_SCISSOR_TEST: context->scissorTest = false; break;
1151 case GL_STENCIL_TEST: context->stencilTest = false; break;
1152 case GL_DEPTH_TEST: context->depthTest = false; break;
1153 case GL_BLEND: context->blend = false; break;
1154 case GL_DITHER: context->dither = false; break;
1155 default:
1156 return error(GL_INVALID_ENUM);
1157 }
1158 }
1159 }
1160 catch(std::bad_alloc&)
1161 {
1162 return error(GL_OUT_OF_MEMORY);
1163 }
1164}
1165
1166void __stdcall glDisableVertexAttribArray(GLuint index)
1167{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001168 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001169
1170 try
1171 {
1172 if (index >= gl::MAX_VERTEX_ATTRIBS)
1173 {
1174 return error(GL_INVALID_VALUE);
1175 }
1176
1177 gl::Context *context = gl::getContext();
1178
1179 if (context)
1180 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001181 context->vertexAttribute[index].mEnabled = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001182 }
1183 }
1184 catch(std::bad_alloc&)
1185 {
1186 return error(GL_OUT_OF_MEMORY);
1187 }
1188}
1189
1190void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1191{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001192 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001193
1194 try
1195 {
1196 if (count < 0 || first < 0)
1197 {
1198 return error(GL_INVALID_VALUE);
1199 }
1200
1201 gl::Context *context = gl::getContext();
1202
1203 if (context)
1204 {
1205 context->drawArrays(mode, first, count);
1206 }
1207 }
1208 catch(std::bad_alloc&)
1209 {
1210 return error(GL_OUT_OF_MEMORY);
1211 }
1212}
1213
1214void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const void* indices)
1215{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001216 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const void* indices = 0x%0.8p)",
1217 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001218
1219 try
1220 {
1221 if (count < 0)
1222 {
1223 return error(GL_INVALID_VALUE);
1224 }
1225
1226 switch (type)
1227 {
1228 case GL_UNSIGNED_BYTE:
1229 UNIMPLEMENTED(); // FIXME
1230 case GL_UNSIGNED_SHORT:
1231 break;
1232 default:
1233 return error(GL_INVALID_ENUM);
1234 }
1235
1236 gl::Context *context = gl::getContext();
1237
1238 if (context)
1239 {
1240 context->drawElements(mode, count, type, indices);
1241 }
1242 }
1243 catch(std::bad_alloc&)
1244 {
1245 return error(GL_OUT_OF_MEMORY);
1246 }
1247}
1248
1249void __stdcall glEnable(GLenum cap)
1250{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001251 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001252
1253 try
1254 {
1255 gl::Context *context = gl::getContext();
1256
1257 if (context)
1258 {
1259 switch (cap)
1260 {
1261 case GL_CULL_FACE: context->cullFace = true; break;
1262 case GL_POLYGON_OFFSET_FILL: context->polygonOffsetFill = true; break;
1263 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->sampleAlphaToCoverage = true; break;
1264 case GL_SAMPLE_COVERAGE: context->sampleCoverage = true; break;
1265 case GL_SCISSOR_TEST: context->scissorTest = true; break;
1266 case GL_STENCIL_TEST: context->stencilTest = true; break;
1267 case GL_DEPTH_TEST: context->depthTest = true; break;
1268 case GL_BLEND: context->blend = true; break;
1269 case GL_DITHER: context->dither = true; break;
1270 default:
1271 return error(GL_INVALID_ENUM);
1272 }
1273 }
1274 }
1275 catch(std::bad_alloc&)
1276 {
1277 return error(GL_OUT_OF_MEMORY);
1278 }
1279}
1280
1281void __stdcall glEnableVertexAttribArray(GLuint index)
1282{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001283 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001284
1285 try
1286 {
1287 if (index >= gl::MAX_VERTEX_ATTRIBS)
1288 {
1289 return error(GL_INVALID_VALUE);
1290 }
1291
1292 gl::Context *context = gl::getContext();
1293
1294 if (context)
1295 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00001296 context->vertexAttribute[index].mEnabled = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001297 }
1298 }
1299 catch(std::bad_alloc&)
1300 {
1301 return error(GL_OUT_OF_MEMORY);
1302 }
1303}
1304
1305void __stdcall glFinish(void)
1306{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001307 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001308
1309 try
1310 {
1311 gl::Context *context = gl::getContext();
1312
1313 if (context)
1314 {
1315 context->finish();
1316 }
1317 }
1318 catch(std::bad_alloc&)
1319 {
1320 return error(GL_OUT_OF_MEMORY);
1321 }
1322}
1323
1324void __stdcall glFlush(void)
1325{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001326 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001327
1328 try
1329 {
1330 gl::Context *context = gl::getContext();
1331
1332 if (context)
1333 {
1334 context->flush();
1335 }
1336 }
1337 catch(std::bad_alloc&)
1338 {
1339 return error(GL_OUT_OF_MEMORY);
1340 }
1341}
1342
1343void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1344{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001345 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1346 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001347
1348 try
1349 {
1350 if (target != GL_FRAMEBUFFER || renderbuffertarget != GL_RENDERBUFFER)
1351 {
1352 return error(GL_INVALID_ENUM);
1353 }
1354
1355 gl::Context *context = gl::getContext();
1356
1357 if (context)
1358 {
1359 gl::Framebuffer *framebuffer = context->getFramebuffer();
1360
1361 if (context->framebuffer == 0 || !framebuffer)
1362 {
1363 return error(GL_INVALID_OPERATION);
1364 }
1365
1366 switch (attachment)
1367 {
1368 case GL_COLOR_ATTACHMENT0:
1369 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1370 break;
1371 case GL_DEPTH_ATTACHMENT:
1372 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1373 break;
1374 case GL_STENCIL_ATTACHMENT:
1375 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1376 break;
1377 default:
1378 return error(GL_INVALID_ENUM);
1379 }
1380 }
1381 }
1382 catch(std::bad_alloc&)
1383 {
1384 return error(GL_OUT_OF_MEMORY);
1385 }
1386}
1387
1388void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1389{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001390 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1391 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001392
1393 try
1394 {
1395 if (target != GL_FRAMEBUFFER)
1396 {
1397 return error(GL_INVALID_ENUM);
1398 }
1399
1400 switch (attachment)
1401 {
1402 case GL_COLOR_ATTACHMENT0:
1403 break;
1404 default:
1405 return error(GL_INVALID_ENUM);
1406 }
1407
1408 gl::Context *context = gl::getContext();
1409
1410 if (context)
1411 {
1412 if (texture)
1413 {
1414 switch (textarget)
1415 {
1416 case GL_TEXTURE_2D:
1417 if (!context->getTexture2D())
1418 {
1419 return error(GL_INVALID_OPERATION);
1420 }
1421 break;
1422 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1423 UNIMPLEMENTED(); // FIXME
1424 break;
1425 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1426 UNIMPLEMENTED(); // FIXME
1427 break;
1428 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1429 UNIMPLEMENTED(); // FIXME
1430 break;
1431 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1432 UNIMPLEMENTED(); // FIXME
1433 break;
1434 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1435 UNIMPLEMENTED(); // FIXME
1436 break;
1437 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1438 UNIMPLEMENTED(); // FIXME
1439 break;
1440 default:
1441 return error(GL_INVALID_ENUM);
1442 }
1443
1444 if (level != 0)
1445 {
1446 return error(GL_INVALID_VALUE);
1447 }
1448 }
1449
1450 gl::Framebuffer *framebuffer = context->getFramebuffer();
1451
1452 if (context->framebuffer == 0 || !framebuffer)
1453 {
1454 return error(GL_INVALID_OPERATION);
1455 }
1456
1457 framebuffer->setColorbuffer(GL_TEXTURE, texture);
1458 }
1459 }
1460 catch(std::bad_alloc&)
1461 {
1462 return error(GL_OUT_OF_MEMORY);
1463 }
1464}
1465
1466void __stdcall glFrontFace(GLenum mode)
1467{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001468 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001469
1470 try
1471 {
1472 switch (mode)
1473 {
1474 case GL_CW:
1475 case GL_CCW:
1476 {
1477 gl::Context *context = gl::getContext();
1478
1479 if (context)
1480 {
1481 context->frontFace = mode;
1482 }
1483 }
1484 break;
1485 default:
1486 return error(GL_INVALID_ENUM);
1487 }
1488 }
1489 catch(std::bad_alloc&)
1490 {
1491 return error(GL_OUT_OF_MEMORY);
1492 }
1493}
1494
1495void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
1496{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001497 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001498
1499 try
1500 {
1501 if (n < 0)
1502 {
1503 return error(GL_INVALID_VALUE);
1504 }
1505
1506 gl::Context *context = gl::getContext();
1507
1508 if (context)
1509 {
1510 for (int i = 0; i < n; i++)
1511 {
1512 buffers[i] = context->createBuffer();
1513 }
1514 }
1515 }
1516 catch(std::bad_alloc&)
1517 {
1518 return error(GL_OUT_OF_MEMORY);
1519 }
1520}
1521
1522void __stdcall glGenerateMipmap(GLenum target)
1523{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001524 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001525
1526 try
1527 {
1528 UNIMPLEMENTED(); // FIXME
1529 }
1530 catch(std::bad_alloc&)
1531 {
1532 return error(GL_OUT_OF_MEMORY);
1533 }
1534}
1535
1536void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
1537{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001538 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001539
1540 try
1541 {
1542 if (n < 0)
1543 {
1544 return error(GL_INVALID_VALUE);
1545 }
1546
1547 gl::Context *context = gl::getContext();
1548
1549 if (context)
1550 {
1551 for (int i = 0; i < n; i++)
1552 {
1553 framebuffers[i] = context->createFramebuffer();
1554 }
1555 }
1556 }
1557 catch(std::bad_alloc&)
1558 {
1559 return error(GL_OUT_OF_MEMORY);
1560 }
1561}
1562
1563void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
1564{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001565 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001566
1567 try
1568 {
1569 if (n < 0)
1570 {
1571 return error(GL_INVALID_VALUE);
1572 }
1573
1574 gl::Context *context = gl::getContext();
1575
1576 if (context)
1577 {
1578 for (int i = 0; i < n; i++)
1579 {
1580 renderbuffers[i] = context->createRenderbuffer();
1581 }
1582 }
1583 }
1584 catch(std::bad_alloc&)
1585 {
1586 return error(GL_OUT_OF_MEMORY);
1587 }
1588}
1589
1590void __stdcall glGenTextures(GLsizei n, GLuint* textures)
1591{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001592 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001593
1594 try
1595 {
1596 if (n < 0)
1597 {
1598 return error(GL_INVALID_VALUE);
1599 }
1600
1601 gl::Context *context = gl::getContext();
1602
1603 if (context)
1604 {
1605 for (int i = 0; i < n; i++)
1606 {
1607 textures[i] = context->createTexture();
1608 }
1609 }
1610 }
1611 catch(std::bad_alloc&)
1612 {
1613 return error(GL_OUT_OF_MEMORY);
1614 }
1615}
1616
1617void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
1618{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001619 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, "
1620 "GLint* size = 0x%0.8p, GLenum* type = %0.8p, char* name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001621 program, index, bufsize, length, size, type, name);
1622
1623 try
1624 {
1625 if (bufsize < 0)
1626 {
1627 return error(GL_INVALID_VALUE);
1628 }
1629
1630 UNIMPLEMENTED(); // FIXME
1631 }
1632 catch(std::bad_alloc&)
1633 {
1634 return error(GL_OUT_OF_MEMORY);
1635 }
1636}
1637
1638void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
1639{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001640 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
1641 "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, char* name = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001642 program, index, bufsize, length, size, type, name);
1643
1644 try
1645 {
1646 if (bufsize < 0)
1647 {
1648 return error(GL_INVALID_VALUE);
1649 }
1650
1651 UNIMPLEMENTED(); // FIXME
1652 }
1653 catch(std::bad_alloc&)
1654 {
1655 return error(GL_OUT_OF_MEMORY);
1656 }
1657}
1658
1659void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
1660{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001661 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
1662 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001663
1664 try
1665 {
1666 if (maxcount < 0)
1667 {
1668 return error(GL_INVALID_VALUE);
1669 }
1670
1671 UNIMPLEMENTED(); // FIXME
1672 }
1673 catch(std::bad_alloc&)
1674 {
1675 return error(GL_OUT_OF_MEMORY);
1676 }
1677}
1678
1679int __stdcall glGetAttribLocation(GLuint program, const char* name)
1680{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001681 TRACE("(GLuint program = %d, const char* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001682
1683 try
1684 {
1685 gl::Context *context = gl::getContext();
1686
1687 if (context)
1688 {
1689 gl::Program *programObject = context->getProgram(program);
1690
1691 if (!programObject)
1692 {
1693 return error(GL_INVALID_VALUE, -1);
1694 }
1695
1696 return programObject->getAttributeLocation(name);
1697 }
1698 }
1699 catch(std::bad_alloc&)
1700 {
1701 return error(GL_OUT_OF_MEMORY, -1);
1702 }
1703
1704 return -1;
1705}
1706
1707void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
1708{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001709 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001710
1711 try
1712 {
1713 switch (pname)
1714 {
1715 case GL_SHADER_COMPILER: *params = GL_TRUE; break;
1716 default:
1717 UNIMPLEMENTED(); // FIXME
1718 return error(GL_INVALID_ENUM);
1719 }
1720 }
1721 catch(std::bad_alloc&)
1722 {
1723 return error(GL_OUT_OF_MEMORY);
1724 }
1725}
1726
1727void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
1728{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001729 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", target, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001730
1731 try
1732 {
1733 UNIMPLEMENTED(); // FIXME
1734 }
1735 catch(std::bad_alloc&)
1736 {
1737 return error(GL_OUT_OF_MEMORY);
1738 }
1739}
1740
1741GLenum __stdcall glGetError(void)
1742{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001743 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001744
1745 gl::Context *context = gl::getContext();
1746
1747 if (context)
1748 {
1749 return context->getError();
1750 }
1751
1752 return GL_NO_ERROR;
1753}
1754
1755void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
1756{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001757 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001758
1759 try
1760 {
1761 UNIMPLEMENTED(); // FIXME
1762 }
1763 catch(std::bad_alloc&)
1764 {
1765 return error(GL_OUT_OF_MEMORY);
1766 }
1767}
1768
1769void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
1770{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001771 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
1772 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001773
1774 try
1775 {
1776 gl::Context *context = gl::getContext();
1777
1778 if (context)
1779 {
1780 if (context->framebuffer == 0)
1781 {
1782 return error(GL_INVALID_OPERATION);
1783 }
1784
1785 UNIMPLEMENTED(); // FIXME
1786 }
1787 }
1788 catch(std::bad_alloc&)
1789 {
1790 return error(GL_OUT_OF_MEMORY);
1791 }
1792}
1793
1794void __stdcall glGetIntegerv(GLenum pname, GLint* params)
1795{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001796 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001797
1798 try
1799 {
1800 gl::Context *context = gl::getContext();
1801
1802 if (context)
1803 {
1804 switch (pname)
1805 {
1806 case GL_MAX_VERTEX_ATTRIBS: *params = gl::MAX_VERTEX_ATTRIBS; break;
1807 case GL_MAX_VERTEX_UNIFORM_VECTORS: *params = gl::MAX_VERTEX_UNIFORM_VECTORS; break;
1808 case GL_MAX_VARYING_VECTORS: *params = gl::MAX_VARYING_VECTORS; break;
1809 case GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS: *params = gl::MAX_COMBINED_TEXTURE_IMAGE_UNITS; break;
1810 case GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_VERTEX_TEXTURE_IMAGE_UNITS; break;
1811 case GL_MAX_TEXTURE_IMAGE_UNITS: *params = gl::MAX_TEXTURE_IMAGE_UNITS; break;
1812 case GL_MAX_FRAGMENT_UNIFORM_VECTORS: *params = gl::MAX_FRAGMENT_UNIFORM_VECTORS; break;
1813 case GL_MAX_RENDERBUFFER_SIZE: *params = gl::MAX_RENDERBUFFER_SIZE; break;
1814 case GL_NUM_SHADER_BINARY_FORMATS: *params = 0; break;
daniel@transgaming.com41430492010-03-11 20:36:18 +00001815 case GL_NUM_COMPRESSED_TEXTURE_FORMATS: *params = 0; break;
1816 case GL_COMPRESSED_TEXTURE_FORMATS: /* no compressed texture formats are supported */ break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001817 case GL_ARRAY_BUFFER_BINDING: *params = context->arrayBuffer; break;
1818 case GL_FRAMEBUFFER_BINDING: *params = context->framebuffer; break;
1819 case GL_RENDERBUFFER_BINDING: *params = context->renderbuffer; break;
1820 case GL_CURRENT_PROGRAM: *params = context->currentProgram; break;
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00001821 case GL_PACK_ALIGNMENT: *params = context->packAlignment; break;
1822 case GL_UNPACK_ALIGNMENT: *params = context->unpackAlignment; break;
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00001823 case GL_GENERATE_MIPMAP_HINT: *params = context->generateMipmapHint; break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001824 case GL_RED_BITS:
1825 case GL_GREEN_BITS:
1826 case GL_BLUE_BITS:
1827 case GL_ALPHA_BITS:
1828 {
1829 gl::Framebuffer *framebuffer = context->getFramebuffer();
1830 gl::Colorbuffer *colorbuffer = framebuffer->getColorbuffer();
1831
1832 if (colorbuffer)
1833 {
1834 switch (pname)
1835 {
1836 case GL_RED_BITS: *params = colorbuffer->getRedSize(); break;
1837 case GL_GREEN_BITS: *params = colorbuffer->getGreenSize(); break;
1838 case GL_BLUE_BITS: *params = colorbuffer->getBlueSize(); break;
1839 case GL_ALPHA_BITS: *params = colorbuffer->getAlphaSize(); break;
1840 }
1841 }
1842 else
1843 {
1844 *params = 0;
1845 }
1846 }
1847 break;
1848 case GL_DEPTH_BITS:
1849 {
1850 gl::Framebuffer *framebuffer = context->getFramebuffer();
1851 gl::Depthbuffer *depthbuffer = framebuffer->getDepthbuffer();
1852
1853 if (depthbuffer)
1854 {
1855 *params = depthbuffer->getDepthSize();
1856 }
1857 else
1858 {
1859 *params = 0;
1860 }
1861 }
1862 break;
1863 case GL_STENCIL_BITS:
1864 {
1865 gl::Framebuffer *framebuffer = context->getFramebuffer();
1866 gl::Stencilbuffer *stencilbuffer = framebuffer->getStencilbuffer();
1867
1868 if (stencilbuffer)
1869 {
1870 *params = stencilbuffer->getStencilSize();
1871 }
1872 else
1873 {
1874 *params = 0;
1875 }
1876 }
1877 break;
1878 default:
1879 UNIMPLEMENTED(); // FIXME
1880 return error(GL_INVALID_ENUM);
1881 }
1882 }
1883 }
1884 catch(std::bad_alloc&)
1885 {
1886 return error(GL_OUT_OF_MEMORY);
1887 }
1888}
1889
1890void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
1891{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001892 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001893
1894 try
1895 {
1896 gl::Context *context = gl::getContext();
1897
1898 if (context)
1899 {
1900 gl::Program *programObject = context->getProgram(program);
1901
1902 if (!programObject)
1903 {
1904 return error(GL_INVALID_VALUE);
1905 }
1906
1907 switch (pname)
1908 {
1909 case GL_DELETE_STATUS:
1910 UNIMPLEMENTED(); // FIXME
1911 *params = GL_FALSE;
1912 return;
1913 case GL_LINK_STATUS:
1914 *params = programObject->isLinked();
1915 return;
1916 case GL_VALIDATE_STATUS:
1917 UNIMPLEMENTED(); // FIXME
1918 *params = GL_TRUE;
1919 return;
1920 case GL_INFO_LOG_LENGTH:
1921 UNIMPLEMENTED(); // FIXME
1922 *params = 0;
1923 return;
1924 case GL_ATTACHED_SHADERS:
1925 UNIMPLEMENTED(); // FIXME
1926 *params = 2;
1927 return;
1928 case GL_ACTIVE_ATTRIBUTES:
1929 UNIMPLEMENTED(); // FIXME
1930 *params = 0;
1931 return;
1932 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
1933 UNIMPLEMENTED(); // FIXME
1934 *params = 0;
1935 return;
1936 case GL_ACTIVE_UNIFORMS:
1937 UNIMPLEMENTED(); // FIXME
1938 *params = 0;
1939 return;
1940 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
1941 UNIMPLEMENTED(); // FIXME
1942 *params = 0;
1943 return;
1944 default:
1945 return error(GL_INVALID_ENUM);
1946 }
1947 }
1948 }
1949 catch(std::bad_alloc&)
1950 {
1951 return error(GL_OUT_OF_MEMORY);
1952 }
1953}
1954
1955void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
1956{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001957 TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
1958 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001959
1960 try
1961 {
1962 if (bufsize < 0)
1963 {
1964 return error(GL_INVALID_VALUE);
1965 }
1966
1967 UNIMPLEMENTED(); // FIXME
1968 }
1969 catch(std::bad_alloc&)
1970 {
1971 return error(GL_OUT_OF_MEMORY);
1972 }
1973}
1974
1975void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
1976{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001977 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 +00001978
1979 try
1980 {
1981 UNIMPLEMENTED(); // FIXME
1982 }
1983 catch(std::bad_alloc&)
1984 {
1985 return error(GL_OUT_OF_MEMORY);
1986 }
1987}
1988
1989void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
1990{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001991 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001992
1993 try
1994 {
1995 gl::Context *context = gl::getContext();
1996
1997 if (context)
1998 {
1999 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002000
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002001 if (!shaderObject)
2002 {
2003 return error(GL_INVALID_VALUE);
2004 }
2005
2006 switch (pname)
2007 {
2008 case GL_SHADER_TYPE:
2009 *params = shaderObject->getType();
2010 return;
2011 case GL_DELETE_STATUS:
2012 UNIMPLEMENTED(); // FIXME
2013 *params = GL_FALSE;
2014 return;
2015 case GL_COMPILE_STATUS:
2016 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
2017 return;
2018 case GL_INFO_LOG_LENGTH:
2019 UNIMPLEMENTED(); // FIXME
2020 *params = 0;
2021 return;
2022 case GL_SHADER_SOURCE_LENGTH:
2023 UNIMPLEMENTED(); // FIXME
2024 *params = 1;
2025 return;
2026 default:
2027 return error(GL_INVALID_ENUM);
2028 }
2029 }
2030 }
2031 catch(std::bad_alloc&)
2032 {
2033 return error(GL_OUT_OF_MEMORY);
2034 }
2035}
2036
2037void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, char* infolog)
2038{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002039 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* infolog = 0x%0.8p)",
2040 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002041
2042 try
2043 {
2044 if (bufsize < 0)
2045 {
2046 return error(GL_INVALID_VALUE);
2047 }
2048
2049 UNIMPLEMENTED(); // FIXME
2050 }
2051 catch(std::bad_alloc&)
2052 {
2053 return error(GL_OUT_OF_MEMORY);
2054 }
2055}
2056
2057void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
2058{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002059 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
2060 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002061
2062 try
2063 {
2064 UNIMPLEMENTED(); // FIXME
2065 }
2066 catch(std::bad_alloc&)
2067 {
2068 return error(GL_OUT_OF_MEMORY);
2069 }
2070}
2071
2072void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, char* source)
2073{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002074 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, char* source = 0x%0.8p)",
2075 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002076
2077 try
2078 {
2079 if (bufsize < 0)
2080 {
2081 return error(GL_INVALID_VALUE);
2082 }
2083
2084 UNIMPLEMENTED(); // FIXME
2085 }
2086 catch(std::bad_alloc&)
2087 {
2088 return error(GL_OUT_OF_MEMORY);
2089 }
2090}
2091
2092const GLubyte* __stdcall glGetString(GLenum name)
2093{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002094 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002095
2096 try
2097 {
2098 switch (name)
2099 {
2100 case GL_VENDOR:
2101 return (GLubyte*)"TransGaming Inc.";
2102 case GL_RENDERER:
2103 return (GLubyte*)"ANGLE";
2104 case GL_VERSION:
2105 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
2106 case GL_SHADING_LANGUAGE_VERSION:
2107 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
2108 case GL_EXTENSIONS:
2109 return (GLubyte*)"";
2110 default:
2111 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
2112 }
2113 }
2114 catch(std::bad_alloc&)
2115 {
2116 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
2117 }
2118
2119 return NULL;
2120}
2121
2122void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
2123{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002124 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 +00002125
2126 try
2127 {
2128 UNIMPLEMENTED(); // FIXME
2129 }
2130 catch(std::bad_alloc&)
2131 {
2132 return error(GL_OUT_OF_MEMORY);
2133 }
2134}
2135
2136void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
2137{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002138 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 +00002139
2140 try
2141 {
2142 UNIMPLEMENTED(); // FIXME
2143 }
2144 catch(std::bad_alloc&)
2145 {
2146 return error(GL_OUT_OF_MEMORY);
2147 }
2148}
2149
2150void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
2151{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002152 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002153
2154 try
2155 {
2156 UNIMPLEMENTED(); // FIXME
2157 }
2158 catch(std::bad_alloc&)
2159 {
2160 return error(GL_OUT_OF_MEMORY);
2161 }
2162}
2163
2164void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
2165{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002166 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002167
2168 try
2169 {
2170 UNIMPLEMENTED(); // FIXME
2171 }
2172 catch(std::bad_alloc&)
2173 {
2174 return error(GL_OUT_OF_MEMORY);
2175 }
2176}
2177
2178int __stdcall glGetUniformLocation(GLuint program, const char* name)
2179{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002180 TRACE("(GLuint program = %d, const char* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002181
2182 try
2183 {
2184 gl::Context *context = gl::getContext();
2185
2186 if (strstr(name, "gl_") == name)
2187 {
2188 return -1;
2189 }
2190
2191 if (context)
2192 {
2193 gl::Program *programObject = context->getProgram(program);
2194
2195 if (!programObject)
2196 {
2197 return error(GL_INVALID_VALUE, -1);
2198 }
2199
2200 if (!programObject->isLinked())
2201 {
2202 return error(GL_INVALID_OPERATION, -1);
2203 }
2204
2205 return programObject->getUniformLocation(name);
2206 }
2207 }
2208 catch(std::bad_alloc&)
2209 {
2210 return error(GL_OUT_OF_MEMORY, -1);
2211 }
2212
2213 return -1;
2214}
2215
2216void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
2217{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002218 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002219
2220 try
2221 {
2222 if (index >= gl::MAX_VERTEX_ATTRIBS)
2223 {
2224 return error(GL_INVALID_VALUE);
2225 }
2226
2227 UNIMPLEMENTED(); // FIXME
2228 }
2229 catch(std::bad_alloc&)
2230 {
2231 return error(GL_OUT_OF_MEMORY);
2232 }
2233}
2234
2235void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
2236{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002237 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002238
2239 try
2240 {
2241 if (index >= gl::MAX_VERTEX_ATTRIBS)
2242 {
2243 return error(GL_INVALID_VALUE);
2244 }
2245
2246 UNIMPLEMENTED(); // FIXME
2247 }
2248 catch(std::bad_alloc&)
2249 {
2250 return error(GL_OUT_OF_MEMORY);
2251 }
2252}
2253
2254void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, void** pointer)
2255{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002256 TRACE("(GLuint index = %d, GLenum pname = 0x%X, void** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002257
2258 try
2259 {
2260 if (index >= gl::MAX_VERTEX_ATTRIBS)
2261 {
2262 return error(GL_INVALID_VALUE);
2263 }
2264
2265 UNIMPLEMENTED(); // FIXME
2266 }
2267 catch(std::bad_alloc&)
2268 {
2269 return error(GL_OUT_OF_MEMORY);
2270 }
2271}
2272
2273void __stdcall glHint(GLenum target, GLenum mode)
2274{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002275 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002276
2277 try
2278 {
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00002279 switch (target)
2280 {
2281 case GL_GENERATE_MIPMAP_HINT:
2282 switch (mode)
2283 {
2284 case GL_FASTEST:
2285 case GL_NICEST:
2286 case GL_DONT_CARE:
2287 break;
2288 default:
2289 return error(GL_INVALID_ENUM);
2290 }
2291 break;
2292 default:
2293 return error(GL_INVALID_ENUM);
2294 }
2295
2296 gl::Context *context = gl::getContext();
2297 if (context)
2298 {
2299 if (target == GL_GENERATE_MIPMAP_HINT)
2300 context->generateMipmapHint = mode;
2301 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002302 }
2303 catch(std::bad_alloc&)
2304 {
2305 return error(GL_OUT_OF_MEMORY);
2306 }
2307}
2308
2309GLboolean __stdcall glIsBuffer(GLuint buffer)
2310{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002311 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002312
2313 try
2314 {
2315 gl::Context *context = gl::getContext();
2316
2317 if (context && buffer)
2318 {
2319 gl::Buffer *bufferObject = context->getBuffer(buffer);
2320
2321 if (bufferObject)
2322 {
2323 return GL_TRUE;
2324 }
2325 }
2326 }
2327 catch(std::bad_alloc&)
2328 {
2329 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2330 }
2331
2332 return GL_FALSE;
2333}
2334
2335GLboolean __stdcall glIsEnabled(GLenum cap)
2336{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002337 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002338
2339 try
2340 {
2341 gl::Context *context = gl::getContext();
2342
2343 if (context)
2344 {
2345 switch (cap)
2346 {
2347 case GL_CULL_FACE: return context->cullFace;
2348 case GL_POLYGON_OFFSET_FILL: return context->polygonOffsetFill;
2349 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->sampleAlphaToCoverage;
2350 case GL_SAMPLE_COVERAGE: return context->sampleCoverage;
2351 case GL_SCISSOR_TEST: return context->scissorTest;
2352 case GL_STENCIL_TEST: return context->stencilTest;
2353 case GL_DEPTH_TEST: return context->depthTest;
2354 case GL_BLEND: return context->blend;
2355 case GL_DITHER: return context->dither;
2356 default:
2357 return error(GL_INVALID_ENUM, false);
2358 }
2359 }
2360 }
2361 catch(std::bad_alloc&)
2362 {
2363 return error(GL_OUT_OF_MEMORY, false);
2364 }
2365
2366 return false;
2367}
2368
2369GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
2370{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002371 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002372
2373 try
2374 {
2375 gl::Context *context = gl::getContext();
2376
2377 if (context && framebuffer)
2378 {
2379 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
2380
2381 if (framebufferObject)
2382 {
2383 return GL_TRUE;
2384 }
2385 }
2386 }
2387 catch(std::bad_alloc&)
2388 {
2389 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2390 }
2391
2392 return GL_FALSE;
2393}
2394
2395GLboolean __stdcall glIsProgram(GLuint program)
2396{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002397 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002398
2399 try
2400 {
2401 gl::Context *context = gl::getContext();
2402
2403 if (context && program)
2404 {
2405 gl::Program *programObject = context->getProgram(program);
2406
2407 if (programObject)
2408 {
2409 return GL_TRUE;
2410 }
2411 }
2412 }
2413 catch(std::bad_alloc&)
2414 {
2415 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2416 }
2417
2418 return GL_FALSE;
2419}
2420
2421GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
2422{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002423 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002424
2425 try
2426 {
2427 gl::Context *context = gl::getContext();
2428
2429 if (context && renderbuffer)
2430 {
2431 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
2432
2433 if (renderbufferObject)
2434 {
2435 return GL_TRUE;
2436 }
2437 }
2438 }
2439 catch(std::bad_alloc&)
2440 {
2441 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2442 }
2443
2444 return GL_FALSE;
2445}
2446
2447GLboolean __stdcall glIsShader(GLuint shader)
2448{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002449 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002450
2451 try
2452 {
2453 gl::Context *context = gl::getContext();
2454
2455 if (context && shader)
2456 {
2457 gl::Shader *shaderObject = context->getShader(shader);
2458
2459 if (shaderObject)
2460 {
2461 return GL_TRUE;
2462 }
2463 }
2464 }
2465 catch(std::bad_alloc&)
2466 {
2467 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2468 }
2469
2470 return GL_FALSE;
2471}
2472
2473GLboolean __stdcall glIsTexture(GLuint texture)
2474{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002475 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002476
2477 try
2478 {
2479 gl::Context *context = gl::getContext();
2480
2481 if (context && texture)
2482 {
2483 gl::Texture *textureObject = context->getTexture(texture);
2484
2485 if (textureObject)
2486 {
2487 return GL_TRUE;
2488 }
2489 }
2490 }
2491 catch(std::bad_alloc&)
2492 {
2493 return error(GL_OUT_OF_MEMORY, GL_FALSE);
2494 }
2495
2496 return GL_FALSE;
2497}
2498
2499void __stdcall glLineWidth(GLfloat width)
2500{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002501 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002502
2503 try
2504 {
2505 if (width <= 0.0f)
2506 {
2507 return error(GL_INVALID_VALUE);
2508 }
2509
2510 if (width != 1.0f)
2511 {
2512 UNIMPLEMENTED(); // FIXME
2513 }
2514 }
2515 catch(std::bad_alloc&)
2516 {
2517 return error(GL_OUT_OF_MEMORY);
2518 }
2519}
2520
2521void __stdcall glLinkProgram(GLuint program)
2522{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002523 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002524
2525 try
2526 {
2527 gl::Context *context = gl::getContext();
2528
2529 if (context)
2530 {
2531 gl::Program *programObject = context->getProgram(program);
2532
2533 if (!programObject)
2534 {
2535 return error(GL_INVALID_VALUE);
2536 }
2537
2538 programObject->link();
2539 }
2540 }
2541 catch(std::bad_alloc&)
2542 {
2543 return error(GL_OUT_OF_MEMORY);
2544 }
2545}
2546
2547void __stdcall glPixelStorei(GLenum pname, GLint param)
2548{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002549 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002550
2551 try
2552 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002553 gl::Context *context = gl::getContext();
2554
2555 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002556 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00002557 switch (pname)
2558 {
2559 case GL_UNPACK_ALIGNMENT:
2560 if (param != 1 && param != 2 && param != 4 && param != 8)
2561 {
2562 return error(GL_INVALID_VALUE);
2563 }
2564
2565 context->unpackAlignment = param;
2566 break;
2567
2568 case GL_PACK_ALIGNMENT:
2569 if (param != 1 && param != 2 && param != 4 && param != 8)
2570 {
2571 return error(GL_INVALID_VALUE);
2572 }
2573
2574 context->packAlignment = param;
2575 break;
2576
2577 default:
2578 return error(GL_INVALID_ENUM);
2579 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002580 }
2581 }
2582 catch(std::bad_alloc&)
2583 {
2584 return error(GL_OUT_OF_MEMORY);
2585 }
2586}
2587
2588void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
2589{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002590 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002591
2592 try
2593 {
2594 if (factor != 0.0f || units != 0.0f)
2595 {
2596 UNIMPLEMENTED(); // FIXME
2597 }
2598 }
2599 catch(std::bad_alloc&)
2600 {
2601 return error(GL_OUT_OF_MEMORY);
2602 }
2603}
2604
2605void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels)
2606{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002607 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
2608 "GLenum format = 0x%X, GLenum type = 0x%X, void* pixels = 0x%0.8p)",
2609 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002610
2611 try
2612 {
2613 if (width < 0 || height < 0)
2614 {
2615 return error(GL_INVALID_VALUE);
2616 }
2617
2618 switch (format)
2619 {
2620 case GL_RGBA:
2621 switch (type)
2622 {
2623 case GL_UNSIGNED_BYTE:
2624 break;
2625 default:
2626 return error(GL_INVALID_OPERATION);
2627 }
2628 break;
2629 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
2630 switch (type)
2631 {
2632 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
2633 break;
2634 default:
2635 return error(GL_INVALID_OPERATION);
2636 }
2637 break;
2638 default:
2639 return error(GL_INVALID_OPERATION);
2640 }
2641
2642 gl::Context *context = gl::getContext();
2643
2644 if (context)
2645 {
2646 context->readPixels(x, y, width, height, format, type, pixels);
2647 }
2648 }
2649 catch(std::bad_alloc&)
2650 {
2651 return error(GL_OUT_OF_MEMORY);
2652 }
2653}
2654
2655void __stdcall glReleaseShaderCompiler(void)
2656{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002657 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002658
2659 try
2660 {
2661 gl::Shader::releaseCompiler();
2662 }
2663 catch(std::bad_alloc&)
2664 {
2665 return error(GL_OUT_OF_MEMORY);
2666 }
2667}
2668
2669void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
2670{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002671 TRACE("(GLenum target = 0x%X, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
2672 target, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002673
2674 try
2675 {
2676 switch (target)
2677 {
2678 case GL_RENDERBUFFER:
2679 break;
2680 default:
2681 return error(GL_INVALID_ENUM);
2682 }
2683
2684 switch (internalformat)
2685 {
2686 case GL_DEPTH_COMPONENT16:
2687 case GL_RGBA4:
2688 case GL_RGB5_A1:
2689 case GL_RGB565:
2690 case GL_STENCIL_INDEX8:
2691 break;
2692 default:
2693 return error(GL_INVALID_ENUM);
2694 }
2695
2696 if (width < 0 || height < 0 || width > gl::MAX_RENDERBUFFER_SIZE || height > gl::MAX_RENDERBUFFER_SIZE)
2697 {
2698 return error(GL_INVALID_VALUE);
2699 }
2700
2701 gl::Context *context = gl::getContext();
2702
2703 if (context)
2704 {
2705 if (context->framebuffer == 0 || context->renderbuffer == 0)
2706 {
2707 return error(GL_INVALID_OPERATION);
2708 }
2709
2710 switch (internalformat)
2711 {
2712 case GL_DEPTH_COMPONENT16:
2713 context->setRenderbuffer(new gl::Depthbuffer(width, height));
2714 break;
2715 case GL_RGBA4:
2716 case GL_RGB5_A1:
2717 case GL_RGB565:
2718 UNIMPLEMENTED(); // FIXME
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002719 // context->setRenderbuffer(new Colorbuffer(renderTarget));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002720 break;
2721 case GL_STENCIL_INDEX8:
daniel@transgaming.com4a9d65c2010-03-08 21:30:56 +00002722 context->setRenderbuffer(new gl::Stencilbuffer(width, height));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002723 break;
2724 default:
2725 return error(GL_INVALID_ENUM);
2726 }
2727 }
2728 }
2729 catch(std::bad_alloc&)
2730 {
2731 return error(GL_OUT_OF_MEMORY);
2732 }
2733}
2734
2735void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
2736{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002737 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002738
2739 try
2740 {
2741 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002742
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002743 if (context)
2744 {
2745 context->sampleCoverageValue = gl::clamp01(value);
2746 context->sampleCoverageInvert = invert;
2747 }
2748 }
2749 catch(std::bad_alloc&)
2750 {
2751 return error(GL_OUT_OF_MEMORY);
2752 }
2753}
2754
2755void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
2756{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002757 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 +00002758
2759 try
2760 {
2761 if (width < 0 || height < 0)
2762 {
2763 return error(GL_INVALID_VALUE);
2764 }
2765
2766 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002767
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002768 if (context)
2769 {
2770 context->scissorX = x;
2771 context->scissorY = y;
2772 context->scissorWidth = width;
2773 context->scissorHeight = height;
2774 }
2775 }
2776 catch(std::bad_alloc&)
2777 {
2778 return error(GL_OUT_OF_MEMORY);
2779 }
2780}
2781
2782void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const void* binary, GLsizei length)
2783{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002784 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
2785 "const void* binary = 0x%0.8p, GLsizei length = %d)",
2786 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002787
2788 try
2789 {
2790 if (n < 0 || length < 0)
2791 {
2792 return error(GL_INVALID_VALUE);
2793 }
2794
2795 UNIMPLEMENTED(); // FIXME
2796 }
2797 catch(std::bad_alloc&)
2798 {
2799 return error(GL_OUT_OF_MEMORY);
2800 }
2801}
2802
2803void __stdcall glShaderSource(GLuint shader, GLsizei count, const char** string, const GLint* length)
2804{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002805 TRACE("(GLuint shader = %d, GLsizei count = %d, const char** string = 0x%0.8p, const GLint* length = 0x%0.8p)",
2806 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002807
2808 try
2809 {
2810 if (count < 0)
2811 {
2812 return error(GL_INVALID_VALUE);
2813 }
2814
2815 gl::Context *context = gl::getContext();
2816
2817 if (context)
2818 {
2819 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002820
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002821 if (!shaderObject)
2822 {
2823 return error(GL_INVALID_VALUE);
2824 }
2825
2826 shaderObject->setSource(count, string, length);
2827 }
2828 }
2829 catch(std::bad_alloc&)
2830 {
2831 return error(GL_OUT_OF_MEMORY);
2832 }
2833}
2834
2835void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
2836{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002837 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002838}
2839
2840void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
2841{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002842 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 +00002843
2844 try
2845 {
2846 switch (face)
2847 {
2848 case GL_FRONT:
2849 case GL_BACK:
2850 case GL_FRONT_AND_BACK:
2851 break;
2852 default:
2853 return error(GL_INVALID_ENUM);
2854 }
2855
2856 switch (func)
2857 {
2858 case GL_NEVER:
2859 case GL_ALWAYS:
2860 case GL_LESS:
2861 case GL_LEQUAL:
2862 case GL_EQUAL:
2863 case GL_GEQUAL:
2864 case GL_GREATER:
2865 case GL_NOTEQUAL:
2866 break;
2867 default:
2868 return error(GL_INVALID_ENUM);
2869 }
2870
2871 gl::Context *context = gl::getContext();
2872
2873 if (context)
2874 {
2875 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2876 {
2877 context->stencilFunc = func;
2878 context->stencilRef = ref;
2879 context->stencilMask = mask;
2880 }
2881
2882 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2883 {
2884 context->stencilBackFunc = func;
2885 context->stencilBackRef = ref;
2886 context->stencilBackMask = mask;
2887 }
2888 }
2889 }
2890 catch(std::bad_alloc&)
2891 {
2892 return error(GL_OUT_OF_MEMORY);
2893 }
2894}
2895
2896void __stdcall glStencilMask(GLuint mask)
2897{
2898 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
2899}
2900
2901void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
2902{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002903 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002904
2905 try
2906 {
2907 switch (face)
2908 {
2909 case GL_FRONT:
2910 case GL_BACK:
2911 case GL_FRONT_AND_BACK:
2912 break;
2913 default:
2914 return error(GL_INVALID_ENUM);
2915 }
2916
2917 gl::Context *context = gl::getContext();
2918
2919 if (context)
2920 {
2921 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
2922 {
2923 context->stencilWritemask = mask;
2924 }
2925
2926 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
2927 {
2928 context->stencilBackWritemask = mask;
2929 }
2930 }
2931 }
2932 catch(std::bad_alloc&)
2933 {
2934 return error(GL_OUT_OF_MEMORY);
2935 }
2936}
2937
2938void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
2939{
2940 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
2941}
2942
2943void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
2944{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002945 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
2946 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002947
2948 try
2949 {
2950 switch (face)
2951 {
2952 case GL_FRONT:
2953 case GL_BACK:
2954 case GL_FRONT_AND_BACK:
2955 break;
2956 default:
2957 return error(GL_INVALID_ENUM);
2958 }
2959
2960 switch (fail)
2961 {
2962 case GL_ZERO:
2963 case GL_KEEP:
2964 case GL_REPLACE:
2965 case GL_INCR:
2966 case GL_DECR:
2967 case GL_INVERT:
2968 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002969 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002970 break;
2971 default:
2972 return error(GL_INVALID_ENUM);
2973 }
2974
2975 switch (zfail)
2976 {
2977 case GL_ZERO:
2978 case GL_KEEP:
2979 case GL_REPLACE:
2980 case GL_INCR:
2981 case GL_DECR:
2982 case GL_INVERT:
2983 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002984 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002985 break;
2986 default:
2987 return error(GL_INVALID_ENUM);
2988 }
2989
2990 switch (zpass)
2991 {
2992 case GL_ZERO:
2993 case GL_KEEP:
2994 case GL_REPLACE:
2995 case GL_INCR:
2996 case GL_DECR:
2997 case GL_INVERT:
2998 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002999 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003000 break;
3001 default:
3002 return error(GL_INVALID_ENUM);
3003 }
3004
3005 gl::Context *context = gl::getContext();
3006
3007 if (context)
3008 {
3009 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
3010 {
3011 context->stencilFail = fail;
3012 context->stencilPassDepthFail = zfail;
3013 context->stencilPassDepthPass = zpass;
3014 }
3015
3016 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
3017 {
3018 context->stencilBackFail = fail;
3019 context->stencilBackPassDepthFail = zfail;
3020 context->stencilBackPassDepthPass = zpass;
3021 }
3022 }
3023 }
3024 catch(std::bad_alloc&)
3025 {
3026 return error(GL_OUT_OF_MEMORY);
3027 }
3028}
3029
3030void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels)
3031{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003032 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
3033 "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const void* pixels = 0x%0.8p)",
3034 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003035
3036 try
3037 {
3038 if (level < 0 || width < 0 || height < 0)
3039 {
3040 return error(GL_INVALID_VALUE);
3041 }
3042
3043 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
3044 {
3045 return error(GL_INVALID_VALUE);
3046 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003047
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003048 switch (target)
3049 {
3050 case GL_TEXTURE_2D:
3051 if (width > (gl::MAX_TEXTURE_SIZE >> level) || height > (gl::MAX_TEXTURE_SIZE >> level))
3052 {
3053 return error(GL_INVALID_VALUE);
3054 }
3055 break;
3056 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
3057 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
3058 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
3059 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
3060 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
3061 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
3062 if (!gl::isPow2(width) || !gl::isPow2(height))
3063 {
3064 return error(GL_INVALID_VALUE);
3065 }
3066
3067 if (width > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level) || height > (gl::MAX_CUBE_MAP_TEXTURE_SIZE >> level))
3068 {
3069 return error(GL_INVALID_VALUE);
3070 }
3071 break;
3072 default:
3073 return error(GL_INVALID_ENUM);
3074 }
3075
3076 if (internalformat != format)
3077 {
3078 return error(GL_INVALID_OPERATION);
3079 }
3080
3081 switch (internalformat)
3082 {
3083 case GL_ALPHA:
3084 case GL_LUMINANCE:
3085 case GL_LUMINANCE_ALPHA:
3086 switch (type)
3087 {
3088 case GL_UNSIGNED_BYTE:
3089 break;
3090 default:
3091 return error(GL_INVALID_ENUM);
3092 }
3093 break;
3094 case GL_RGB:
3095 switch (type)
3096 {
3097 case GL_UNSIGNED_BYTE:
3098 case GL_UNSIGNED_SHORT_5_6_5:
3099 break;
3100 default:
3101 return error(GL_INVALID_ENUM);
3102 }
3103 break;
3104 case GL_RGBA:
3105 switch (type)
3106 {
3107 case GL_UNSIGNED_BYTE:
3108 case GL_UNSIGNED_SHORT_4_4_4_4:
3109 case GL_UNSIGNED_SHORT_5_5_5_1:
3110 break;
3111 default:
3112 return error(GL_INVALID_ENUM);
3113 }
3114 break;
3115 default:
3116 return error(GL_INVALID_VALUE);
3117 }
3118
3119 if (border != 0)
3120 {
3121 return error(GL_INVALID_VALUE);
3122 }
3123
3124 gl::Context *context = gl::getContext();
3125
3126 if (context)
3127 {
3128 if (target == GL_TEXTURE_2D)
3129 {
3130 gl::Texture2D *texture = context->getTexture2D();
3131
3132 if (!texture)
3133 {
3134 return error(GL_INVALID_OPERATION);
3135 }
3136
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003137 texture->setImage(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003138 }
3139 else
3140 {
3141 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3142
3143 if (!texture)
3144 {
3145 return error(GL_INVALID_OPERATION);
3146 }
3147
3148 switch (target)
3149 {
3150 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003151 texture->setImagePosX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003152 break;
3153 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003154 texture->setImageNegX(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003155 break;
3156 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003157 texture->setImagePosY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003158 break;
3159 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003160 texture->setImageNegY(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003161 break;
3162 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003163 texture->setImagePosZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003164 break;
3165 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003166 texture->setImageNegZ(level, internalformat, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003167 break;
3168 default: UNREACHABLE();
3169 }
3170 }
3171 }
3172 }
3173 catch(std::bad_alloc&)
3174 {
3175 return error(GL_OUT_OF_MEMORY);
3176 }
3177}
3178
3179void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
3180{
3181 glTexParameteri(target, pname, (GLint)param);
3182}
3183
3184void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
3185{
3186 glTexParameteri(target, pname, (GLint)*params);
3187}
3188
3189void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
3190{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003191 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLfloat param = %f)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003192
3193 try
3194 {
3195 gl::Context *context = gl::getContext();
3196
3197 if (context)
3198 {
3199 gl::Texture *texture;
3200
3201 switch (target)
3202 {
3203 case GL_TEXTURE_2D:
3204 texture = context->getTexture2D();
3205 break;
3206 case GL_TEXTURE_CUBE_MAP:
3207 texture = context->getTextureCubeMap();
3208 break;
3209 default:
3210 return error(GL_INVALID_ENUM);
3211 }
3212
3213 switch (pname)
3214 {
3215 case GL_TEXTURE_WRAP_S:
3216 if (!texture->setWrapS((GLenum)param))
3217 {
3218 return error(GL_INVALID_ENUM);
3219 }
3220 break;
3221 case GL_TEXTURE_WRAP_T:
3222 if (!texture->setWrapT((GLenum)param))
3223 {
3224 return error(GL_INVALID_ENUM);
3225 }
3226 break;
3227 case GL_TEXTURE_MIN_FILTER:
3228 if (!texture->setMinFilter((GLenum)param))
3229 {
3230 return error(GL_INVALID_ENUM);
3231 }
3232 break;
3233 case GL_TEXTURE_MAG_FILTER:
3234 if (!texture->setMagFilter((GLenum)param))
3235 {
3236 return error(GL_INVALID_ENUM);
3237 }
3238 break;
3239 default:
3240 return error(GL_INVALID_ENUM);
3241 }
3242 }
3243 }
3244 catch(std::bad_alloc&)
3245 {
3246 return error(GL_OUT_OF_MEMORY);
3247 }
3248}
3249
3250void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
3251{
3252 glTexParameteri(target, pname, *params);
3253}
3254
3255void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels)
3256{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003257 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
3258 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
3259 "const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003260 target, level, xoffset, yoffset, width, height, format, type, pixels);
3261
3262 try
3263 {
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003264 if (target != GL_TEXTURE_2D && !es2dx::IsCubemapTextureTarget(target))
3265 {
3266 return error(GL_INVALID_ENUM);
3267 }
3268
3269 if (level < 0 || level > gl::MAX_TEXTURE_LEVELS || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003270 {
3271 return error(GL_INVALID_VALUE);
3272 }
3273
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003274 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
3275 {
3276 return error(GL_INVALID_VALUE);
3277 }
3278
3279 if (!es2dx::CheckTextureFormatType(format, type))
3280 {
3281 return error(GL_INVALID_ENUM);
3282 }
3283
3284 if (width == 0 || height == 0 || pixels == NULL)
3285 {
3286 return;
3287 }
3288
3289 gl::Context *context = gl::getContext();
3290
3291 if (context)
3292 {
3293 if (target == GL_TEXTURE_2D)
3294 {
3295 gl::Texture2D *texture = context->getTexture2D();
3296
3297 if (!texture)
3298 {
3299 return error(GL_INVALID_OPERATION);
3300 }
3301
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003302 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003303 }
3304 else if (es2dx::IsCubemapTextureTarget(target))
3305 {
3306 gl::TextureCubeMap *texture = context->getTextureCubeMap();
3307
3308 if (!texture)
3309 {
3310 return error(GL_INVALID_OPERATION);
3311 }
3312
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003313 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->unpackAlignment, pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00003314 }
3315 else
3316 {
3317 UNREACHABLE();
3318 }
3319 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003320 }
3321 catch(std::bad_alloc&)
3322 {
3323 return error(GL_OUT_OF_MEMORY);
3324 }
3325}
3326
3327void __stdcall glUniform1f(GLint location, GLfloat x)
3328{
3329 glUniform1fv(location, 1, &x);
3330}
3331
3332void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
3333{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003334 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003335
3336 try
3337 {
3338 if (location == -1)
3339 {
3340 return;
3341 }
3342
3343 if (count < 0)
3344 {
3345 return error(GL_INVALID_VALUE);
3346 }
3347
3348 gl::Context *context = gl::getContext();
3349
3350 if (context)
3351 {
3352 gl::Program *program = context->getCurrentProgram();
3353
3354 if (!program)
3355 {
3356 return error(GL_INVALID_OPERATION);
3357 }
3358
3359 if (!program->setUniform1fv(location, count, v))
3360 {
3361 return error(GL_INVALID_OPERATION);
3362 }
3363 }
3364 }
3365 catch(std::bad_alloc&)
3366 {
3367 return error(GL_OUT_OF_MEMORY);
3368 }
3369}
3370
3371void __stdcall glUniform1i(GLint location, GLint x)
3372{
3373 glUniform1iv(location, 1, &x);
3374}
3375
3376void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
3377{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003378 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003379
3380 try
3381 {
3382 if (count < 0)
3383 {
3384 return error(GL_INVALID_VALUE);
3385 }
3386
3387 gl::Context *context = gl::getContext();
3388
3389 if (context)
3390 {
3391 gl::Program *program = context->getCurrentProgram();
3392
3393 if (!program)
3394 {
3395 return error(GL_INVALID_OPERATION);
3396 }
3397
3398 if (!program->setUniform1iv(location, count, v))
3399 {
3400 return error(GL_INVALID_OPERATION);
3401 }
3402 }
3403 }
3404 catch(std::bad_alloc&)
3405 {
3406 return error(GL_OUT_OF_MEMORY);
3407 }
3408}
3409
3410void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
3411{
3412 GLfloat xy[2] = {x, y};
3413
3414 glUniform2fv(location, 1, (GLfloat*)&xy);
3415}
3416
3417void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
3418{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003419 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003420
3421 try
3422 {
3423 if (location == -1)
3424 {
3425 return;
3426 }
3427
3428 if (count < 0)
3429 {
3430 return error(GL_INVALID_VALUE);
3431 }
3432
3433 gl::Context *context = gl::getContext();
3434
3435 if (context)
3436 {
3437 gl::Program *program = context->getCurrentProgram();
3438
3439 if (!program)
3440 {
3441 return error(GL_INVALID_OPERATION);
3442 }
3443
3444 if (!program->setUniform2fv(location, count, v))
3445 {
3446 return error(GL_INVALID_OPERATION);
3447 }
3448 }
3449 }
3450 catch(std::bad_alloc&)
3451 {
3452 return error(GL_OUT_OF_MEMORY);
3453 }
3454}
3455
3456void __stdcall glUniform2i(GLint location, GLint x, GLint y)
3457{
3458 GLint xy[4] = {x, y};
3459
3460 glUniform2iv(location, 1, (GLint*)&xy);
3461}
3462
3463void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
3464{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003465 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003466
3467 try
3468 {
3469 if (count < 0)
3470 {
3471 return error(GL_INVALID_VALUE);
3472 }
3473
3474 UNIMPLEMENTED(); // FIXME
3475 }
3476 catch(std::bad_alloc&)
3477 {
3478 return error(GL_OUT_OF_MEMORY);
3479 }
3480}
3481
3482void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
3483{
3484 GLfloat xyz[3] = {x, y, z};
3485
3486 glUniform3fv(location, 1, (GLfloat*)&xyz);
3487}
3488
3489void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
3490{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003491 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003492
3493 try
3494 {
3495 if (count < 0)
3496 {
3497 return error(GL_INVALID_VALUE);
3498 }
3499
3500 if (location == -1)
3501 {
3502 return;
3503 }
3504
3505 gl::Context *context = gl::getContext();
3506
3507 if (context)
3508 {
3509 gl::Program *program = context->getCurrentProgram();
3510
3511 if (!program)
3512 {
3513 return error(GL_INVALID_OPERATION);
3514 }
3515
3516 if (!program->setUniform3fv(location, count, v))
3517 {
3518 return error(GL_INVALID_OPERATION);
3519 }
3520 }
3521 }
3522 catch(std::bad_alloc&)
3523 {
3524 return error(GL_OUT_OF_MEMORY);
3525 }
3526}
3527
3528void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
3529{
3530 GLint xyz[3] = {x, y, z};
3531
3532 glUniform3iv(location, 1, (GLint*)&xyz);
3533}
3534
3535void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
3536{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003537 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003538
3539 try
3540 {
3541 if (count < 0)
3542 {
3543 return error(GL_INVALID_VALUE);
3544 }
3545
3546 UNIMPLEMENTED(); // FIXME
3547 }
3548 catch(std::bad_alloc&)
3549 {
3550 return error(GL_OUT_OF_MEMORY);
3551 }
3552}
3553
3554void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3555{
3556 GLfloat xyzw[4] = {x, y, z, w};
3557
3558 glUniform4fv(location, 1, (GLfloat*)&xyzw);
3559}
3560
3561void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
3562{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003563 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003564
3565 try
3566 {
3567 if (count < 0)
3568 {
3569 return error(GL_INVALID_VALUE);
3570 }
3571
3572 if (location == -1)
3573 {
3574 return;
3575 }
3576
3577 gl::Context *context = gl::getContext();
3578
3579 if (context)
3580 {
3581 gl::Program *program = context->getCurrentProgram();
3582
3583 if (!program)
3584 {
3585 return error(GL_INVALID_OPERATION);
3586 }
3587
3588 if (!program->setUniform4fv(location, count, v))
3589 {
3590 return error(GL_INVALID_OPERATION);
3591 }
3592 }
3593 }
3594 catch(std::bad_alloc&)
3595 {
3596 return error(GL_OUT_OF_MEMORY);
3597 }
3598}
3599
3600void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
3601{
3602 GLint xyzw[4] = {x, y, z, w};
3603
3604 glUniform4iv(location, 1, (GLint*)&xyzw);
3605}
3606
3607void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
3608{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003609 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003610
3611 try
3612 {
3613 if (count < 0)
3614 {
3615 return error(GL_INVALID_VALUE);
3616 }
3617
3618 UNIMPLEMENTED(); // FIXME
3619 }
3620 catch(std::bad_alloc&)
3621 {
3622 return error(GL_OUT_OF_MEMORY);
3623 }
3624}
3625
3626void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3627{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003628 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3629 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003630
3631 try
3632 {
3633 if (count < 0 || transpose != GL_FALSE)
3634 {
3635 return error(GL_INVALID_VALUE);
3636 }
3637
3638 if (location == -1)
3639 {
3640 return;
3641 }
3642
3643 gl::Context *context = gl::getContext();
3644
3645 if (context)
3646 {
3647 gl::Program *program = context->getCurrentProgram();
3648
3649 if (!program)
3650 {
3651 return error(GL_INVALID_OPERATION);
3652 }
3653
3654 if (!program->setUniformMatrix2fv(location, count, value))
3655 {
3656 return error(GL_INVALID_OPERATION);
3657 }
3658 }
3659 }
3660 catch(std::bad_alloc&)
3661 {
3662 return error(GL_OUT_OF_MEMORY);
3663 }
3664}
3665
3666void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3667{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003668 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3669 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003670
3671 try
3672 {
3673 if (count < 0 || transpose != GL_FALSE)
3674 {
3675 return error(GL_INVALID_VALUE);
3676 }
3677
3678 if (location == -1)
3679 {
3680 return;
3681 }
3682
3683 gl::Context *context = gl::getContext();
3684
3685 if (context)
3686 {
3687 gl::Program *program = context->getCurrentProgram();
3688
3689 if (!program)
3690 {
3691 return error(GL_INVALID_OPERATION);
3692 }
3693
3694 if (!program->setUniformMatrix3fv(location, count, value))
3695 {
3696 return error(GL_INVALID_OPERATION);
3697 }
3698 }
3699 }
3700 catch(std::bad_alloc&)
3701 {
3702 return error(GL_OUT_OF_MEMORY);
3703 }
3704}
3705
3706void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
3707{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003708 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
3709 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003710
3711 try
3712 {
3713 if (count < 0 || transpose != GL_FALSE)
3714 {
3715 return error(GL_INVALID_VALUE);
3716 }
3717
3718 if (location == -1)
3719 {
3720 return;
3721 }
3722
3723 gl::Context *context = gl::getContext();
3724
3725 if (context)
3726 {
3727 gl::Program *program = context->getCurrentProgram();
3728
3729 if (!program)
3730 {
3731 return error(GL_INVALID_OPERATION);
3732 }
3733
3734 if (!program->setUniformMatrix4fv(location, count, value))
3735 {
3736 return error(GL_INVALID_OPERATION);
3737 }
3738 }
3739 }
3740 catch(std::bad_alloc&)
3741 {
3742 return error(GL_OUT_OF_MEMORY);
3743 }
3744}
3745
3746void __stdcall glUseProgram(GLuint program)
3747{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003748 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003749
3750 try
3751 {
3752 gl::Context *context = gl::getContext();
3753
3754 if (context)
3755 {
3756 gl::Program *programObject = context->getProgram(program);
3757
3758 if (programObject && !programObject->isLinked())
3759 {
3760 return error(GL_INVALID_OPERATION);
3761 }
3762
3763 context->useProgram(program);
3764 }
3765 }
3766 catch(std::bad_alloc&)
3767 {
3768 return error(GL_OUT_OF_MEMORY);
3769 }
3770}
3771
3772void __stdcall glValidateProgram(GLuint program)
3773{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003774 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003775
3776 try
3777 {
3778 UNIMPLEMENTED(); // FIXME
3779 }
3780 catch(std::bad_alloc&)
3781 {
3782 return error(GL_OUT_OF_MEMORY);
3783 }
3784}
3785
3786void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
3787{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003788 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003789
3790 try
3791 {
3792 if (index >= gl::MAX_VERTEX_ATTRIBS)
3793 {
3794 return error(GL_INVALID_VALUE);
3795 }
3796
3797 UNIMPLEMENTED(); // FIXME
3798 }
3799 catch(std::bad_alloc&)
3800 {
3801 return error(GL_OUT_OF_MEMORY);
3802 }
3803}
3804
3805void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
3806{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003807 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003808
3809 try
3810 {
3811 if (index >= gl::MAX_VERTEX_ATTRIBS)
3812 {
3813 return error(GL_INVALID_VALUE);
3814 }
3815
3816 UNIMPLEMENTED(); // FIXME
3817 }
3818 catch(std::bad_alloc&)
3819 {
3820 return error(GL_OUT_OF_MEMORY);
3821 }
3822}
3823
3824void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
3825{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003826 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003827
3828 try
3829 {
3830 if (index >= gl::MAX_VERTEX_ATTRIBS)
3831 {
3832 return error(GL_INVALID_VALUE);
3833 }
3834
3835 UNIMPLEMENTED(); // FIXME
3836 }
3837 catch(std::bad_alloc&)
3838 {
3839 return error(GL_OUT_OF_MEMORY);
3840 }
3841}
3842
3843void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
3844{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003845 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003846
3847 try
3848 {
3849 if (index >= gl::MAX_VERTEX_ATTRIBS)
3850 {
3851 return error(GL_INVALID_VALUE);
3852 }
3853
3854 UNIMPLEMENTED(); // FIXME
3855 }
3856 catch(std::bad_alloc&)
3857 {
3858 return error(GL_OUT_OF_MEMORY);
3859 }
3860}
3861
3862void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
3863{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003864 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 +00003865
3866 try
3867 {
3868 if (index >= gl::MAX_VERTEX_ATTRIBS)
3869 {
3870 return error(GL_INVALID_VALUE);
3871 }
3872
3873 UNIMPLEMENTED(); // FIXME
3874 }
3875 catch(std::bad_alloc&)
3876 {
3877 return error(GL_OUT_OF_MEMORY);
3878 }
3879}
3880
3881void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
3882{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003883 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003884
3885 try
3886 {
3887 if (index >= gl::MAX_VERTEX_ATTRIBS)
3888 {
3889 return error(GL_INVALID_VALUE);
3890 }
3891
3892 UNIMPLEMENTED(); // FIXME
3893 }
3894 catch(std::bad_alloc&)
3895 {
3896 return error(GL_OUT_OF_MEMORY);
3897 }
3898}
3899
3900void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
3901{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003902 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 +00003903
3904 try
3905 {
3906 if (index >= gl::MAX_VERTEX_ATTRIBS)
3907 {
3908 return error(GL_INVALID_VALUE);
3909 }
3910
3911 UNIMPLEMENTED(); // FIXME
3912 }
3913 catch(std::bad_alloc&)
3914 {
3915 return error(GL_OUT_OF_MEMORY);
3916 }
3917}
3918
3919void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
3920{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003921 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003922
3923 try
3924 {
3925 if (index >= gl::MAX_VERTEX_ATTRIBS)
3926 {
3927 return error(GL_INVALID_VALUE);
3928 }
3929
3930 UNIMPLEMENTED(); // FIXME
3931 }
3932 catch(std::bad_alloc&)
3933 {
3934 return error(GL_OUT_OF_MEMORY);
3935 }
3936}
3937
3938void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* ptr)
3939{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003940 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
3941 "GLboolean normalized = %d, GLsizei stride = %d, const void* ptr = 0x%0.8p)",
3942 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003943
3944 try
3945 {
3946 if (index >= gl::MAX_VERTEX_ATTRIBS)
3947 {
3948 return error(GL_INVALID_VALUE);
3949 }
3950
3951 if (size < 1 || size > 4)
3952 {
3953 return error(GL_INVALID_VALUE);
3954 }
3955
3956 switch (type)
3957 {
3958 case GL_BYTE:
3959 case GL_UNSIGNED_BYTE:
3960 case GL_SHORT:
3961 case GL_UNSIGNED_SHORT:
3962 case GL_FIXED:
3963 case GL_FLOAT:
3964 break;
3965 default:
3966 return error(GL_INVALID_ENUM);
3967 }
3968
3969 if (stride < 0)
3970 {
3971 return error(GL_INVALID_VALUE);
3972 }
3973
3974 gl::Context *context = gl::getContext();
3975
3976 if (context)
3977 {
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +00003978 context->vertexAttribute[index].mBoundBuffer = context->arrayBuffer;
3979 context->vertexAttribute[index].mSize = size;
3980 context->vertexAttribute[index].mType = type;
3981 context->vertexAttribute[index].mNormalized = normalized;
3982 context->vertexAttribute[index].mStride = stride;
3983 context->vertexAttribute[index].mPointer = ptr;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003984 }
3985 }
3986 catch(std::bad_alloc&)
3987 {
3988 return error(GL_OUT_OF_MEMORY);
3989 }
3990}
3991
3992void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
3993{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003994 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 +00003995
3996 try
3997 {
3998 if (width < 0 || height < 0)
3999 {
4000 return error(GL_INVALID_VALUE);
4001 }
4002
4003 gl::Context *context = gl::getContext();
4004
4005 if (context)
4006 {
4007 context->viewportX = x;
4008 context->viewportY = y;
4009 context->viewportWidth = width;
4010 context->viewportHeight = height;
4011 }
4012 }
4013 catch(std::bad_alloc&)
4014 {
4015 return error(GL_OUT_OF_MEMORY);
4016 }
4017}
4018
4019void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void* pixels)
4020{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004021 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
4022 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
4023 "GLenum format = 0x%X, GLenum type = 0x%x, const void* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004024 target, level, internalformat, width, height, depth, border, format, type, pixels);
4025
4026 try
4027 {
4028 UNIMPLEMENTED(); // FIXME
4029 }
4030 catch(std::bad_alloc&)
4031 {
4032 return error(GL_OUT_OF_MEMORY);
4033 }
4034}
4035}