blob: c67c8224d8ece531f2d36bed038fd8f833b12d93 [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
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000016#include "common/debug.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
18#include "libGLESv2/main.h"
19#include "libGLESv2/mathutil.h"
20#include "libGLESv2/utilities.h"
21#include "libGLESv2/Buffer.h"
22#include "libGLESv2/Context.h"
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +000023#include "libGLESv2/Fence.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000024#include "libGLESv2/Framebuffer.h"
25#include "libGLESv2/Program.h"
26#include "libGLESv2/Renderbuffer.h"
27#include "libGLESv2/Shader.h"
28#include "libGLESv2/Texture.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000029
30extern "C"
31{
32
33void __stdcall glActiveTexture(GLenum texture)
34{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000035 TRACE("(GLenum texture = 0x%X)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036
37 try
38 {
39 if (texture < GL_TEXTURE0 || texture > GL_TEXTURE0 + gl::MAX_TEXTURE_IMAGE_UNITS - 1)
40 {
41 return error(GL_INVALID_ENUM);
42 }
43
44 gl::Context *context = gl::getContext();
45
46 if (context)
47 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +000048 context->setActiveSampler(texture - GL_TEXTURE0);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000049 }
50 }
51 catch(std::bad_alloc&)
52 {
53 return error(GL_OUT_OF_MEMORY);
54 }
55}
56
57void __stdcall glAttachShader(GLuint program, GLuint shader)
58{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +000059 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000060
61 try
62 {
63 gl::Context *context = gl::getContext();
64
65 if (context)
66 {
67 gl::Program *programObject = context->getProgram(program);
68 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000069
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000070 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000071 {
daniel@transgaming.come9d6ed02010-04-13 03:26:23 +000072 if (context->getShader(program))
73 {
74 return error(GL_INVALID_OPERATION);
75 }
76 else
77 {
78 return error(GL_INVALID_VALUE);
79 }
80 }
81
82 if (!shaderObject)
83 {
84 if (context->getProgram(shader))
85 {
86 return error(GL_INVALID_OPERATION);
87 }
88 else
89 {
90 return error(GL_INVALID_VALUE);
91 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000092 }
93
94 if (!programObject->attachShader(shaderObject))
95 {
96 return error(GL_INVALID_OPERATION);
97 }
98 }
99 }
100 catch(std::bad_alloc&)
101 {
102 return error(GL_OUT_OF_MEMORY);
103 }
104}
105
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000106void __stdcall glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000108 TRACE("(GLuint program = %d, GLuint index = %d, const GLchar* name = 0x%0.8p)", program, index, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000109
110 try
111 {
112 if (index >= gl::MAX_VERTEX_ATTRIBS)
113 {
114 return error(GL_INVALID_VALUE);
115 }
116
117 gl::Context *context = gl::getContext();
118
119 if (context)
120 {
121 gl::Program *programObject = context->getProgram(program);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000122
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000123 if (!programObject)
124 {
daniel@transgaming.com98079832010-04-13 03:26:29 +0000125 if (context->getShader(program))
126 {
127 return error(GL_INVALID_OPERATION);
128 }
129 else
130 {
131 return error(GL_INVALID_VALUE);
132 }
133 }
134
135 if (strncmp(name, "gl_", 3) == 0)
136 {
137 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000138 }
139
140 programObject->bindAttributeLocation(index, name);
141 }
142 }
143 catch(std::bad_alloc&)
144 {
145 return error(GL_OUT_OF_MEMORY);
146 }
147}
148
149void __stdcall glBindBuffer(GLenum target, GLuint buffer)
150{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000151 TRACE("(GLenum target = 0x%X, GLuint buffer = %d)", target, buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000152
153 try
154 {
155 gl::Context *context = gl::getContext();
156
157 if (context)
158 {
159 switch (target)
160 {
161 case GL_ARRAY_BUFFER:
162 context->bindArrayBuffer(buffer);
163 return;
164 case GL_ELEMENT_ARRAY_BUFFER:
165 context->bindElementArrayBuffer(buffer);
166 return;
167 default:
168 return error(GL_INVALID_ENUM);
169 }
170 }
171 }
172 catch(std::bad_alloc&)
173 {
174 return error(GL_OUT_OF_MEMORY);
175 }
176}
177
178void __stdcall glBindFramebuffer(GLenum target, GLuint framebuffer)
179{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000180 TRACE("(GLenum target = 0x%X, GLuint framebuffer = %d)", target, framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000181
182 try
183 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000184 if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000185 {
186 return error(GL_INVALID_ENUM);
187 }
188
189 gl::Context *context = gl::getContext();
190
191 if (context)
192 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000193 if (target == GL_READ_FRAMEBUFFER_ANGLE || target == GL_FRAMEBUFFER)
194 {
195 context->bindReadFramebuffer(framebuffer);
196 }
197
198 if (target == GL_DRAW_FRAMEBUFFER_ANGLE || target == GL_FRAMEBUFFER)
199 {
200 context->bindDrawFramebuffer(framebuffer);
201 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000202 }
203 }
204 catch(std::bad_alloc&)
205 {
206 return error(GL_OUT_OF_MEMORY);
207 }
208}
209
210void __stdcall glBindRenderbuffer(GLenum target, GLuint renderbuffer)
211{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000212 TRACE("(GLenum target = 0x%X, GLuint renderbuffer = %d)", target, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000213
214 try
215 {
216 if (target != GL_RENDERBUFFER)
217 {
218 return error(GL_INVALID_ENUM);
219 }
220
221 gl::Context *context = gl::getContext();
222
223 if (context)
224 {
225 context->bindRenderbuffer(renderbuffer);
226 }
227 }
228 catch(std::bad_alloc&)
229 {
230 return error(GL_OUT_OF_MEMORY);
231 }
232}
233
234void __stdcall glBindTexture(GLenum target, GLuint texture)
235{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000236 TRACE("(GLenum target = 0x%X, GLuint texture = %d)", target, texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000237
238 try
239 {
240 gl::Context *context = gl::getContext();
241
242 if (context)
243 {
244 gl::Texture *textureObject = context->getTexture(texture);
245
246 if (textureObject && textureObject->getTarget() != target && texture != 0)
247 {
248 return error(GL_INVALID_OPERATION);
249 }
250
251 switch (target)
252 {
253 case GL_TEXTURE_2D:
254 context->bindTexture2D(texture);
255 return;
256 case GL_TEXTURE_CUBE_MAP:
257 context->bindTextureCubeMap(texture);
258 return;
259 default:
260 return error(GL_INVALID_ENUM);
261 }
262 }
263 }
264 catch(std::bad_alloc&)
265 {
266 return error(GL_OUT_OF_MEMORY);
267 }
268}
269
270void __stdcall glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
271{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000272 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
273 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000274
275 try
276 {
277 gl::Context* context = gl::getContext();
278
279 if (context)
280 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000281 context->setBlendColor(gl::clamp01(red), gl::clamp01(green), gl::clamp01(blue), gl::clamp01(alpha));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000282 }
283 }
284 catch(std::bad_alloc&)
285 {
286 return error(GL_OUT_OF_MEMORY);
287 }
288}
289
290void __stdcall glBlendEquation(GLenum mode)
291{
292 glBlendEquationSeparate(mode, mode);
293}
294
295void __stdcall glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)
296{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000297 TRACE("(GLenum modeRGB = 0x%X, GLenum modeAlpha = 0x%X)", modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000298
299 try
300 {
301 switch (modeRGB)
302 {
303 case GL_FUNC_ADD:
304 case GL_FUNC_SUBTRACT:
305 case GL_FUNC_REVERSE_SUBTRACT:
306 break;
307 default:
308 return error(GL_INVALID_ENUM);
309 }
310
311 switch (modeAlpha)
312 {
313 case GL_FUNC_ADD:
314 case GL_FUNC_SUBTRACT:
315 case GL_FUNC_REVERSE_SUBTRACT:
316 break;
317 default:
318 return error(GL_INVALID_ENUM);
319 }
320
321 gl::Context *context = gl::getContext();
322
323 if (context)
324 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000325 context->setBlendEquation(modeRGB, modeAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000326 }
327 }
328 catch(std::bad_alloc&)
329 {
330 return error(GL_OUT_OF_MEMORY);
331 }
332}
333
334void __stdcall glBlendFunc(GLenum sfactor, GLenum dfactor)
335{
336 glBlendFuncSeparate(sfactor, dfactor, sfactor, dfactor);
337}
338
339void __stdcall glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
340{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000341 TRACE("(GLenum srcRGB = 0x%X, GLenum dstRGB = 0x%X, GLenum srcAlpha = 0x%X, GLenum dstAlpha = 0x%X)",
342 srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000343
344 try
345 {
346 switch (srcRGB)
347 {
348 case GL_ZERO:
349 case GL_ONE:
350 case GL_SRC_COLOR:
351 case GL_ONE_MINUS_SRC_COLOR:
352 case GL_DST_COLOR:
353 case GL_ONE_MINUS_DST_COLOR:
354 case GL_SRC_ALPHA:
355 case GL_ONE_MINUS_SRC_ALPHA:
356 case GL_DST_ALPHA:
357 case GL_ONE_MINUS_DST_ALPHA:
358 case GL_CONSTANT_COLOR:
359 case GL_ONE_MINUS_CONSTANT_COLOR:
360 case GL_CONSTANT_ALPHA:
361 case GL_ONE_MINUS_CONSTANT_ALPHA:
362 case GL_SRC_ALPHA_SATURATE:
363 break;
364 default:
365 return error(GL_INVALID_ENUM);
366 }
367
368 switch (dstRGB)
369 {
370 case GL_ZERO:
371 case GL_ONE:
372 case GL_SRC_COLOR:
373 case GL_ONE_MINUS_SRC_COLOR:
374 case GL_DST_COLOR:
375 case GL_ONE_MINUS_DST_COLOR:
376 case GL_SRC_ALPHA:
377 case GL_ONE_MINUS_SRC_ALPHA:
378 case GL_DST_ALPHA:
379 case GL_ONE_MINUS_DST_ALPHA:
380 case GL_CONSTANT_COLOR:
381 case GL_ONE_MINUS_CONSTANT_COLOR:
382 case GL_CONSTANT_ALPHA:
383 case GL_ONE_MINUS_CONSTANT_ALPHA:
384 break;
385 default:
386 return error(GL_INVALID_ENUM);
387 }
388
389 switch (srcAlpha)
390 {
391 case GL_ZERO:
392 case GL_ONE:
393 case GL_SRC_COLOR:
394 case GL_ONE_MINUS_SRC_COLOR:
395 case GL_DST_COLOR:
396 case GL_ONE_MINUS_DST_COLOR:
397 case GL_SRC_ALPHA:
398 case GL_ONE_MINUS_SRC_ALPHA:
399 case GL_DST_ALPHA:
400 case GL_ONE_MINUS_DST_ALPHA:
401 case GL_CONSTANT_COLOR:
402 case GL_ONE_MINUS_CONSTANT_COLOR:
403 case GL_CONSTANT_ALPHA:
404 case GL_ONE_MINUS_CONSTANT_ALPHA:
405 case GL_SRC_ALPHA_SATURATE:
406 break;
407 default:
408 return error(GL_INVALID_ENUM);
409 }
410
411 switch (dstAlpha)
412 {
413 case GL_ZERO:
414 case GL_ONE:
415 case GL_SRC_COLOR:
416 case GL_ONE_MINUS_SRC_COLOR:
417 case GL_DST_COLOR:
418 case GL_ONE_MINUS_DST_COLOR:
419 case GL_SRC_ALPHA:
420 case GL_ONE_MINUS_SRC_ALPHA:
421 case GL_DST_ALPHA:
422 case GL_ONE_MINUS_DST_ALPHA:
423 case GL_CONSTANT_COLOR:
424 case GL_ONE_MINUS_CONSTANT_COLOR:
425 case GL_CONSTANT_ALPHA:
426 case GL_ONE_MINUS_CONSTANT_ALPHA:
427 break;
428 default:
429 return error(GL_INVALID_ENUM);
430 }
431
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000432 bool constantColorUsed = (srcRGB == GL_CONSTANT_COLOR || srcRGB == GL_ONE_MINUS_CONSTANT_COLOR ||
433 dstRGB == GL_CONSTANT_COLOR || dstRGB == GL_ONE_MINUS_CONSTANT_COLOR);
434
435 bool constantAlphaUsed = (srcRGB == GL_CONSTANT_ALPHA || srcRGB == GL_ONE_MINUS_CONSTANT_ALPHA ||
436 dstRGB == GL_CONSTANT_ALPHA || dstRGB == GL_ONE_MINUS_CONSTANT_ALPHA);
437
438 if (constantColorUsed && constantAlphaUsed)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000439 {
daniel@transgaming.comfe453652010-03-16 06:23:28 +0000440 ERR("Simultaneous use of GL_CONSTANT_ALPHA/GL_ONE_MINUS_CONSTANT_ALPHA and GL_CONSTANT_COLOR/GL_ONE_MINUS_CONSTANT_COLOR invalid under WebGL");
441 return error(GL_INVALID_OPERATION);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000442 }
443
444 gl::Context *context = gl::getContext();
445
446 if (context)
447 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +0000448 context->setBlendFactors(srcRGB, dstRGB, srcAlpha, dstAlpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000449 }
450 }
451 catch(std::bad_alloc&)
452 {
453 return error(GL_OUT_OF_MEMORY);
454 }
455}
456
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000457void __stdcall glBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000458{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000459 TRACE("(GLenum target = 0x%X, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p, GLenum usage = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000460 target, size, data, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000461
462 try
463 {
464 if (size < 0)
465 {
466 return error(GL_INVALID_VALUE);
467 }
468
469 switch (usage)
470 {
471 case GL_STREAM_DRAW:
472 case GL_STATIC_DRAW:
473 case GL_DYNAMIC_DRAW:
474 break;
475 default:
476 return error(GL_INVALID_ENUM);
477 }
478
479 gl::Context *context = gl::getContext();
480
481 if (context)
482 {
483 gl::Buffer *buffer;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000484
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000485 switch (target)
486 {
487 case GL_ARRAY_BUFFER:
488 buffer = context->getArrayBuffer();
489 break;
490 case GL_ELEMENT_ARRAY_BUFFER:
491 buffer = context->getElementArrayBuffer();
492 break;
493 default:
494 return error(GL_INVALID_ENUM);
495 }
496
497 if (!buffer)
498 {
499 return error(GL_INVALID_OPERATION);
500 }
501
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000502 buffer->bufferData(data, size, usage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000503 }
504 }
505 catch(std::bad_alloc&)
506 {
507 return error(GL_OUT_OF_MEMORY);
508 }
509}
510
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000511void __stdcall glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000512{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000513 TRACE("(GLenum target = 0x%X, GLintptr offset = %d, GLsizeiptr size = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000514 target, offset, size, data);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000515
516 try
517 {
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +0000518 if (size < 0 || offset < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000519 {
520 return error(GL_INVALID_VALUE);
521 }
522
daniel@transgaming.comd4620a32010-03-21 04:31:28 +0000523 if (data == NULL)
524 {
525 return;
526 }
527
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000528 gl::Context *context = gl::getContext();
529
530 if (context)
531 {
532 gl::Buffer *buffer;
533
534 switch (target)
535 {
536 case GL_ARRAY_BUFFER:
537 buffer = context->getArrayBuffer();
538 break;
539 case GL_ELEMENT_ARRAY_BUFFER:
540 buffer = context->getElementArrayBuffer();
541 break;
542 default:
543 return error(GL_INVALID_ENUM);
544 }
545
546 if (!buffer)
547 {
548 return error(GL_INVALID_OPERATION);
549 }
550
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +0000551 if ((size_t)size + offset > buffer->size())
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000552 {
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +0000553 return error(GL_INVALID_VALUE);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000554 }
daniel@transgaming.comdefa1c32010-05-18 18:51:45 +0000555
556 buffer->bufferSubData(data, size, offset);
daniel@transgaming.com0f7aaf52010-03-11 19:41:38 +0000557 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000558 }
559 catch(std::bad_alloc&)
560 {
561 return error(GL_OUT_OF_MEMORY);
562 }
563}
564
565GLenum __stdcall glCheckFramebufferStatus(GLenum target)
566{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000567 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000568
569 try
570 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000571 if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000572 {
573 return error(GL_INVALID_ENUM, 0);
574 }
575
576 gl::Context *context = gl::getContext();
577
578 if (context)
579 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +0000580 gl::Framebuffer *framebuffer = NULL;
581 if (target == GL_READ_FRAMEBUFFER_ANGLE)
582 {
583 framebuffer = context->getReadFramebuffer();
584 }
585 else
586 {
587 framebuffer = context->getDrawFramebuffer();
588 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000589
590 return framebuffer->completeness();
591 }
592 }
593 catch(std::bad_alloc&)
594 {
595 return error(GL_OUT_OF_MEMORY, 0);
596 }
597
598 return 0;
599}
600
601void __stdcall glClear(GLbitfield mask)
602{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000603 TRACE("(GLbitfield mask = %X)", mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000604
605 try
606 {
607 gl::Context *context = gl::getContext();
608
609 if (context)
610 {
611 context->clear(mask);
612 }
613 }
614 catch(std::bad_alloc&)
615 {
616 return error(GL_OUT_OF_MEMORY);
617 }
618}
619
620void __stdcall glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
621{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000622 TRACE("(GLclampf red = %f, GLclampf green = %f, GLclampf blue = %f, GLclampf alpha = %f)",
623 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000624
625 try
626 {
627 gl::Context *context = gl::getContext();
628
629 if (context)
630 {
631 context->setClearColor(red, green, blue, alpha);
632 }
633 }
634 catch(std::bad_alloc&)
635 {
636 return error(GL_OUT_OF_MEMORY);
637 }
638}
639
640void __stdcall glClearDepthf(GLclampf depth)
641{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000642 TRACE("(GLclampf depth = %f)", depth);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000643
644 try
645 {
646 gl::Context *context = gl::getContext();
647
648 if (context)
649 {
650 context->setClearDepth(depth);
651 }
652 }
653 catch(std::bad_alloc&)
654 {
655 return error(GL_OUT_OF_MEMORY);
656 }
657}
658
659void __stdcall glClearStencil(GLint s)
660{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000661 TRACE("(GLint s = %d)", s);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000662
663 try
664 {
665 gl::Context *context = gl::getContext();
666
667 if (context)
668 {
669 context->setClearStencil(s);
670 }
671 }
672 catch(std::bad_alloc&)
673 {
674 return error(GL_OUT_OF_MEMORY);
675 }
676}
677
678void __stdcall glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
679{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000680 TRACE("(GLboolean red = %d, GLboolean green = %d, GLboolean blue = %d, GLboolean alpha = %d)",
681 red, green, blue, alpha);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000682
683 try
684 {
685 gl::Context *context = gl::getContext();
686
687 if (context)
688 {
daniel@transgaming.coma36f98e2010-05-18 18:51:09 +0000689 context->setColorMask(red == GL_TRUE, green == GL_TRUE, blue == GL_TRUE, alpha == GL_TRUE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000690 }
691 }
692 catch(std::bad_alloc&)
693 {
694 return error(GL_OUT_OF_MEMORY);
695 }
696}
697
698void __stdcall glCompileShader(GLuint shader)
699{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000700 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000701
702 try
703 {
704 gl::Context *context = gl::getContext();
705
706 if (context)
707 {
708 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000709
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000710 if (!shaderObject)
711 {
daniel@transgaming.com0cefaf42010-04-13 03:26:36 +0000712 if (context->getProgram(shader))
713 {
714 return error(GL_INVALID_OPERATION);
715 }
716 else
717 {
718 return error(GL_INVALID_VALUE);
719 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000720 }
721
722 shaderObject->compile();
723 }
724 }
725 catch(std::bad_alloc&)
726 {
727 return error(GL_OUT_OF_MEMORY);
728 }
729}
730
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000731void __stdcall glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
732 GLint border, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000733{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000734 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, GLsizei width = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000735 "GLsizei height = %d, GLint border = %d, GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000736 target, level, internalformat, width, height, border, imageSize, data);
737
738 try
739 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000740 if (level < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000741 {
742 return error(GL_INVALID_VALUE);
743 }
744
daniel@transgaming.com41430492010-03-11 20:36:18 +0000745 if (width < 0 || height < 0 || (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || border != 0 || imageSize < 0)
746 {
747 return error(GL_INVALID_VALUE);
748 }
749
daniel@transgaming.com01868132010-08-24 19:21:17 +0000750 switch (internalformat)
751 {
752 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
753 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
754 break;
755 default:
756 return error(GL_INVALID_ENUM);
757 }
758
759 if (border != 0)
760 {
761 return error(GL_INVALID_VALUE);
762 }
763
764 gl::Context *context = gl::getContext();
765
766 if (context)
767 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000768 if (level > context->getMaximumTextureLevel())
769 {
770 return error(GL_INVALID_VALUE);
771 }
772
773 switch (target)
774 {
775 case GL_TEXTURE_2D:
776 if (width > (context->getMaximumTextureDimension() >> level) ||
777 height > (context->getMaximumTextureDimension() >> level))
778 {
779 return error(GL_INVALID_VALUE);
780 }
781 break;
782 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
783 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
784 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
785 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
786 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
787 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
788 if (width != height)
789 {
790 return error(GL_INVALID_VALUE);
791 }
792
793 if (width > (context->getMaximumCubeTextureDimension() >> level) ||
794 height > (context->getMaximumCubeTextureDimension() >> level))
795 {
796 return error(GL_INVALID_VALUE);
797 }
798 break;
799 default:
800 return error(GL_INVALID_ENUM);
801 }
802
daniel@transgaming.com01868132010-08-24 19:21:17 +0000803 if (!context->supportsCompressedTextures())
804 {
805 return error(GL_INVALID_ENUM); // in this case, it's as though the internal format switch failed
806 }
807
808 if (imageSize != gl::ComputeCompressedSize(width, height, internalformat))
809 {
810 return error(GL_INVALID_VALUE);
811 }
812
813 if (target == GL_TEXTURE_2D)
814 {
815 gl::Texture2D *texture = context->getTexture2D();
816
817 if (!texture)
818 {
819 return error(GL_INVALID_OPERATION);
820 }
821
822 texture->setCompressedImage(level, internalformat, width, height, imageSize, data);
823 }
824 else
825 {
826 gl::TextureCubeMap *texture = context->getTextureCubeMap();
827
828 if (!texture)
829 {
830 return error(GL_INVALID_OPERATION);
831 }
832
833 switch (target)
834 {
835 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
836 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
837 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
838 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
839 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
840 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
841 texture->setCompressedImage(target, level, internalformat, width, height, imageSize, data);
842 break;
843 default: UNREACHABLE();
844 }
845 }
846 }
847
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000848 }
849 catch(std::bad_alloc&)
850 {
851 return error(GL_OUT_OF_MEMORY);
852 }
853}
854
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000855void __stdcall glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
856 GLenum format, GLsizei imageSize, const GLvoid* data)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000857{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000858 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
859 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +0000860 "GLsizei imageSize = %d, const GLvoid* data = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000861 target, level, xoffset, yoffset, width, height, format, imageSize, data);
862
863 try
864 {
daniel@transgaming.com19ffc242010-05-04 03:35:21 +0000865 if (!gl::IsTextureTarget(target))
daniel@transgaming.com41430492010-03-11 20:36:18 +0000866 {
867 return error(GL_INVALID_ENUM);
868 }
869
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000870 if (level < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000871 {
872 return error(GL_INVALID_VALUE);
873 }
874
daniel@transgaming.com01868132010-08-24 19:21:17 +0000875 if (xoffset < 0 || yoffset < 0 || width < 0 || height < 0 ||
876 (level > 0 && !gl::isPow2(width)) || (level > 0 && !gl::isPow2(height)) || imageSize < 0)
daniel@transgaming.com41430492010-03-11 20:36:18 +0000877 {
878 return error(GL_INVALID_VALUE);
879 }
880
daniel@transgaming.com01868132010-08-24 19:21:17 +0000881 switch (format)
daniel@transgaming.com41430492010-03-11 20:36:18 +0000882 {
daniel@transgaming.com01868132010-08-24 19:21:17 +0000883 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
884 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
885 break;
886 default:
887 return error(GL_INVALID_ENUM);
daniel@transgaming.com41430492010-03-11 20:36:18 +0000888 }
889
daniel@transgaming.com01868132010-08-24 19:21:17 +0000890 if (width == 0 || height == 0 || data == NULL)
891 {
892 return;
893 }
894
895 gl::Context *context = gl::getContext();
896
897 if (context)
898 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +0000899 if (level > context->getMaximumTextureLevel())
900 {
901 return error(GL_INVALID_VALUE);
902 }
903
daniel@transgaming.com01868132010-08-24 19:21:17 +0000904 if (!context->supportsCompressedTextures())
905 {
906 return error(GL_INVALID_ENUM); // in this case, it's as though the format switch has failed.
907 }
908
909 if (imageSize != gl::ComputeCompressedSize(width, height, format))
910 {
911 return error(GL_INVALID_VALUE);
912 }
913
914 if (xoffset % 4 != 0 || yoffset % 4 != 0)
915 {
916 return error(GL_INVALID_OPERATION); // we wait to check the offsets until this point, because the multiple-of-four restriction
917 // does not exist unless DXT1 textures are supported.
918 }
919
920 if (target == GL_TEXTURE_2D)
921 {
922 gl::Texture2D *texture = context->getTexture2D();
923
924 if (!texture)
925 {
926 return error(GL_INVALID_OPERATION);
927 }
928
929 if (!texture->isCompressed())
930 {
931 return error(GL_INVALID_OPERATION);
932 }
933
934 if ((width % 4 != 0 && width != texture->getWidth()) ||
935 (height % 4 != 0 && height != texture->getHeight()))
936 {
937 return error(GL_INVALID_OPERATION);
938 }
939
940 texture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, data);
941 }
942 else if (gl::IsCubemapTextureTarget(target))
943 {
944 gl::TextureCubeMap *texture = context->getTextureCubeMap();
945
946 if (!texture)
947 {
948 return error(GL_INVALID_OPERATION);
949 }
950
951 if (!texture->isCompressed())
952 {
953 return error(GL_INVALID_OPERATION);
954 }
955
956 if ((width % 4 != 0 && width != texture->getWidth()) ||
957 (height % 4 != 0 && height != texture->getHeight()))
958 {
959 return error(GL_INVALID_OPERATION);
960 }
961
962 texture->subImageCompressed(target, level, xoffset, yoffset, width, height, format, imageSize, data);
963 }
964 else
965 {
966 UNREACHABLE();
967 }
968 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000969 }
970 catch(std::bad_alloc&)
971 {
972 return error(GL_OUT_OF_MEMORY);
973 }
974}
975
976void __stdcall glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
977{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +0000978 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
979 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, GLint border = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000980 target, level, internalformat, x, y, width, height, border);
981
982 try
983 {
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000984 if (level < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000985 {
986 return error(GL_INVALID_VALUE);
987 }
988
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000989 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
990 {
991 return error(GL_INVALID_VALUE);
992 }
993
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +0000994 switch (internalformat)
995 {
996 case GL_ALPHA:
997 case GL_LUMINANCE:
998 case GL_LUMINANCE_ALPHA:
999 case GL_RGB:
1000 case GL_RGBA:
daniel@transgaming.com01868132010-08-24 19:21:17 +00001001 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: // Compressed textures are not supported here, but if they are unsupported altogether,
1002 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: // a different error is generated than otherwise. That is handled below.
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001003 break;
1004 default:
1005 return error(GL_INVALID_VALUE);
1006 }
1007
1008 if (border != 0)
1009 {
1010 return error(GL_INVALID_VALUE);
1011 }
1012
1013 gl::Context *context = gl::getContext();
1014
1015 if (context)
1016 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001017 switch (target)
1018 {
1019 case GL_TEXTURE_2D:
1020 if (width > (context->getMaximumTextureDimension() >> level) ||
1021 height > (context->getMaximumTextureDimension() >> level))
1022 {
1023 return error(GL_INVALID_VALUE);
1024 }
1025 break;
1026 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
1027 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
1028 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
1029 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
1030 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
1031 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
1032 if (width != height)
1033 {
1034 return error(GL_INVALID_VALUE);
1035 }
1036
1037 if (width > (context->getMaximumCubeTextureDimension() >> level) ||
1038 height > (context->getMaximumCubeTextureDimension() >> level))
1039 {
1040 return error(GL_INVALID_VALUE);
1041 }
1042 break;
1043 default:
1044 return error(GL_INVALID_ENUM);
1045 }
1046
daniel@transgaming.com01868132010-08-24 19:21:17 +00001047 if (internalformat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
1048 internalformat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
1049 {
1050 if (context->supportsCompressedTextures())
1051 {
1052 return error(GL_INVALID_OPERATION);
1053 }
1054 else
1055 {
1056 return error(GL_INVALID_ENUM);
1057 }
1058 }
1059
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001060 gl::Framebuffer *framebuffer = context->getReadFramebuffer();
daniel@transgaming.combbc57792010-07-28 19:21:05 +00001061 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
1062 {
1063 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1064 }
1065
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001066 if (context->getReadFramebufferHandle() != 0 && framebuffer->getColorbuffer()->getSamples() != 0)
1067 {
1068 return error(GL_INVALID_OPERATION);
1069 }
1070
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001071 gl::Colorbuffer *source = framebuffer->getColorbuffer();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001072 if (target == GL_TEXTURE_2D)
1073 {
1074 gl::Texture2D *texture = context->getTexture2D();
1075
1076 if (!texture)
1077 {
1078 return error(GL_INVALID_OPERATION);
1079 }
daniel@transgaming.com01868132010-08-24 19:21:17 +00001080
1081 if (texture->isCompressed())
1082 {
1083 return error(GL_INVALID_OPERATION);
1084 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001085
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00001086 if (texture->isFloatingPoint())
1087 {
1088 return error(GL_INVALID_OPERATION);
1089 }
1090
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001091 texture->copyImage(level, internalformat, x, y, width, height, source);
1092 }
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00001093 else if (gl::IsCubemapTextureTarget(target))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001094 {
1095 gl::TextureCubeMap *texture = context->getTextureCubeMap();
1096
1097 if (!texture)
1098 {
1099 return error(GL_INVALID_OPERATION);
1100 }
1101
daniel@transgaming.com01868132010-08-24 19:21:17 +00001102 if (texture->isCompressed())
1103 {
1104 return error(GL_INVALID_OPERATION);
1105 }
1106
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00001107 if (texture->isFloatingPoint())
1108 {
1109 return error(GL_INVALID_OPERATION);
1110 }
1111
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001112 texture->copyImage(target, level, internalformat, x, y, width, height, source);
1113 }
1114 else
1115 {
1116 UNREACHABLE();
1117 }
1118 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001119 }
1120 catch(std::bad_alloc&)
1121 {
1122 return error(GL_OUT_OF_MEMORY);
1123 }
1124}
1125
1126void __stdcall glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
1127{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001128 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
1129 "GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001130 target, level, xoffset, yoffset, x, y, width, height);
1131
1132 try
1133 {
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00001134 if (!gl::IsTextureTarget(target))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001135 {
1136 return error(GL_INVALID_ENUM);
1137 }
1138
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001139 if (level < 0 || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001140 {
1141 return error(GL_INVALID_VALUE);
1142 }
1143
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001144 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
1145 {
1146 return error(GL_INVALID_VALUE);
1147 }
1148
1149 if (width == 0 || height == 0)
1150 {
1151 return;
1152 }
1153
1154 gl::Context *context = gl::getContext();
1155
1156 if (context)
1157 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00001158 if (level > context->getMaximumTextureLevel())
1159 {
1160 return error(GL_INVALID_VALUE);
1161 }
1162
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001163 gl::Framebuffer *framebuffer = context->getReadFramebuffer();
daniel@transgaming.combbc57792010-07-28 19:21:05 +00001164 if (framebuffer->completeness() != GL_FRAMEBUFFER_COMPLETE)
1165 {
1166 return error(GL_INVALID_FRAMEBUFFER_OPERATION);
1167 }
1168
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00001169 if (context->getReadFramebufferHandle() != 0 && framebuffer->getColorbuffer()->getSamples() != 0)
1170 {
1171 return error(GL_INVALID_OPERATION);
1172 }
1173
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00001174 gl::Colorbuffer *source = framebuffer->getColorbuffer();
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001175 if (target == GL_TEXTURE_2D)
1176 {
1177 gl::Texture2D *texture = context->getTexture2D();
1178
1179 if (!texture)
1180 {
1181 return error(GL_INVALID_OPERATION);
1182 }
1183
daniel@transgaming.com01868132010-08-24 19:21:17 +00001184 if (texture->isCompressed())
1185 {
1186 return error(GL_INVALID_OPERATION);
1187 }
1188
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00001189 if (texture->isFloatingPoint())
1190 {
1191 return error(GL_INVALID_OPERATION);
1192 }
1193
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001194 texture->copySubImage(level, xoffset, yoffset, x, y, width, height, source);
1195 }
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00001196 else if (gl::IsCubemapTextureTarget(target))
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001197 {
1198 gl::TextureCubeMap *texture = context->getTextureCubeMap();
1199
1200 if (!texture)
1201 {
1202 return error(GL_INVALID_OPERATION);
1203 }
1204
daniel@transgaming.com01868132010-08-24 19:21:17 +00001205 if (texture->isCompressed())
1206 {
1207 return error(GL_INVALID_OPERATION);
1208 }
1209
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00001210 if (texture->isFloatingPoint())
1211 {
1212 return error(GL_INVALID_OPERATION);
1213 }
1214
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001215 texture->copySubImage(target, level, xoffset, yoffset, x, y, width, height, source);
1216 }
1217 else
1218 {
1219 UNREACHABLE();
1220 }
1221 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001222 }
daniel@transgaming.comb8c28ed2010-04-13 03:26:32 +00001223
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001224 catch(std::bad_alloc&)
1225 {
1226 return error(GL_OUT_OF_MEMORY);
1227 }
1228}
1229
1230GLuint __stdcall glCreateProgram(void)
1231{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001232 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001233
1234 try
1235 {
1236 gl::Context *context = gl::getContext();
1237
1238 if (context)
1239 {
1240 return context->createProgram();
1241 }
1242 }
1243 catch(std::bad_alloc&)
1244 {
1245 return error(GL_OUT_OF_MEMORY, 0);
1246 }
1247
1248 return 0;
1249}
1250
1251GLuint __stdcall glCreateShader(GLenum type)
1252{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001253 TRACE("(GLenum type = 0x%X)", type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001254
1255 try
1256 {
1257 gl::Context *context = gl::getContext();
1258
1259 if (context)
1260 {
1261 switch (type)
1262 {
1263 case GL_FRAGMENT_SHADER:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001264 case GL_VERTEX_SHADER:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001265 return context->createShader(type);
1266 default:
1267 return error(GL_INVALID_ENUM, 0);
1268 }
1269 }
1270 }
1271 catch(std::bad_alloc&)
1272 {
1273 return error(GL_OUT_OF_MEMORY, 0);
1274 }
1275
1276 return 0;
1277}
1278
1279void __stdcall glCullFace(GLenum mode)
1280{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001281 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001282
1283 try
1284 {
1285 switch (mode)
1286 {
1287 case GL_FRONT:
1288 case GL_BACK:
1289 case GL_FRONT_AND_BACK:
1290 {
1291 gl::Context *context = gl::getContext();
1292
1293 if (context)
1294 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001295 context->setCullMode(mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001296 }
1297 }
1298 break;
1299 default:
1300 return error(GL_INVALID_ENUM);
1301 }
1302 }
1303 catch(std::bad_alloc&)
1304 {
1305 return error(GL_OUT_OF_MEMORY);
1306 }
1307}
1308
1309void __stdcall glDeleteBuffers(GLsizei n, const GLuint* buffers)
1310{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001311 TRACE("(GLsizei n = %d, const GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001312
1313 try
1314 {
1315 if (n < 0)
1316 {
1317 return error(GL_INVALID_VALUE);
1318 }
1319
1320 gl::Context *context = gl::getContext();
1321
1322 if (context)
1323 {
1324 for (int i = 0; i < n; i++)
1325 {
1326 context->deleteBuffer(buffers[i]);
1327 }
1328 }
1329 }
1330 catch(std::bad_alloc&)
1331 {
1332 return error(GL_OUT_OF_MEMORY);
1333 }
1334}
1335
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00001336void __stdcall glDeleteFencesNV(GLsizei n, const GLuint* fences)
1337{
1338 TRACE("(GLsizei n = %d, const GLuint* fences = 0x%0.8p)", n, fences);
1339
1340 try
1341 {
1342 if (n < 0)
1343 {
1344 return error(GL_INVALID_VALUE);
1345 }
1346
1347 gl::Context *context = gl::getContext();
1348
1349 if (context)
1350 {
1351 for (int i = 0; i < n; i++)
1352 {
1353 context->deleteFence(fences[i]);
1354 }
1355 }
1356 }
1357 catch(std::bad_alloc&)
1358 {
1359 return error(GL_OUT_OF_MEMORY);
1360 }
1361}
1362
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001363void __stdcall glDeleteFramebuffers(GLsizei n, const GLuint* framebuffers)
1364{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001365 TRACE("(GLsizei n = %d, const GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001366
1367 try
1368 {
1369 if (n < 0)
1370 {
1371 return error(GL_INVALID_VALUE);
1372 }
1373
1374 gl::Context *context = gl::getContext();
1375
1376 if (context)
1377 {
1378 for (int i = 0; i < n; i++)
1379 {
1380 if (framebuffers[i] != 0)
1381 {
1382 context->deleteFramebuffer(framebuffers[i]);
1383 }
1384 }
1385 }
1386 }
1387 catch(std::bad_alloc&)
1388 {
1389 return error(GL_OUT_OF_MEMORY);
1390 }
1391}
1392
1393void __stdcall glDeleteProgram(GLuint program)
1394{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001395 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001396
1397 try
1398 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001399 if (program == 0)
1400 {
1401 return;
1402 }
1403
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001404 gl::Context *context = gl::getContext();
1405
1406 if (context)
1407 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001408 if (!context->getProgram(program))
1409 {
1410 if(context->getShader(program))
1411 {
1412 return error(GL_INVALID_OPERATION);
1413 }
1414 else
1415 {
1416 return error(GL_INVALID_VALUE);
1417 }
1418 }
1419
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001420 context->deleteProgram(program);
1421 }
1422 }
1423 catch(std::bad_alloc&)
1424 {
1425 return error(GL_OUT_OF_MEMORY);
1426 }
1427}
1428
1429void __stdcall glDeleteRenderbuffers(GLsizei n, const GLuint* renderbuffers)
1430{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001431 TRACE("(GLsizei n = %d, const GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001432
1433 try
1434 {
1435 if (n < 0)
1436 {
1437 return error(GL_INVALID_VALUE);
1438 }
1439
1440 gl::Context *context = gl::getContext();
1441
1442 if (context)
1443 {
daniel@transgaming.come2b22122010-03-11 19:22:14 +00001444 for (int i = 0; i < n; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001445 {
1446 context->deleteRenderbuffer(renderbuffers[i]);
1447 }
1448 }
1449 }
1450 catch(std::bad_alloc&)
1451 {
1452 return error(GL_OUT_OF_MEMORY);
1453 }
1454}
1455
1456void __stdcall glDeleteShader(GLuint shader)
1457{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001458 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001459
1460 try
1461 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001462 if (shader == 0)
1463 {
1464 return;
1465 }
1466
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001467 gl::Context *context = gl::getContext();
1468
1469 if (context)
1470 {
daniel@transgaming.com75401e62010-04-13 03:26:39 +00001471 if (!context->getShader(shader))
1472 {
1473 if(context->getProgram(shader))
1474 {
1475 return error(GL_INVALID_OPERATION);
1476 }
1477 else
1478 {
1479 return error(GL_INVALID_VALUE);
1480 }
1481 }
1482
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001483 context->deleteShader(shader);
1484 }
1485 }
1486 catch(std::bad_alloc&)
1487 {
1488 return error(GL_OUT_OF_MEMORY);
1489 }
1490}
1491
1492void __stdcall glDeleteTextures(GLsizei n, const GLuint* textures)
1493{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001494 TRACE("(GLsizei n = %d, const GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001495
1496 try
1497 {
1498 if (n < 0)
1499 {
1500 return error(GL_INVALID_VALUE);
1501 }
1502
1503 gl::Context *context = gl::getContext();
1504
1505 if (context)
1506 {
1507 for (int i = 0; i < n; i++)
1508 {
1509 if (textures[i] != 0)
1510 {
1511 context->deleteTexture(textures[i]);
1512 }
1513 }
1514 }
1515 }
1516 catch(std::bad_alloc&)
1517 {
1518 return error(GL_OUT_OF_MEMORY);
1519 }
1520}
1521
1522void __stdcall glDepthFunc(GLenum func)
1523{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001524 TRACE("(GLenum func = 0x%X)", func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001525
1526 try
1527 {
1528 switch (func)
1529 {
1530 case GL_NEVER:
1531 case GL_ALWAYS:
1532 case GL_LESS:
1533 case GL_LEQUAL:
1534 case GL_EQUAL:
1535 case GL_GREATER:
1536 case GL_GEQUAL:
1537 case GL_NOTEQUAL:
1538 break;
1539 default:
1540 return error(GL_INVALID_ENUM);
1541 }
1542
1543 gl::Context *context = gl::getContext();
1544
1545 if (context)
1546 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001547 context->setDepthFunc(func);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001548 }
1549 }
1550 catch(std::bad_alloc&)
1551 {
1552 return error(GL_OUT_OF_MEMORY);
1553 }
1554}
1555
1556void __stdcall glDepthMask(GLboolean flag)
1557{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001558 TRACE("(GLboolean flag = %d)", flag);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001559
1560 try
1561 {
1562 gl::Context *context = gl::getContext();
1563
1564 if (context)
1565 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001566 context->setDepthMask(flag != GL_FALSE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001567 }
1568 }
1569 catch(std::bad_alloc&)
1570 {
1571 return error(GL_OUT_OF_MEMORY);
1572 }
1573}
1574
1575void __stdcall glDepthRangef(GLclampf zNear, GLclampf zFar)
1576{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001577 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001578
1579 try
1580 {
1581 gl::Context *context = gl::getContext();
1582
1583 if (context)
1584 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001585 context->setDepthRange(zNear, zFar);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001586 }
1587 }
1588 catch(std::bad_alloc&)
1589 {
1590 return error(GL_OUT_OF_MEMORY);
1591 }
1592}
1593
1594void __stdcall glDetachShader(GLuint program, GLuint shader)
1595{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001596 TRACE("(GLuint program = %d, GLuint shader = %d)", program, shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001597
1598 try
1599 {
1600 gl::Context *context = gl::getContext();
1601
1602 if (context)
1603 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001604
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001605 gl::Program *programObject = context->getProgram(program);
1606 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001607
1608 if (!programObject)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001609 {
daniel@transgaming.com73c2c2e2010-04-13 03:26:11 +00001610 gl::Shader *shaderByProgramHandle;
1611 shaderByProgramHandle = context->getShader(program);
1612 if (!shaderByProgramHandle)
1613 {
1614 return error(GL_INVALID_VALUE);
1615 }
1616 else
1617 {
1618 return error(GL_INVALID_OPERATION);
1619 }
1620 }
1621
1622 if (!shaderObject)
1623 {
1624 gl::Program *programByShaderHandle = context->getProgram(shader);
1625 if (!programByShaderHandle)
1626 {
1627 return error(GL_INVALID_VALUE);
1628 }
1629 else
1630 {
1631 return error(GL_INVALID_OPERATION);
1632 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001633 }
1634
1635 if (!programObject->detachShader(shaderObject))
1636 {
1637 return error(GL_INVALID_OPERATION);
1638 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001639 }
1640 }
1641 catch(std::bad_alloc&)
1642 {
1643 return error(GL_OUT_OF_MEMORY);
1644 }
1645}
1646
1647void __stdcall glDisable(GLenum cap)
1648{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001649 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001650
1651 try
1652 {
1653 gl::Context *context = gl::getContext();
1654
1655 if (context)
1656 {
1657 switch (cap)
1658 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001659 case GL_CULL_FACE: context->setCullFace(false); break;
1660 case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(false); break;
1661 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(false); break;
1662 case GL_SAMPLE_COVERAGE: context->setSampleCoverage(false); break;
1663 case GL_SCISSOR_TEST: context->setScissorTest(false); break;
1664 case GL_STENCIL_TEST: context->setStencilTest(false); break;
1665 case GL_DEPTH_TEST: context->setDepthTest(false); break;
1666 case GL_BLEND: context->setBlend(false); break;
1667 case GL_DITHER: context->setDither(false); break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001668 default:
1669 return error(GL_INVALID_ENUM);
1670 }
1671 }
1672 }
1673 catch(std::bad_alloc&)
1674 {
1675 return error(GL_OUT_OF_MEMORY);
1676 }
1677}
1678
1679void __stdcall glDisableVertexAttribArray(GLuint index)
1680{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001681 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001682
1683 try
1684 {
1685 if (index >= gl::MAX_VERTEX_ATTRIBS)
1686 {
1687 return error(GL_INVALID_VALUE);
1688 }
1689
1690 gl::Context *context = gl::getContext();
1691
1692 if (context)
1693 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001694 context->setVertexAttribEnabled(index, false);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001695 }
1696 }
1697 catch(std::bad_alloc&)
1698 {
1699 return error(GL_OUT_OF_MEMORY);
1700 }
1701}
1702
1703void __stdcall glDrawArrays(GLenum mode, GLint first, GLsizei count)
1704{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001705 TRACE("(GLenum mode = 0x%X, GLint first = %d, GLsizei count = %d)", mode, first, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001706
1707 try
1708 {
1709 if (count < 0 || first < 0)
1710 {
1711 return error(GL_INVALID_VALUE);
1712 }
1713
1714 gl::Context *context = gl::getContext();
1715
1716 if (context)
1717 {
1718 context->drawArrays(mode, first, count);
1719 }
1720 }
1721 catch(std::bad_alloc&)
1722 {
1723 return error(GL_OUT_OF_MEMORY);
1724 }
1725}
1726
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001727void __stdcall glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001728{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00001729 TRACE("(GLenum mode = 0x%X, GLsizei count = %d, GLenum type = 0x%X, const GLvoid* indices = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001730 mode, count, type, indices);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001731
1732 try
1733 {
1734 if (count < 0)
1735 {
1736 return error(GL_INVALID_VALUE);
1737 }
1738
1739 switch (type)
1740 {
1741 case GL_UNSIGNED_BYTE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001742 case GL_UNSIGNED_SHORT:
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00001743 case GL_UNSIGNED_INT:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001744 break;
1745 default:
1746 return error(GL_INVALID_ENUM);
1747 }
1748
1749 gl::Context *context = gl::getContext();
1750
1751 if (context)
1752 {
1753 context->drawElements(mode, count, type, indices);
1754 }
1755 }
1756 catch(std::bad_alloc&)
1757 {
1758 return error(GL_OUT_OF_MEMORY);
1759 }
1760}
1761
1762void __stdcall glEnable(GLenum cap)
1763{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001764 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001765
1766 try
1767 {
1768 gl::Context *context = gl::getContext();
1769
1770 if (context)
1771 {
1772 switch (cap)
1773 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001774 case GL_CULL_FACE: context->setCullFace(true); break;
1775 case GL_POLYGON_OFFSET_FILL: context->setPolygonOffsetFill(true); break;
1776 case GL_SAMPLE_ALPHA_TO_COVERAGE: context->setSampleAlphaToCoverage(true); break;
1777 case GL_SAMPLE_COVERAGE: context->setSampleCoverage(true); break;
1778 case GL_SCISSOR_TEST: context->setScissorTest(true); break;
1779 case GL_STENCIL_TEST: context->setStencilTest(true); break;
1780 case GL_DEPTH_TEST: context->setDepthTest(true); break;
1781 case GL_BLEND: context->setBlend(true); break;
1782 case GL_DITHER: context->setDither(true); break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001783 default:
1784 return error(GL_INVALID_ENUM);
1785 }
1786 }
1787 }
1788 catch(std::bad_alloc&)
1789 {
1790 return error(GL_OUT_OF_MEMORY);
1791 }
1792}
1793
1794void __stdcall glEnableVertexAttribArray(GLuint index)
1795{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001796 TRACE("(GLuint index = %d)", index);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001797
1798 try
1799 {
1800 if (index >= gl::MAX_VERTEX_ATTRIBS)
1801 {
1802 return error(GL_INVALID_VALUE);
1803 }
1804
1805 gl::Context *context = gl::getContext();
1806
1807 if (context)
1808 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00001809 context->setVertexAttribEnabled(index, true);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001810 }
1811 }
1812 catch(std::bad_alloc&)
1813 {
1814 return error(GL_OUT_OF_MEMORY);
1815 }
1816}
1817
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00001818void __stdcall glFinishFenceNV(GLuint fence)
1819{
1820 TRACE("(GLuint fence = %d)", fence);
1821
1822 try
1823 {
1824 gl::Context *context = gl::getContext();
1825
1826 if (context)
1827 {
1828 gl::Fence* fenceObject = context->getFence(fence);
1829
1830 if (fenceObject == NULL)
1831 {
1832 return error(GL_INVALID_OPERATION);
1833 }
1834
1835 fenceObject->finishFence();
1836 }
1837 }
1838 catch(std::bad_alloc&)
1839 {
1840 return error(GL_OUT_OF_MEMORY);
1841 }
1842}
1843
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001844void __stdcall glFinish(void)
1845{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001846 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001847
1848 try
1849 {
1850 gl::Context *context = gl::getContext();
1851
1852 if (context)
1853 {
1854 context->finish();
1855 }
1856 }
1857 catch(std::bad_alloc&)
1858 {
1859 return error(GL_OUT_OF_MEMORY);
1860 }
1861}
1862
1863void __stdcall glFlush(void)
1864{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001865 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001866
1867 try
1868 {
1869 gl::Context *context = gl::getContext();
1870
1871 if (context)
1872 {
1873 context->flush();
1874 }
1875 }
1876 catch(std::bad_alloc&)
1877 {
1878 return error(GL_OUT_OF_MEMORY);
1879 }
1880}
1881
1882void __stdcall glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)
1883{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001884 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum renderbuffertarget = 0x%X, "
1885 "GLuint renderbuffer = %d)", target, attachment, renderbuffertarget, renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001886
1887 try
1888 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001889 if ((target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE)
1890 || renderbuffertarget != GL_RENDERBUFFER)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001891 {
1892 return error(GL_INVALID_ENUM);
1893 }
1894
1895 gl::Context *context = gl::getContext();
1896
1897 if (context)
1898 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001899 gl::Framebuffer *framebuffer = NULL;
1900 GLuint framebufferHandle = 0;
1901 if (target == GL_READ_FRAMEBUFFER_ANGLE)
1902 {
1903 framebuffer = context->getReadFramebuffer();
1904 framebufferHandle = context->getReadFramebufferHandle();
1905 }
1906 else
1907 {
1908 framebuffer = context->getDrawFramebuffer();
1909 framebufferHandle = context->getDrawFramebufferHandle();
1910 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001911
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001912 if (framebufferHandle == 0 || !framebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001913 {
1914 return error(GL_INVALID_OPERATION);
1915 }
1916
1917 switch (attachment)
1918 {
1919 case GL_COLOR_ATTACHMENT0:
1920 framebuffer->setColorbuffer(GL_RENDERBUFFER, renderbuffer);
1921 break;
1922 case GL_DEPTH_ATTACHMENT:
1923 framebuffer->setDepthbuffer(GL_RENDERBUFFER, renderbuffer);
1924 break;
1925 case GL_STENCIL_ATTACHMENT:
1926 framebuffer->setStencilbuffer(GL_RENDERBUFFER, renderbuffer);
1927 break;
1928 default:
1929 return error(GL_INVALID_ENUM);
1930 }
1931 }
1932 }
1933 catch(std::bad_alloc&)
1934 {
1935 return error(GL_OUT_OF_MEMORY);
1936 }
1937}
1938
1939void __stdcall glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
1940{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00001941 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum textarget = 0x%X, "
1942 "GLuint texture = %d, GLint level = %d)", target, attachment, textarget, texture, level);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001943
1944 try
1945 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00001946 if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001947 {
1948 return error(GL_INVALID_ENUM);
1949 }
1950
1951 switch (attachment)
1952 {
1953 case GL_COLOR_ATTACHMENT0:
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00001954 case GL_DEPTH_ATTACHMENT:
1955 case GL_STENCIL_ATTACHMENT:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001956 break;
1957 default:
1958 return error(GL_INVALID_ENUM);
1959 }
1960
1961 gl::Context *context = gl::getContext();
1962
1963 if (context)
1964 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001965 if (texture == 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001966 {
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001967 textarget = GL_NONE;
1968 }
1969 else
1970 {
1971 gl::Texture *tex = context->getTexture(texture);
1972
1973 if (tex == NULL)
1974 {
1975 return error(GL_INVALID_OPERATION);
1976 }
1977
daniel@transgaming.com01868132010-08-24 19:21:17 +00001978 if (tex->isCompressed())
1979 {
1980 return error(GL_INVALID_OPERATION);
1981 }
1982
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001983 switch (textarget)
1984 {
1985 case GL_TEXTURE_2D:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001986 if (tex->getTarget() != GL_TEXTURE_2D)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001987 {
1988 return error(GL_INVALID_OPERATION);
1989 }
1990 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001991
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001992 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001993 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001994 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001995 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001996 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001997 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com93a81472010-04-20 18:52:58 +00001998 if (tex->getTarget() != GL_TEXTURE_CUBE_MAP)
1999 {
2000 return error(GL_INVALID_OPERATION);
2001 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002002 break;
daniel@transgaming.com93a81472010-04-20 18:52:58 +00002003
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002004 default:
2005 return error(GL_INVALID_ENUM);
2006 }
2007
2008 if (level != 0)
2009 {
2010 return error(GL_INVALID_VALUE);
2011 }
2012 }
2013
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002014 gl::Framebuffer *framebuffer = NULL;
2015 GLuint framebufferHandle = 0;
2016 if (target == GL_READ_FRAMEBUFFER_ANGLE)
2017 {
2018 framebuffer = context->getReadFramebuffer();
2019 framebufferHandle = context->getReadFramebufferHandle();
2020 }
2021 else
2022 {
2023 framebuffer = context->getDrawFramebuffer();
2024 framebufferHandle = context->getDrawFramebufferHandle();
2025 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002026
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002027 if (framebufferHandle == 0 || !framebuffer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002028 {
2029 return error(GL_INVALID_OPERATION);
2030 }
2031
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00002032 switch (attachment)
2033 {
2034 case GL_COLOR_ATTACHMENT0: framebuffer->setColorbuffer(textarget, texture); break;
2035 case GL_DEPTH_ATTACHMENT: framebuffer->setDepthbuffer(textarget, texture); break;
2036 case GL_STENCIL_ATTACHMENT: framebuffer->setStencilbuffer(textarget, texture); break;
2037 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002038 }
2039 }
2040 catch(std::bad_alloc&)
2041 {
2042 return error(GL_OUT_OF_MEMORY);
2043 }
2044}
2045
2046void __stdcall glFrontFace(GLenum mode)
2047{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002048 TRACE("(GLenum mode = 0x%X)", mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002049
2050 try
2051 {
2052 switch (mode)
2053 {
2054 case GL_CW:
2055 case GL_CCW:
2056 {
2057 gl::Context *context = gl::getContext();
2058
2059 if (context)
2060 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002061 context->setFrontFace(mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002062 }
2063 }
2064 break;
2065 default:
2066 return error(GL_INVALID_ENUM);
2067 }
2068 }
2069 catch(std::bad_alloc&)
2070 {
2071 return error(GL_OUT_OF_MEMORY);
2072 }
2073}
2074
2075void __stdcall glGenBuffers(GLsizei n, GLuint* buffers)
2076{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002077 TRACE("(GLsizei n = %d, GLuint* buffers = 0x%0.8p)", n, buffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002078
2079 try
2080 {
2081 if (n < 0)
2082 {
2083 return error(GL_INVALID_VALUE);
2084 }
2085
2086 gl::Context *context = gl::getContext();
2087
2088 if (context)
2089 {
2090 for (int i = 0; i < n; i++)
2091 {
2092 buffers[i] = context->createBuffer();
2093 }
2094 }
2095 }
2096 catch(std::bad_alloc&)
2097 {
2098 return error(GL_OUT_OF_MEMORY);
2099 }
2100}
2101
2102void __stdcall glGenerateMipmap(GLenum target)
2103{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002104 TRACE("(GLenum target = 0x%X)", target);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002105
2106 try
2107 {
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +00002108 gl::Context *context = gl::getContext();
2109
2110 if (context)
2111 {
2112 gl::Texture *texture;
2113
2114 switch (target)
2115 {
2116 case GL_TEXTURE_2D:
2117 texture = context->getTexture2D();
2118 break;
2119
2120 case GL_TEXTURE_CUBE_MAP:
2121 texture = context->getTextureCubeMap();
2122 break;
2123
2124 default:
2125 return error(GL_INVALID_ENUM);
2126 }
2127
daniel@transgaming.com01868132010-08-24 19:21:17 +00002128 if (texture->isCompressed())
2129 {
2130 return error(GL_INVALID_OPERATION);
2131 }
2132
daniel@transgaming.com8fd99e22010-04-20 18:52:00 +00002133 texture->generateMipmaps();
2134 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002135 }
2136 catch(std::bad_alloc&)
2137 {
2138 return error(GL_OUT_OF_MEMORY);
2139 }
2140}
2141
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00002142void __stdcall glGenFencesNV(GLsizei n, GLuint* fences)
2143{
2144 TRACE("(GLsizei n = %d, GLuint* fences = 0x%0.8p)", n, fences);
2145
2146 try
2147 {
2148 if (n < 0)
2149 {
2150 return error(GL_INVALID_VALUE);
2151 }
2152
2153 gl::Context *context = gl::getContext();
2154
2155 if (context)
2156 {
2157 for (int i = 0; i < n; i++)
2158 {
2159 fences[i] = context->createFence();
2160 }
2161 }
2162 }
2163 catch(std::bad_alloc&)
2164 {
2165 return error(GL_OUT_OF_MEMORY);
2166 }
2167}
2168
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002169void __stdcall glGenFramebuffers(GLsizei n, GLuint* framebuffers)
2170{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002171 TRACE("(GLsizei n = %d, GLuint* framebuffers = 0x%0.8p)", n, framebuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002172
2173 try
2174 {
2175 if (n < 0)
2176 {
2177 return error(GL_INVALID_VALUE);
2178 }
2179
2180 gl::Context *context = gl::getContext();
2181
2182 if (context)
2183 {
2184 for (int i = 0; i < n; i++)
2185 {
2186 framebuffers[i] = context->createFramebuffer();
2187 }
2188 }
2189 }
2190 catch(std::bad_alloc&)
2191 {
2192 return error(GL_OUT_OF_MEMORY);
2193 }
2194}
2195
2196void __stdcall glGenRenderbuffers(GLsizei n, GLuint* renderbuffers)
2197{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002198 TRACE("(GLsizei n = %d, GLuint* renderbuffers = 0x%0.8p)", n, renderbuffers);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002199
2200 try
2201 {
2202 if (n < 0)
2203 {
2204 return error(GL_INVALID_VALUE);
2205 }
2206
2207 gl::Context *context = gl::getContext();
2208
2209 if (context)
2210 {
2211 for (int i = 0; i < n; i++)
2212 {
2213 renderbuffers[i] = context->createRenderbuffer();
2214 }
2215 }
2216 }
2217 catch(std::bad_alloc&)
2218 {
2219 return error(GL_OUT_OF_MEMORY);
2220 }
2221}
2222
2223void __stdcall glGenTextures(GLsizei n, GLuint* textures)
2224{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002225 TRACE("(GLsizei n = %d, GLuint* textures = 0x%0.8p)", n, textures);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002226
2227 try
2228 {
2229 if (n < 0)
2230 {
2231 return error(GL_INVALID_VALUE);
2232 }
2233
2234 gl::Context *context = gl::getContext();
2235
2236 if (context)
2237 {
2238 for (int i = 0; i < n; i++)
2239 {
2240 textures[i] = context->createTexture();
2241 }
2242 }
2243 }
2244 catch(std::bad_alloc&)
2245 {
2246 return error(GL_OUT_OF_MEMORY);
2247 }
2248}
2249
daniel@transgaming.com85423182010-04-22 13:35:27 +00002250void __stdcall glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002251{
daniel@transgaming.com85423182010-04-22 13:35:27 +00002252 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, GLsizei *length = 0x%0.8p, "
2253 "GLint *size = 0x%0.8p, GLenum *type = %0.8p, GLchar *name = %0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002254 program, index, bufsize, length, size, type, name);
2255
2256 try
2257 {
2258 if (bufsize < 0)
2259 {
2260 return error(GL_INVALID_VALUE);
2261 }
2262
daniel@transgaming.com85423182010-04-22 13:35:27 +00002263 gl::Context *context = gl::getContext();
2264
2265 if (context)
2266 {
2267 gl::Program *programObject = context->getProgram(program);
2268
2269 if (!programObject)
2270 {
2271 if (context->getShader(program))
2272 {
2273 return error(GL_INVALID_OPERATION);
2274 }
2275 else
2276 {
2277 return error(GL_INVALID_VALUE);
2278 }
2279 }
2280
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002281 if (index >= (GLuint)programObject->getActiveAttributeCount())
daniel@transgaming.com85423182010-04-22 13:35:27 +00002282 {
2283 return error(GL_INVALID_VALUE);
2284 }
2285
2286 programObject->getActiveAttribute(index, bufsize, length, size, type, name);
2287 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002288 }
2289 catch(std::bad_alloc&)
2290 {
2291 return error(GL_OUT_OF_MEMORY);
2292 }
2293}
2294
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002295void __stdcall glGetActiveUniform(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002296{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002297 TRACE("(GLuint program = %d, GLuint index = %d, GLsizei bufsize = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002298 "GLsizei* length = 0x%0.8p, GLint* size = 0x%0.8p, GLenum* type = 0x%0.8p, GLchar* name = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002299 program, index, bufsize, length, size, type, name);
2300
2301 try
2302 {
2303 if (bufsize < 0)
2304 {
2305 return error(GL_INVALID_VALUE);
2306 }
2307
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002308 gl::Context *context = gl::getContext();
2309
2310 if (context)
2311 {
2312 gl::Program *programObject = context->getProgram(program);
2313
2314 if (!programObject)
2315 {
2316 if (context->getShader(program))
2317 {
2318 return error(GL_INVALID_OPERATION);
2319 }
2320 else
2321 {
2322 return error(GL_INVALID_VALUE);
2323 }
2324 }
2325
2326 if (index >= (GLuint)programObject->getActiveUniformCount())
2327 {
2328 return error(GL_INVALID_VALUE);
2329 }
2330
2331 programObject->getActiveUniform(index, bufsize, length, size, type, name);
2332 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002333 }
2334 catch(std::bad_alloc&)
2335 {
2336 return error(GL_OUT_OF_MEMORY);
2337 }
2338}
2339
2340void __stdcall glGetAttachedShaders(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
2341{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002342 TRACE("(GLuint program = %d, GLsizei maxcount = %d, GLsizei* count = 0x%0.8p, GLuint* shaders = 0x%0.8p)",
2343 program, maxcount, count, shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002344
2345 try
2346 {
2347 if (maxcount < 0)
2348 {
2349 return error(GL_INVALID_VALUE);
2350 }
2351
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002352 gl::Context *context = gl::getContext();
2353
2354 if (context)
2355 {
2356 gl::Program *programObject = context->getProgram(program);
2357
2358 if (!programObject)
2359 {
daniel@transgaming.com23953e32010-04-13 19:53:31 +00002360 if (context->getShader(program))
2361 {
2362 return error(GL_INVALID_OPERATION);
2363 }
2364 else
2365 {
2366 return error(GL_INVALID_VALUE);
2367 }
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002368 }
2369
2370 return programObject->getAttachedShaders(maxcount, count, shaders);
2371 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002372 }
2373 catch(std::bad_alloc&)
2374 {
2375 return error(GL_OUT_OF_MEMORY);
2376 }
2377}
2378
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002379int __stdcall glGetAttribLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002380{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002381 TRACE("(GLuint program = %d, const GLchar* name = %s)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002382
2383 try
2384 {
2385 gl::Context *context = gl::getContext();
2386
2387 if (context)
2388 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002389
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002390 gl::Program *programObject = context->getProgram(program);
2391
2392 if (!programObject)
2393 {
daniel@transgaming.combb274c32010-04-13 03:26:21 +00002394 if (context->getShader(program))
2395 {
2396 return error(GL_INVALID_OPERATION, -1);
2397 }
2398 else
2399 {
2400 return error(GL_INVALID_VALUE, -1);
2401 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002402 }
2403
daniel@transgaming.comcf4aa872010-04-13 03:26:27 +00002404 if (!programObject->isLinked())
2405 {
2406 return error(GL_INVALID_OPERATION, -1);
2407 }
2408
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002409 return programObject->getAttributeLocation(name);
2410 }
2411 }
2412 catch(std::bad_alloc&)
2413 {
2414 return error(GL_OUT_OF_MEMORY, -1);
2415 }
2416
2417 return -1;
2418}
2419
2420void __stdcall glGetBooleanv(GLenum pname, GLboolean* params)
2421{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002422 TRACE("(GLenum pname = 0x%X, GLboolean* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002423
2424 try
2425 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002426 gl::Context *context = gl::getContext();
2427
2428 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002429 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002430 if (!(context->getBooleanv(pname, params)))
2431 {
2432 GLenum nativeType;
2433 unsigned int numParams = 0;
2434 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2435 return error(GL_INVALID_ENUM);
2436
2437 if (numParams == 0)
2438 return; // it is known that the pname is valid, but there are no parameters to return
2439
2440 if (nativeType == GL_FLOAT)
2441 {
2442 GLfloat *floatParams = NULL;
2443 floatParams = new GLfloat[numParams];
2444
2445 context->getFloatv(pname, floatParams);
2446
2447 for (unsigned int i = 0; i < numParams; ++i)
2448 {
2449 if (floatParams[i] == 0.0f)
2450 params[i] = GL_FALSE;
2451 else
2452 params[i] = GL_TRUE;
2453 }
2454
2455 delete [] floatParams;
2456 }
2457 else if (nativeType == GL_INT)
2458 {
2459 GLint *intParams = NULL;
2460 intParams = new GLint[numParams];
2461
2462 context->getIntegerv(pname, intParams);
2463
2464 for (unsigned int i = 0; i < numParams; ++i)
2465 {
2466 if (intParams[i] == 0)
2467 params[i] = GL_FALSE;
2468 else
2469 params[i] = GL_TRUE;
2470 }
2471
2472 delete [] intParams;
2473 }
2474 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002475 }
2476 }
2477 catch(std::bad_alloc&)
2478 {
2479 return error(GL_OUT_OF_MEMORY);
2480 }
2481}
2482
2483void __stdcall glGetBufferParameteriv(GLenum target, GLenum pname, GLint* params)
2484{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002485 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 +00002486
2487 try
2488 {
daniel@transgaming.comaa0ccbd2010-04-15 20:45:05 +00002489 gl::Context *context = gl::getContext();
2490
2491 if (context)
2492 {
2493 gl::Buffer *buffer;
2494
2495 switch (target)
2496 {
2497 case GL_ARRAY_BUFFER:
2498 buffer = context->getArrayBuffer();
2499 break;
2500 case GL_ELEMENT_ARRAY_BUFFER:
2501 buffer = context->getElementArrayBuffer();
2502 break;
2503 default: return error(GL_INVALID_ENUM);
2504 }
2505
2506 if (!buffer)
2507 {
2508 // A null buffer means that "0" is bound to the requested buffer target
2509 return error(GL_INVALID_OPERATION);
2510 }
2511
2512 switch (pname)
2513 {
2514 case GL_BUFFER_USAGE:
2515 *params = buffer->usage();
2516 break;
2517 case GL_BUFFER_SIZE:
2518 *params = buffer->size();
2519 break;
2520 default: return error(GL_INVALID_ENUM);
2521 }
2522 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002523 }
2524 catch(std::bad_alloc&)
2525 {
2526 return error(GL_OUT_OF_MEMORY);
2527 }
2528}
2529
2530GLenum __stdcall glGetError(void)
2531{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002532 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002533
2534 gl::Context *context = gl::getContext();
2535
2536 if (context)
2537 {
2538 return context->getError();
2539 }
2540
2541 return GL_NO_ERROR;
2542}
2543
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00002544void __stdcall glGetFenceivNV(GLuint fence, GLenum pname, GLint *params)
2545{
2546 TRACE("(GLuint fence = %d, GLenum pname = 0x%X, GLint *params = 0x%0.8p)", fence, pname, params);
2547
2548 try
2549 {
2550
2551 gl::Context *context = gl::getContext();
2552
2553 if (context)
2554 {
2555 gl::Fence *fenceObject = context->getFence(fence);
2556
2557 if (fenceObject == NULL)
2558 {
2559 return error(GL_INVALID_OPERATION);
2560 }
2561
2562 fenceObject->getFenceiv(pname, params);
2563 }
2564 }
2565 catch(std::bad_alloc&)
2566 {
2567 return error(GL_OUT_OF_MEMORY);
2568 }
2569}
2570
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002571void __stdcall glGetFloatv(GLenum pname, GLfloat* params)
2572{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002573 TRACE("(GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002574
2575 try
2576 {
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002577 gl::Context *context = gl::getContext();
2578
2579 if (context)
2580 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002581 if (!(context->getFloatv(pname, params)))
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002582 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002583 GLenum nativeType;
2584 unsigned int numParams = 0;
2585 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2586 return error(GL_INVALID_ENUM);
2587
2588 if (numParams == 0)
2589 return; // it is known that the pname is valid, but that there are no parameters to return.
2590
2591 if (nativeType == GL_BOOL)
2592 {
2593 GLboolean *boolParams = NULL;
2594 boolParams = new GLboolean[numParams];
2595
2596 context->getBooleanv(pname, boolParams);
2597
2598 for (unsigned int i = 0; i < numParams; ++i)
2599 {
2600 if (boolParams[i] == GL_FALSE)
2601 params[i] = 0.0f;
2602 else
2603 params[i] = 1.0f;
2604 }
2605
2606 delete [] boolParams;
2607 }
2608 else if (nativeType == GL_INT)
2609 {
2610 GLint *intParams = NULL;
2611 intParams = new GLint[numParams];
2612
2613 context->getIntegerv(pname, intParams);
2614
2615 for (unsigned int i = 0; i < numParams; ++i)
2616 {
2617 params[i] = (GLfloat)intParams[i];
2618 }
2619
2620 delete [] intParams;
2621 }
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00002622 }
2623 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002624 }
2625 catch(std::bad_alloc&)
2626 {
2627 return error(GL_OUT_OF_MEMORY);
2628 }
2629}
2630
2631void __stdcall glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* params)
2632{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002633 TRACE("(GLenum target = 0x%X, GLenum attachment = 0x%X, GLenum pname = 0x%X, GLint* params = 0x%0.8p)",
2634 target, attachment, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002635
2636 try
2637 {
2638 gl::Context *context = gl::getContext();
2639
2640 if (context)
2641 {
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002642 if (target != GL_FRAMEBUFFER && target != GL_DRAW_FRAMEBUFFER_ANGLE && target != GL_READ_FRAMEBUFFER_ANGLE)
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002643 {
2644 return error(GL_INVALID_ENUM);
2645 }
2646
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002647 gl::Framebuffer *framebuffer = NULL;
2648 if (target == GL_READ_FRAMEBUFFER_ANGLE)
2649 {
2650 if(context->getReadFramebufferHandle() == 0)
2651 {
2652 return error(GL_INVALID_OPERATION);
2653 }
2654
2655 framebuffer = context->getReadFramebuffer();
2656 }
2657 else
2658 {
2659 if (context->getDrawFramebufferHandle() == 0)
2660 {
2661 return error(GL_INVALID_OPERATION);
2662 }
2663
2664 framebuffer = context->getDrawFramebuffer();
2665 }
2666
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002667 GLenum attachmentType;
2668 GLuint attachmentHandle;
2669 switch (attachment)
2670 {
2671 case GL_COLOR_ATTACHMENT0:
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002672 attachmentType = framebuffer->getColorbufferType();
2673 attachmentHandle = framebuffer->getColorbufferHandle();
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002674 break;
2675 case GL_DEPTH_ATTACHMENT:
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002676 attachmentType = framebuffer->getDepthbufferType();
2677 attachmentHandle = framebuffer->getDepthbufferHandle();
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002678 break;
2679 case GL_STENCIL_ATTACHMENT:
daniel@transgaming.coma27ff1e2010-08-24 19:20:11 +00002680 attachmentType = framebuffer->getStencilbufferType();
2681 attachmentHandle = framebuffer->getStencilbufferHandle();
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002682 break;
2683 default: return error(GL_INVALID_ENUM);
2684 }
2685
2686 GLenum attachmentObjectType; // Type category
daniel@transgaming.comfbc09532010-04-26 15:33:41 +00002687 if (attachmentType == GL_NONE || attachmentType == GL_RENDERBUFFER)
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002688 {
2689 attachmentObjectType = attachmentType;
2690 }
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00002691 else if (gl::IsTextureTarget(attachmentType))
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002692 {
2693 attachmentObjectType = GL_TEXTURE;
2694 }
2695 else UNREACHABLE();
2696
2697 switch (pname)
2698 {
2699 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE:
2700 *params = attachmentObjectType;
2701 break;
2702 case GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME:
2703 if (attachmentObjectType == GL_RENDERBUFFER || attachmentObjectType == GL_TEXTURE)
2704 {
2705 *params = attachmentHandle;
2706 }
2707 else
2708 {
2709 return error(GL_INVALID_ENUM);
2710 }
2711 break;
2712 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL:
2713 if (attachmentObjectType == GL_TEXTURE)
2714 {
2715 *params = 0; // FramebufferTexture2D will not allow level to be set to anything else in GL ES 2.0
2716 }
2717 else
2718 {
2719 return error(GL_INVALID_ENUM);
2720 }
2721 break;
2722 case GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE:
2723 if (attachmentObjectType == GL_TEXTURE)
2724 {
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00002725 if (gl::IsCubemapTextureTarget(attachmentType))
daniel@transgaming.comc46c9c02010-04-23 18:34:55 +00002726 {
2727 *params = attachmentType;
2728 }
2729 else
2730 {
2731 *params = 0;
2732 }
2733 }
2734 else
2735 {
2736 return error(GL_INVALID_ENUM);
2737 }
2738 break;
2739 default:
2740 return error(GL_INVALID_ENUM);
2741 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002742 }
2743 }
2744 catch(std::bad_alloc&)
2745 {
2746 return error(GL_OUT_OF_MEMORY);
2747 }
2748}
2749
2750void __stdcall glGetIntegerv(GLenum pname, GLint* params)
2751{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002752 TRACE("(GLenum pname = 0x%X, GLint* params = 0x%0.8p)", pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002753
2754 try
2755 {
2756 gl::Context *context = gl::getContext();
2757
2758 if (context)
2759 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002760 if (!(context->getIntegerv(pname, params)))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002761 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002762 GLenum nativeType;
2763 unsigned int numParams = 0;
2764 if (!context->getQueryParameterInfo(pname, &nativeType, &numParams))
2765 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002766
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002767 if (numParams == 0)
2768 return; // it is known that pname is valid, but there are no parameters to return
2769
2770 if (nativeType == GL_BOOL)
2771 {
2772 GLboolean *boolParams = NULL;
2773 boolParams = new GLboolean[numParams];
2774
2775 context->getBooleanv(pname, boolParams);
2776
2777 for (unsigned int i = 0; i < numParams; ++i)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002778 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002779 if (boolParams[i] == GL_FALSE)
2780 params[i] = 0;
2781 else
2782 params[i] = 1;
2783 }
2784
2785 delete [] boolParams;
2786 }
2787 else if (nativeType == GL_FLOAT)
2788 {
2789 GLfloat *floatParams = NULL;
2790 floatParams = new GLfloat[numParams];
2791
2792 context->getFloatv(pname, floatParams);
2793
2794 for (unsigned int i = 0; i < numParams; ++i)
2795 {
daniel@transgaming.comc1641352010-04-26 15:33:36 +00002796 if (pname == GL_DEPTH_RANGE || pname == GL_COLOR_CLEAR_VALUE || pname == GL_DEPTH_CLEAR_VALUE || pname == GL_BLEND_COLOR)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002797 {
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002798 params[i] = (GLint)(((GLfloat)(0xFFFFFFFF) * floatParams[i] - 1.0f) / 2.0f);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002799 }
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002800 else
2801 params[i] = (GLint)(floatParams[i] > 0.0f ? floor(floatParams[i] + 0.5) : ceil(floatParams[i] - 0.5));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002802 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002803
daniel@transgaming.com777f2672010-04-07 03:25:16 +00002804 delete [] floatParams;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002805 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002806 }
2807 }
2808 }
2809 catch(std::bad_alloc&)
2810 {
2811 return error(GL_OUT_OF_MEMORY);
2812 }
2813}
2814
2815void __stdcall glGetProgramiv(GLuint program, GLenum pname, GLint* params)
2816{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002817 TRACE("(GLuint program = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", program, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002818
2819 try
2820 {
2821 gl::Context *context = gl::getContext();
2822
2823 if (context)
2824 {
2825 gl::Program *programObject = context->getProgram(program);
2826
2827 if (!programObject)
2828 {
2829 return error(GL_INVALID_VALUE);
2830 }
2831
2832 switch (pname)
2833 {
2834 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002835 *params = programObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002836 return;
2837 case GL_LINK_STATUS:
2838 *params = programObject->isLinked();
2839 return;
2840 case GL_VALIDATE_STATUS:
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002841 *params = programObject->isValidated();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002842 return;
2843 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002844 *params = programObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002845 return;
2846 case GL_ATTACHED_SHADERS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002847 *params = programObject->getAttachedShadersCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002848 return;
2849 case GL_ACTIVE_ATTRIBUTES:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002850 *params = programObject->getActiveAttributeCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002851 return;
2852 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
daniel@transgaming.com85423182010-04-22 13:35:27 +00002853 *params = programObject->getActiveAttributeMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002854 return;
2855 case GL_ACTIVE_UNIFORMS:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002856 *params = programObject->getActiveUniformCount();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002857 return;
2858 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002859 *params = programObject->getActiveUniformMaxLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002860 return;
2861 default:
2862 return error(GL_INVALID_ENUM);
2863 }
2864 }
2865 }
2866 catch(std::bad_alloc&)
2867 {
2868 return error(GL_OUT_OF_MEMORY);
2869 }
2870}
2871
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002872void __stdcall glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002873{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00002874 TRACE("(GLuint program = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002875 program, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002876
2877 try
2878 {
2879 if (bufsize < 0)
2880 {
2881 return error(GL_INVALID_VALUE);
2882 }
2883
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002884 gl::Context *context = gl::getContext();
2885
2886 if (context)
2887 {
2888 gl::Program *programObject = context->getProgram(program);
2889
2890 if (!programObject)
2891 {
2892 return error(GL_INVALID_VALUE);
2893 }
2894
2895 programObject->getInfoLog(bufsize, length, infolog);
2896 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002897 }
2898 catch(std::bad_alloc&)
2899 {
2900 return error(GL_OUT_OF_MEMORY);
2901 }
2902}
2903
2904void __stdcall glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* params)
2905{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00002906 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 +00002907
2908 try
2909 {
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002910 gl::Context *context = gl::getContext();
2911
2912 if (context)
2913 {
2914 if (target != GL_RENDERBUFFER)
2915 {
2916 return error(GL_INVALID_ENUM);
2917 }
2918
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002919 if (context->getRenderbufferHandle() == 0)
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002920 {
2921 return error(GL_INVALID_OPERATION);
2922 }
2923
daniel@transgaming.com428d1582010-05-04 03:35:25 +00002924 gl::Renderbuffer *renderbuffer = context->getRenderbuffer(context->getRenderbufferHandle());
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002925
2926 switch (pname)
2927 {
2928 case GL_RENDERBUFFER_WIDTH:
2929 *params = renderbuffer->getWidth();
2930 break;
2931 case GL_RENDERBUFFER_HEIGHT:
2932 *params = renderbuffer->getHeight();
2933 break;
2934 case GL_RENDERBUFFER_INTERNAL_FORMAT:
2935 *params = renderbuffer->getFormat();
2936 break;
2937 case GL_RENDERBUFFER_RED_SIZE:
2938 if (renderbuffer->isColorbuffer())
2939 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00002940 *params = static_cast<gl::Colorbuffer*>(renderbuffer->getStorage())->getRedSize();
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002941 }
2942 else
2943 {
2944 *params = 0;
2945 }
2946 break;
2947 case GL_RENDERBUFFER_GREEN_SIZE:
2948 if (renderbuffer->isColorbuffer())
2949 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00002950 *params = static_cast<gl::Colorbuffer*>(renderbuffer->getStorage())->getGreenSize();
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002951 }
2952 else
2953 {
2954 *params = 0;
2955 }
2956 break;
2957 case GL_RENDERBUFFER_BLUE_SIZE:
2958 if (renderbuffer->isColorbuffer())
2959 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00002960 *params = static_cast<gl::Colorbuffer*>(renderbuffer->getStorage())->getBlueSize();
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002961 }
2962 else
2963 {
2964 *params = 0;
2965 }
2966 break;
2967 case GL_RENDERBUFFER_ALPHA_SIZE:
2968 if (renderbuffer->isColorbuffer())
2969 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00002970 *params = static_cast<gl::Colorbuffer*>(renderbuffer->getStorage())->getAlphaSize();
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002971 }
2972 else
2973 {
2974 *params = 0;
2975 }
2976 break;
2977 case GL_RENDERBUFFER_DEPTH_SIZE:
2978 if (renderbuffer->isDepthbuffer())
2979 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00002980 *params = static_cast<gl::Depthbuffer*>(renderbuffer->getStorage())->getDepthSize();
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002981 }
2982 else
2983 {
2984 *params = 0;
2985 }
2986 break;
2987 case GL_RENDERBUFFER_STENCIL_SIZE:
2988 if (renderbuffer->isStencilbuffer())
2989 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00002990 *params = static_cast<gl::Stencilbuffer*>(renderbuffer->getStorage())->getStencilSize();
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00002991 }
2992 else
2993 {
2994 *params = 0;
2995 }
2996 break;
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00002997 case GL_RENDERBUFFER_SAMPLES_ANGLE:
2998 {
2999 if (context->getMaxSupportedSamples() != 0)
3000 {
3001 *params = renderbuffer->getStorage()->getSamples();
3002 }
3003 else
3004 {
3005 return error(GL_INVALID_ENUM);
3006 }
3007 }
3008 break;
daniel@transgaming.com4901fca2010-04-20 18:52:41 +00003009 default:
3010 return error(GL_INVALID_ENUM);
3011 }
3012 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003013 }
3014 catch(std::bad_alloc&)
3015 {
3016 return error(GL_OUT_OF_MEMORY);
3017 }
3018}
3019
3020void __stdcall glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
3021{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003022 TRACE("(GLuint shader = %d, GLenum pname = %d, GLint* params = 0x%0.8p)", shader, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003023
3024 try
3025 {
3026 gl::Context *context = gl::getContext();
3027
3028 if (context)
3029 {
3030 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00003031
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003032 if (!shaderObject)
3033 {
3034 return error(GL_INVALID_VALUE);
3035 }
3036
3037 switch (pname)
3038 {
3039 case GL_SHADER_TYPE:
3040 *params = shaderObject->getType();
3041 return;
3042 case GL_DELETE_STATUS:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00003043 *params = shaderObject->isFlaggedForDeletion();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003044 return;
3045 case GL_COMPILE_STATUS:
3046 *params = shaderObject->isCompiled() ? GL_TRUE : GL_FALSE;
3047 return;
3048 case GL_INFO_LOG_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00003049 *params = shaderObject->getInfoLogLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003050 return;
3051 case GL_SHADER_SOURCE_LENGTH:
daniel@transgaming.comcba50572010-03-28 19:36:09 +00003052 *params = shaderObject->getSourceLength();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003053 return;
3054 default:
3055 return error(GL_INVALID_ENUM);
3056 }
3057 }
3058 }
3059 catch(std::bad_alloc&)
3060 {
3061 return error(GL_OUT_OF_MEMORY);
3062 }
3063}
3064
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003065void __stdcall glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003066{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003067 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* infolog = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003068 shader, bufsize, length, infolog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003069
3070 try
3071 {
3072 if (bufsize < 0)
3073 {
3074 return error(GL_INVALID_VALUE);
3075 }
3076
daniel@transgaming.comcba50572010-03-28 19:36:09 +00003077 gl::Context *context = gl::getContext();
3078
3079 if (context)
3080 {
3081 gl::Shader *shaderObject = context->getShader(shader);
3082
3083 if (!shaderObject)
3084 {
3085 return error(GL_INVALID_VALUE);
3086 }
3087
3088 shaderObject->getInfoLog(bufsize, length, infolog);
3089 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003090 }
3091 catch(std::bad_alloc&)
3092 {
3093 return error(GL_OUT_OF_MEMORY);
3094 }
3095}
3096
3097void __stdcall glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision)
3098{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003099 TRACE("(GLenum shadertype = 0x%X, GLenum precisiontype = 0x%X, GLint* range = 0x%0.8p, GLint* precision = 0x%0.8p)",
3100 shadertype, precisiontype, range, precision);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003101
3102 try
3103 {
daniel@transgaming.com6c785212010-03-30 03:36:17 +00003104 switch (shadertype)
3105 {
3106 case GL_VERTEX_SHADER:
3107 case GL_FRAGMENT_SHADER:
3108 break;
3109 default:
3110 return error(GL_INVALID_ENUM);
3111 }
3112
3113 switch (precisiontype)
3114 {
3115 case GL_LOW_FLOAT:
3116 case GL_MEDIUM_FLOAT:
3117 case GL_HIGH_FLOAT:
3118 // Assume IEEE 754 precision
3119 range[0] = 127;
3120 range[1] = 127;
daniel@transgaming.comc5c15382010-04-23 18:34:49 +00003121 *precision = 23;
daniel@transgaming.com6c785212010-03-30 03:36:17 +00003122 break;
3123 case GL_LOW_INT:
3124 case GL_MEDIUM_INT:
3125 case GL_HIGH_INT:
3126 // Some (most) hardware only supports single-precision floating-point numbers,
3127 // which can accurately represent integers up to +/-16777216
3128 range[0] = 24;
3129 range[1] = 24;
daniel@transgaming.comc5c15382010-04-23 18:34:49 +00003130 *precision = 0;
daniel@transgaming.com6c785212010-03-30 03:36:17 +00003131 break;
3132 default:
3133 return error(GL_INVALID_ENUM);
3134 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003135 }
3136 catch(std::bad_alloc&)
3137 {
3138 return error(GL_OUT_OF_MEMORY);
3139 }
3140}
3141
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003142void __stdcall glGetShaderSource(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003143{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003144 TRACE("(GLuint shader = %d, GLsizei bufsize = %d, GLsizei* length = 0x%0.8p, GLchar* source = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003145 shader, bufsize, length, source);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003146
3147 try
3148 {
3149 if (bufsize < 0)
3150 {
3151 return error(GL_INVALID_VALUE);
3152 }
3153
daniel@transgaming.comcba50572010-03-28 19:36:09 +00003154 gl::Context *context = gl::getContext();
3155
3156 if (context)
3157 {
3158 gl::Shader *shaderObject = context->getShader(shader);
3159
3160 if (!shaderObject)
3161 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +00003162 return error(GL_INVALID_OPERATION);
daniel@transgaming.comcba50572010-03-28 19:36:09 +00003163 }
3164
3165 shaderObject->getSource(bufsize, length, source);
3166 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003167 }
3168 catch(std::bad_alloc&)
3169 {
3170 return error(GL_OUT_OF_MEMORY);
3171 }
3172}
3173
3174const GLubyte* __stdcall glGetString(GLenum name)
3175{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003176 TRACE("(GLenum name = 0x%X)", name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003177
3178 try
3179 {
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003180 gl::Context *context = gl::getContext();
3181
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003182 switch (name)
3183 {
3184 case GL_VENDOR:
3185 return (GLubyte*)"TransGaming Inc.";
3186 case GL_RENDERER:
3187 return (GLubyte*)"ANGLE";
3188 case GL_VERSION:
3189 return (GLubyte*)"OpenGL ES 2.0 (git-devel "__DATE__ " " __TIME__")";
3190 case GL_SHADING_LANGUAGE_VERSION:
3191 return (GLubyte*)"OpenGL ES GLSL ES 1.00 (git-devel "__DATE__ " " __TIME__")";
3192 case GL_EXTENSIONS:
daniel@transgaming.com3e4c6002010-05-05 18:50:13 +00003193 return (GLubyte*)((context != NULL) ? context->getExtensionString() : "");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003194 default:
3195 return error(GL_INVALID_ENUM, (GLubyte*)NULL);
3196 }
3197 }
3198 catch(std::bad_alloc&)
3199 {
3200 return error(GL_OUT_OF_MEMORY, (GLubyte*)NULL);
3201 }
3202
3203 return NULL;
3204}
3205
3206void __stdcall glGetTexParameterfv(GLenum target, GLenum pname, GLfloat* params)
3207{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003208 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 +00003209
3210 try
3211 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00003212 gl::Context *context = gl::getContext();
3213
3214 if (context)
3215 {
3216 gl::Texture *texture;
3217
3218 switch (target)
3219 {
3220 case GL_TEXTURE_2D:
3221 texture = context->getTexture2D();
3222 break;
3223 case GL_TEXTURE_CUBE_MAP:
3224 texture = context->getTextureCubeMap();
3225 break;
3226 default:
3227 return error(GL_INVALID_ENUM);
3228 }
3229
3230 switch (pname)
3231 {
3232 case GL_TEXTURE_MAG_FILTER:
3233 *params = (GLfloat)texture->getMagFilter();
3234 break;
3235 case GL_TEXTURE_MIN_FILTER:
3236 *params = (GLfloat)texture->getMinFilter();
3237 break;
3238 case GL_TEXTURE_WRAP_S:
3239 *params = (GLfloat)texture->getWrapS();
3240 break;
3241 case GL_TEXTURE_WRAP_T:
3242 *params = (GLfloat)texture->getWrapT();
3243 break;
3244 default:
3245 return error(GL_INVALID_ENUM);
3246 }
3247 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003248 }
3249 catch(std::bad_alloc&)
3250 {
3251 return error(GL_OUT_OF_MEMORY);
3252 }
3253}
3254
3255void __stdcall glGetTexParameteriv(GLenum target, GLenum pname, GLint* params)
3256{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003257 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 +00003258
3259 try
3260 {
daniel@transgaming.com5d2bee92010-04-20 18:51:56 +00003261 gl::Context *context = gl::getContext();
3262
3263 if (context)
3264 {
3265 gl::Texture *texture;
3266
3267 switch (target)
3268 {
3269 case GL_TEXTURE_2D:
3270 texture = context->getTexture2D();
3271 break;
3272 case GL_TEXTURE_CUBE_MAP:
3273 texture = context->getTextureCubeMap();
3274 break;
3275 default:
3276 return error(GL_INVALID_ENUM);
3277 }
3278
3279 switch (pname)
3280 {
3281 case GL_TEXTURE_MAG_FILTER:
3282 *params = texture->getMagFilter();
3283 break;
3284 case GL_TEXTURE_MIN_FILTER:
3285 *params = texture->getMinFilter();
3286 break;
3287 case GL_TEXTURE_WRAP_S:
3288 *params = texture->getWrapS();
3289 break;
3290 case GL_TEXTURE_WRAP_T:
3291 *params = texture->getWrapT();
3292 break;
3293 default:
3294 return error(GL_INVALID_ENUM);
3295 }
3296 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003297 }
3298 catch(std::bad_alloc&)
3299 {
3300 return error(GL_OUT_OF_MEMORY);
3301 }
3302}
3303
3304void __stdcall glGetUniformfv(GLuint program, GLint location, GLfloat* params)
3305{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003306 TRACE("(GLuint program = %d, GLint location = %d, GLfloat* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003307
3308 try
3309 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00003310 gl::Context *context = gl::getContext();
3311
3312 if (context)
3313 {
3314 if (program == 0)
3315 {
3316 return error(GL_INVALID_VALUE);
3317 }
3318
3319 gl::Program *programObject = context->getProgram(program);
3320
3321 if (!programObject || !programObject->isLinked())
3322 {
3323 return error(GL_INVALID_OPERATION);
3324 }
3325
3326 if (!programObject->getUniformfv(location, params))
3327 {
3328 return error(GL_INVALID_OPERATION);
3329 }
3330 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003331 }
3332 catch(std::bad_alloc&)
3333 {
3334 return error(GL_OUT_OF_MEMORY);
3335 }
3336}
3337
3338void __stdcall glGetUniformiv(GLuint program, GLint location, GLint* params)
3339{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003340 TRACE("(GLuint program = %d, GLint location = %d, GLint* params = 0x%0.8p)", program, location, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003341
3342 try
3343 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +00003344 gl::Context *context = gl::getContext();
3345
3346 if (context)
3347 {
3348 if (program == 0)
3349 {
3350 return error(GL_INVALID_VALUE);
3351 }
3352
3353 gl::Program *programObject = context->getProgram(program);
3354
3355 if (!programObject || !programObject->isLinked())
3356 {
3357 return error(GL_INVALID_OPERATION);
3358 }
3359
3360 if (!programObject)
3361 {
3362 return error(GL_INVALID_OPERATION);
3363 }
3364
3365 if (!programObject->getUniformiv(location, params))
3366 {
3367 return error(GL_INVALID_OPERATION);
3368 }
3369 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003370 }
3371 catch(std::bad_alloc&)
3372 {
3373 return error(GL_OUT_OF_MEMORY);
3374 }
3375}
3376
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003377int __stdcall glGetUniformLocation(GLuint program, const GLchar* name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003378{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003379 TRACE("(GLuint program = %d, const GLchar* name = 0x%0.8p)", program, name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003380
3381 try
3382 {
3383 gl::Context *context = gl::getContext();
3384
3385 if (strstr(name, "gl_") == name)
3386 {
3387 return -1;
3388 }
3389
3390 if (context)
3391 {
3392 gl::Program *programObject = context->getProgram(program);
3393
3394 if (!programObject)
3395 {
daniel@transgaming.comd1abe5b2010-04-13 19:53:33 +00003396 if (context->getShader(program))
3397 {
3398 return error(GL_INVALID_OPERATION, -1);
3399 }
3400 else
3401 {
3402 return error(GL_INVALID_VALUE, -1);
3403 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003404 }
3405
3406 if (!programObject->isLinked())
3407 {
3408 return error(GL_INVALID_OPERATION, -1);
3409 }
3410
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00003411 return programObject->getUniformLocation(name, false);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003412 }
3413 }
3414 catch(std::bad_alloc&)
3415 {
3416 return error(GL_OUT_OF_MEMORY, -1);
3417 }
3418
3419 return -1;
3420}
3421
3422void __stdcall glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* params)
3423{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003424 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLfloat* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003425
3426 try
3427 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003428 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003429
daniel@transgaming.come0078962010-04-15 20:45:08 +00003430 if (context)
3431 {
3432 if (index >= gl::MAX_VERTEX_ATTRIBS)
3433 {
3434 return error(GL_INVALID_VALUE);
3435 }
3436
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003437 const gl::AttributeState &attribState = context->getVertexAttribState(index);
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003438
daniel@transgaming.come0078962010-04-15 20:45:08 +00003439 switch (pname)
3440 {
3441 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003442 *params = (GLfloat)(attribState.mEnabled ? GL_TRUE : GL_FALSE);
daniel@transgaming.come0078962010-04-15 20:45:08 +00003443 break;
3444 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003445 *params = (GLfloat)attribState.mSize;
daniel@transgaming.come0078962010-04-15 20:45:08 +00003446 break;
3447 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003448 *params = (GLfloat)attribState.mStride;
daniel@transgaming.come0078962010-04-15 20:45:08 +00003449 break;
3450 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003451 *params = (GLfloat)attribState.mType;
daniel@transgaming.come0078962010-04-15 20:45:08 +00003452 break;
3453 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003454 *params = (GLfloat)(attribState.mNormalized ? GL_TRUE : GL_FALSE);
daniel@transgaming.come0078962010-04-15 20:45:08 +00003455 break;
3456 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003457 *params = (GLfloat)attribState.mBoundBuffer.id();
daniel@transgaming.come0078962010-04-15 20:45:08 +00003458 break;
3459 case GL_CURRENT_VERTEX_ATTRIB:
3460 for (int i = 0; i < 4; ++i)
3461 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003462 params[i] = attribState.mCurrentValue[i];
daniel@transgaming.come0078962010-04-15 20:45:08 +00003463 }
3464 break;
3465 default: return error(GL_INVALID_ENUM);
3466 }
3467 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003468 }
3469 catch(std::bad_alloc&)
3470 {
3471 return error(GL_OUT_OF_MEMORY);
3472 }
3473}
3474
3475void __stdcall glGetVertexAttribiv(GLuint index, GLenum pname, GLint* params)
3476{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003477 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLint* params = 0x%0.8p)", index, pname, params);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003478
3479 try
3480 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003481 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003482
daniel@transgaming.come0078962010-04-15 20:45:08 +00003483 if (context)
3484 {
3485 if (index >= gl::MAX_VERTEX_ATTRIBS)
3486 {
3487 return error(GL_INVALID_VALUE);
3488 }
3489
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003490 const gl::AttributeState &attribState = context->getVertexAttribState(index);
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003491
daniel@transgaming.come0078962010-04-15 20:45:08 +00003492 switch (pname)
3493 {
3494 case GL_VERTEX_ATTRIB_ARRAY_ENABLED:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003495 *params = (attribState.mEnabled ? GL_TRUE : GL_FALSE);
daniel@transgaming.come0078962010-04-15 20:45:08 +00003496 break;
3497 case GL_VERTEX_ATTRIB_ARRAY_SIZE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003498 *params = attribState.mSize;
daniel@transgaming.come0078962010-04-15 20:45:08 +00003499 break;
3500 case GL_VERTEX_ATTRIB_ARRAY_STRIDE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003501 *params = attribState.mStride;
daniel@transgaming.come0078962010-04-15 20:45:08 +00003502 break;
3503 case GL_VERTEX_ATTRIB_ARRAY_TYPE:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003504 *params = attribState.mType;
daniel@transgaming.come0078962010-04-15 20:45:08 +00003505 break;
3506 case GL_VERTEX_ATTRIB_ARRAY_NORMALIZED:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003507 *params = (attribState.mNormalized ? GL_TRUE : GL_FALSE);
daniel@transgaming.come0078962010-04-15 20:45:08 +00003508 break;
3509 case GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING:
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00003510 *params = attribState.mBoundBuffer.id();
daniel@transgaming.come0078962010-04-15 20:45:08 +00003511 break;
3512 case GL_CURRENT_VERTEX_ATTRIB:
3513 for (int i = 0; i < 4; ++i)
3514 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003515 float currentValue = attribState.mCurrentValue[i];
daniel@transgaming.come0078962010-04-15 20:45:08 +00003516 params[i] = (GLint)(currentValue > 0.0f ? floor(currentValue + 0.5f) : ceil(currentValue - 0.5f));
3517 }
3518 break;
3519 default: return error(GL_INVALID_ENUM);
3520 }
3521 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003522 }
3523 catch(std::bad_alloc&)
3524 {
3525 return error(GL_OUT_OF_MEMORY);
3526 }
3527}
3528
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003529void __stdcall glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid** pointer)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003530{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003531 TRACE("(GLuint index = %d, GLenum pname = 0x%X, GLvoid** pointer = 0x%0.8p)", index, pname, pointer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003532
3533 try
3534 {
daniel@transgaming.come0078962010-04-15 20:45:08 +00003535 gl::Context *context = gl::getContext();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003536
daniel@transgaming.come0078962010-04-15 20:45:08 +00003537 if (context)
3538 {
3539 if (index >= gl::MAX_VERTEX_ATTRIBS)
3540 {
3541 return error(GL_INVALID_VALUE);
3542 }
3543
3544 if (pname != GL_VERTEX_ATTRIB_ARRAY_POINTER)
3545 {
3546 return error(GL_INVALID_ENUM);
3547 }
3548
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003549 *pointer = const_cast<GLvoid*>(context->getVertexAttribPointer(index));
daniel@transgaming.come0078962010-04-15 20:45:08 +00003550 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003551 }
3552 catch(std::bad_alloc&)
3553 {
3554 return error(GL_OUT_OF_MEMORY);
3555 }
3556}
3557
3558void __stdcall glHint(GLenum target, GLenum mode)
3559{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003560 TRACE("(GLenum target = 0x%X, GLenum mode = 0x%X)", target, mode);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003561
3562 try
3563 {
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00003564 switch (mode)
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003565 {
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00003566 case GL_FASTEST:
3567 case GL_NICEST:
3568 case GL_DONT_CARE:
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003569 break;
3570 default:
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00003571 return error(GL_INVALID_ENUM);
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003572 }
3573
3574 gl::Context *context = gl::getContext();
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00003575 switch (target)
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003576 {
alokp@chromium.orgd303ef92010-09-09 17:30:15 +00003577 case GL_GENERATE_MIPMAP_HINT:
3578 if (context) context->setGenerateMipmapHint(mode);
3579 break;
3580 case GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES:
3581 if (context) context->setFragmentShaderDerivativeHint(mode);
3582 break;
3583 default:
3584 return error(GL_INVALID_ENUM);
daniel@transgaming.com5949aa12010-03-21 04:31:15 +00003585 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003586 }
3587 catch(std::bad_alloc&)
3588 {
3589 return error(GL_OUT_OF_MEMORY);
3590 }
3591}
3592
3593GLboolean __stdcall glIsBuffer(GLuint buffer)
3594{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003595 TRACE("(GLuint buffer = %d)", buffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003596
3597 try
3598 {
3599 gl::Context *context = gl::getContext();
3600
3601 if (context && buffer)
3602 {
3603 gl::Buffer *bufferObject = context->getBuffer(buffer);
3604
3605 if (bufferObject)
3606 {
3607 return GL_TRUE;
3608 }
3609 }
3610 }
3611 catch(std::bad_alloc&)
3612 {
3613 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3614 }
3615
3616 return GL_FALSE;
3617}
3618
3619GLboolean __stdcall glIsEnabled(GLenum cap)
3620{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003621 TRACE("(GLenum cap = 0x%X)", cap);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003622
3623 try
3624 {
3625 gl::Context *context = gl::getContext();
3626
3627 if (context)
3628 {
3629 switch (cap)
3630 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003631 case GL_CULL_FACE: return context->isCullFaceEnabled();
3632 case GL_POLYGON_OFFSET_FILL: return context->isPolygonOffsetFillEnabled();
3633 case GL_SAMPLE_ALPHA_TO_COVERAGE: return context->isSampleAlphaToCoverageEnabled();
3634 case GL_SAMPLE_COVERAGE: return context->isSampleCoverageEnabled();
3635 case GL_SCISSOR_TEST: return context->isScissorTestEnabled();
3636 case GL_STENCIL_TEST: return context->isStencilTestEnabled();
3637 case GL_DEPTH_TEST: return context->isDepthTestEnabled();
3638 case GL_BLEND: return context->isBlendEnabled();
3639 case GL_DITHER: return context->isDitherEnabled();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003640 default:
3641 return error(GL_INVALID_ENUM, false);
3642 }
3643 }
3644 }
3645 catch(std::bad_alloc&)
3646 {
3647 return error(GL_OUT_OF_MEMORY, false);
3648 }
3649
3650 return false;
3651}
3652
daniel@transgaming.comfe208882010-09-01 15:47:57 +00003653GLboolean __stdcall glIsFenceNV(GLuint fence)
3654{
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003655 TRACE("(GLuint fence = %d)", fence);
3656
3657 try
3658 {
3659 gl::Context *context = gl::getContext();
3660
3661 if (context)
3662 {
3663 gl::Fence *fenceObject = context->getFence(fence);
3664
3665 if (fenceObject == NULL)
3666 {
3667 return GL_FALSE;
3668 }
3669
3670 return fenceObject->isFence();
3671 }
3672 }
3673 catch(std::bad_alloc&)
3674 {
3675 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3676 }
3677
3678 return GL_FALSE;
daniel@transgaming.comfe208882010-09-01 15:47:57 +00003679}
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00003680
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003681GLboolean __stdcall glIsFramebuffer(GLuint framebuffer)
3682{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003683 TRACE("(GLuint framebuffer = %d)", framebuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003684
3685 try
3686 {
3687 gl::Context *context = gl::getContext();
3688
3689 if (context && framebuffer)
3690 {
3691 gl::Framebuffer *framebufferObject = context->getFramebuffer(framebuffer);
3692
3693 if (framebufferObject)
3694 {
3695 return GL_TRUE;
3696 }
3697 }
3698 }
3699 catch(std::bad_alloc&)
3700 {
3701 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3702 }
3703
3704 return GL_FALSE;
3705}
3706
3707GLboolean __stdcall glIsProgram(GLuint program)
3708{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003709 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003710
3711 try
3712 {
3713 gl::Context *context = gl::getContext();
3714
3715 if (context && program)
3716 {
3717 gl::Program *programObject = context->getProgram(program);
3718
3719 if (programObject)
3720 {
3721 return GL_TRUE;
3722 }
3723 }
3724 }
3725 catch(std::bad_alloc&)
3726 {
3727 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3728 }
3729
3730 return GL_FALSE;
3731}
3732
3733GLboolean __stdcall glIsRenderbuffer(GLuint renderbuffer)
3734{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003735 TRACE("(GLuint renderbuffer = %d)", renderbuffer);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003736
3737 try
3738 {
3739 gl::Context *context = gl::getContext();
3740
3741 if (context && renderbuffer)
3742 {
3743 gl::Renderbuffer *renderbufferObject = context->getRenderbuffer(renderbuffer);
3744
3745 if (renderbufferObject)
3746 {
3747 return GL_TRUE;
3748 }
3749 }
3750 }
3751 catch(std::bad_alloc&)
3752 {
3753 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3754 }
3755
3756 return GL_FALSE;
3757}
3758
3759GLboolean __stdcall glIsShader(GLuint shader)
3760{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003761 TRACE("(GLuint shader = %d)", shader);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003762
3763 try
3764 {
3765 gl::Context *context = gl::getContext();
3766
3767 if (context && shader)
3768 {
3769 gl::Shader *shaderObject = context->getShader(shader);
3770
3771 if (shaderObject)
3772 {
3773 return GL_TRUE;
3774 }
3775 }
3776 }
3777 catch(std::bad_alloc&)
3778 {
3779 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3780 }
3781
3782 return GL_FALSE;
3783}
3784
3785GLboolean __stdcall glIsTexture(GLuint texture)
3786{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003787 TRACE("(GLuint texture = %d)", texture);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003788
3789 try
3790 {
3791 gl::Context *context = gl::getContext();
3792
3793 if (context && texture)
3794 {
3795 gl::Texture *textureObject = context->getTexture(texture);
3796
3797 if (textureObject)
3798 {
3799 return GL_TRUE;
3800 }
3801 }
3802 }
3803 catch(std::bad_alloc&)
3804 {
3805 return error(GL_OUT_OF_MEMORY, GL_FALSE);
3806 }
3807
3808 return GL_FALSE;
3809}
3810
3811void __stdcall glLineWidth(GLfloat width)
3812{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003813 TRACE("(GLfloat width = %f)", width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003814
3815 try
3816 {
3817 if (width <= 0.0f)
3818 {
3819 return error(GL_INVALID_VALUE);
3820 }
3821
daniel@transgaming.com32e58cd2010-03-24 09:44:10 +00003822 gl::Context *context = gl::getContext();
3823
3824 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003825 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003826 context->setLineWidth(width);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003827 }
3828 }
3829 catch(std::bad_alloc&)
3830 {
3831 return error(GL_OUT_OF_MEMORY);
3832 }
3833}
3834
3835void __stdcall glLinkProgram(GLuint program)
3836{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003837 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003838
3839 try
3840 {
3841 gl::Context *context = gl::getContext();
3842
3843 if (context)
3844 {
3845 gl::Program *programObject = context->getProgram(program);
3846
3847 if (!programObject)
3848 {
daniel@transgaming.com277b7142010-04-13 03:26:44 +00003849 if (context->getShader(program))
3850 {
3851 return error(GL_INVALID_OPERATION);
3852 }
3853 else
3854 {
3855 return error(GL_INVALID_VALUE);
3856 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003857 }
3858
3859 programObject->link();
3860 }
3861 }
3862 catch(std::bad_alloc&)
3863 {
3864 return error(GL_OUT_OF_MEMORY);
3865 }
3866}
3867
3868void __stdcall glPixelStorei(GLenum pname, GLint param)
3869{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003870 TRACE("(GLenum pname = 0x%X, GLint param = %d)", pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003871
3872 try
3873 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003874 gl::Context *context = gl::getContext();
3875
3876 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003877 {
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003878 switch (pname)
3879 {
3880 case GL_UNPACK_ALIGNMENT:
3881 if (param != 1 && param != 2 && param != 4 && param != 8)
3882 {
3883 return error(GL_INVALID_VALUE);
3884 }
3885
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003886 context->setUnpackAlignment(param);
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003887 break;
3888
3889 case GL_PACK_ALIGNMENT:
3890 if (param != 1 && param != 2 && param != 4 && param != 8)
3891 {
3892 return error(GL_INVALID_VALUE);
3893 }
3894
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003895 context->setPackAlignment(param);
daniel@transgaming.com3489e3a2010-03-21 04:31:11 +00003896 break;
3897
3898 default:
3899 return error(GL_INVALID_ENUM);
3900 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003901 }
3902 }
3903 catch(std::bad_alloc&)
3904 {
3905 return error(GL_OUT_OF_MEMORY);
3906 }
3907}
3908
3909void __stdcall glPolygonOffset(GLfloat factor, GLfloat units)
3910{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003911 TRACE("(GLfloat factor = %f, GLfloat units = %f)", factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003912
3913 try
3914 {
daniel@transgaming.comaede6302010-04-29 03:35:48 +00003915 gl::Context *context = gl::getContext();
3916
3917 if (context)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003918 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00003919 context->setPolygonOffsetParams(factor, units);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003920 }
3921 }
3922 catch(std::bad_alloc&)
3923 {
3924 return error(GL_OUT_OF_MEMORY);
3925 }
3926}
3927
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003928void __stdcall glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003929{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003930 TRACE("(GLint x = %d, GLint y = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00003931 "GLenum format = 0x%X, GLenum type = 0x%X, GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003932 x, y, width, height, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003933
3934 try
3935 {
3936 if (width < 0 || height < 0)
3937 {
3938 return error(GL_INVALID_VALUE);
3939 }
3940
3941 switch (format)
3942 {
3943 case GL_RGBA:
3944 switch (type)
3945 {
3946 case GL_UNSIGNED_BYTE:
3947 break;
3948 default:
3949 return error(GL_INVALID_OPERATION);
3950 }
3951 break;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00003952 case GL_BGRA_EXT:
3953 switch (type)
3954 {
3955 case GL_UNSIGNED_BYTE:
3956 case GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT:
3957 case GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT:
3958 break;
3959 default:
3960 return error(GL_INVALID_OPERATION);
3961 }
3962 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003963 case gl::IMPLEMENTATION_COLOR_READ_FORMAT:
3964 switch (type)
3965 {
3966 case gl::IMPLEMENTATION_COLOR_READ_TYPE:
3967 break;
3968 default:
3969 return error(GL_INVALID_OPERATION);
3970 }
3971 break;
3972 default:
3973 return error(GL_INVALID_OPERATION);
3974 }
3975
3976 gl::Context *context = gl::getContext();
3977
3978 if (context)
3979 {
3980 context->readPixels(x, y, width, height, format, type, pixels);
3981 }
3982 }
3983 catch(std::bad_alloc&)
3984 {
3985 return error(GL_OUT_OF_MEMORY);
3986 }
3987}
3988
3989void __stdcall glReleaseShaderCompiler(void)
3990{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00003991 TRACE("()");
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003992
3993 try
3994 {
3995 gl::Shader::releaseCompiler();
3996 }
3997 catch(std::bad_alloc&)
3998 {
3999 return error(GL_OUT_OF_MEMORY);
4000 }
4001}
4002
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004003void __stdcall glRenderbufferStorageMultisampleANGLE(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004004{
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004005 TRACE("(GLenum target = 0x%X, GLsizei samples = %d, GLenum internalformat = 0x%X, GLsizei width = %d, GLsizei height = %d)",
4006 target, samples, internalformat, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004007
4008 try
4009 {
4010 switch (target)
4011 {
4012 case GL_RENDERBUFFER:
4013 break;
4014 default:
4015 return error(GL_INVALID_ENUM);
4016 }
4017
daniel@transgaming.comedc19182010-10-15 17:57:55 +00004018 if (!gl::IsColorRenderable(internalformat) && !gl::IsDepthRenderable(internalformat) && !gl::IsStencilRenderable(internalformat))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004019 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004020 return error(GL_INVALID_ENUM);
4021 }
4022
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00004023 if (width < 0 || height < 0 || samples < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004024 {
4025 return error(GL_INVALID_VALUE);
4026 }
4027
4028 gl::Context *context = gl::getContext();
4029
4030 if (context)
4031 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00004032 if (width > context->getMaximumRenderbufferDimension() ||
4033 height > context->getMaximumRenderbufferDimension() ||
4034 samples > context->getMaxSupportedSamples())
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004035 {
4036 return error(GL_INVALID_VALUE);
4037 }
4038
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00004039 GLuint handle = context->getRenderbufferHandle();
4040 if (handle == 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004041 {
4042 return error(GL_INVALID_OPERATION);
4043 }
4044
4045 switch (internalformat)
4046 {
4047 case GL_DEPTH_COMPONENT16:
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004048 context->setRenderbufferStorage(new gl::Depthbuffer(width, height, samples));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004049 break;
4050 case GL_RGBA4:
4051 case GL_RGB5_A1:
4052 case GL_RGB565:
daniel@transgaming.com63977542010-08-24 19:21:02 +00004053 case GL_RGB8_OES:
4054 case GL_RGBA8_OES:
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004055 context->setRenderbufferStorage(new gl::Colorbuffer(width, height, internalformat, samples));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004056 break;
4057 case GL_STENCIL_INDEX8:
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004058 context->setRenderbufferStorage(new gl::Stencilbuffer(width, height, samples));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004059 break;
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00004060 case GL_DEPTH24_STENCIL8_OES:
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004061 context->setRenderbufferStorage(new gl::DepthStencilbuffer(width, height, samples));
daniel@transgaming.comcdacc8e2010-07-28 19:20:50 +00004062 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004063 default:
4064 return error(GL_INVALID_ENUM);
4065 }
4066 }
4067 }
4068 catch(std::bad_alloc&)
4069 {
4070 return error(GL_OUT_OF_MEMORY);
4071 }
4072}
4073
daniel@transgaming.com1f135d82010-08-24 19:20:36 +00004074void __stdcall glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)
4075{
4076 glRenderbufferStorageMultisampleANGLE(target, 0, internalformat, width, height);
4077}
4078
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004079void __stdcall glSampleCoverage(GLclampf value, GLboolean invert)
4080{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004081 TRACE("(GLclampf value = %f, GLboolean invert = %d)", value, invert);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004082
4083 try
4084 {
4085 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004086
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004087 if (context)
4088 {
daniel@transgaming.coma36f98e2010-05-18 18:51:09 +00004089 context->setSampleCoverageParams(gl::clamp01(value), invert == GL_TRUE);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004090 }
4091 }
4092 catch(std::bad_alloc&)
4093 {
4094 return error(GL_OUT_OF_MEMORY);
4095 }
4096}
4097
daniel@transgaming.comfe208882010-09-01 15:47:57 +00004098void __stdcall glSetFenceNV(GLuint fence, GLenum condition)
4099{
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00004100 TRACE("(GLuint fence = %d, GLenum condition = 0x%X)", fence, condition);
4101
4102 try
4103 {
4104 if (condition != GL_ALL_COMPLETED_NV)
4105 {
4106 return error(GL_INVALID_ENUM);
4107 }
4108
4109 gl::Context *context = gl::getContext();
4110
4111 if (context)
4112 {
4113 gl::Fence *fenceObject = context->getFence(fence);
4114
4115 if (fenceObject == NULL)
4116 {
4117 return error(GL_INVALID_OPERATION);
4118 }
4119
4120 fenceObject->setFence(condition);
4121 }
4122 }
4123 catch(std::bad_alloc&)
4124 {
4125 return error(GL_OUT_OF_MEMORY);
4126 }
daniel@transgaming.comfe208882010-09-01 15:47:57 +00004127}
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00004128
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004129void __stdcall glScissor(GLint x, GLint y, GLsizei width, GLsizei height)
4130{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004131 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 +00004132
4133 try
4134 {
4135 if (width < 0 || height < 0)
4136 {
4137 return error(GL_INVALID_VALUE);
4138 }
4139
4140 gl::Context* context = gl::getContext();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004141
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004142 if (context)
4143 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004144 context->setScissorParams(x, y, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004145 }
4146 }
4147 catch(std::bad_alloc&)
4148 {
4149 return error(GL_OUT_OF_MEMORY);
4150 }
4151}
4152
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004153void __stdcall glShaderBinary(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004154{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004155 TRACE("(GLsizei n = %d, const GLuint* shaders = 0x%0.8p, GLenum binaryformat = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004156 "const GLvoid* binary = 0x%0.8p, GLsizei length = %d)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004157 n, shaders, binaryformat, binary, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004158
4159 try
4160 {
daniel@transgaming.comd1f667f2010-04-29 03:38:52 +00004161 // No binary shader formats are supported.
4162 return error(GL_INVALID_ENUM);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004163 }
4164 catch(std::bad_alloc&)
4165 {
4166 return error(GL_OUT_OF_MEMORY);
4167 }
4168}
4169
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004170void __stdcall glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004171{
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004172 TRACE("(GLuint shader = %d, GLsizei count = %d, const GLchar** string = 0x%0.8p, const GLint* length = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004173 shader, count, string, length);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004174
4175 try
4176 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00004177 if (count < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004178 {
4179 return error(GL_INVALID_VALUE);
4180 }
4181
4182 gl::Context *context = gl::getContext();
4183
4184 if (context)
4185 {
4186 gl::Shader *shaderObject = context->getShader(shader);
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004187
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004188 if (!shaderObject)
4189 {
daniel@transgaming.com8e6a6be2010-04-13 03:26:41 +00004190 if (context->getProgram(shader))
4191 {
4192 return error(GL_INVALID_OPERATION);
4193 }
4194 else
4195 {
4196 return error(GL_INVALID_VALUE);
4197 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004198 }
4199
4200 shaderObject->setSource(count, string, length);
4201 }
4202 }
4203 catch(std::bad_alloc&)
4204 {
4205 return error(GL_OUT_OF_MEMORY);
4206 }
4207}
4208
4209void __stdcall glStencilFunc(GLenum func, GLint ref, GLuint mask)
4210{
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004211 glStencilFuncSeparate(GL_FRONT_AND_BACK, func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004212}
4213
4214void __stdcall glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)
4215{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004216 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 +00004217
4218 try
4219 {
4220 switch (face)
4221 {
4222 case GL_FRONT:
4223 case GL_BACK:
4224 case GL_FRONT_AND_BACK:
4225 break;
4226 default:
4227 return error(GL_INVALID_ENUM);
4228 }
4229
4230 switch (func)
4231 {
4232 case GL_NEVER:
4233 case GL_ALWAYS:
4234 case GL_LESS:
4235 case GL_LEQUAL:
4236 case GL_EQUAL:
4237 case GL_GEQUAL:
4238 case GL_GREATER:
4239 case GL_NOTEQUAL:
4240 break;
4241 default:
4242 return error(GL_INVALID_ENUM);
4243 }
4244
4245 gl::Context *context = gl::getContext();
4246
4247 if (context)
4248 {
4249 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
4250 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004251 context->setStencilParams(func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004252 }
4253
4254 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
4255 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004256 context->setStencilBackParams(func, ref, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004257 }
4258 }
4259 }
4260 catch(std::bad_alloc&)
4261 {
4262 return error(GL_OUT_OF_MEMORY);
4263 }
4264}
4265
4266void __stdcall glStencilMask(GLuint mask)
4267{
4268 glStencilMaskSeparate(GL_FRONT_AND_BACK, mask);
4269}
4270
4271void __stdcall glStencilMaskSeparate(GLenum face, GLuint mask)
4272{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004273 TRACE("(GLenum face = 0x%X, GLuint mask = %d)", face, mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004274
4275 try
4276 {
4277 switch (face)
4278 {
4279 case GL_FRONT:
4280 case GL_BACK:
4281 case GL_FRONT_AND_BACK:
4282 break;
4283 default:
4284 return error(GL_INVALID_ENUM);
4285 }
4286
4287 gl::Context *context = gl::getContext();
4288
4289 if (context)
4290 {
4291 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
4292 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004293 context->setStencilWritemask(mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004294 }
4295
4296 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
4297 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004298 context->setStencilBackWritemask(mask);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004299 }
4300 }
4301 }
4302 catch(std::bad_alloc&)
4303 {
4304 return error(GL_OUT_OF_MEMORY);
4305 }
4306}
4307
4308void __stdcall glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)
4309{
4310 glStencilOpSeparate(GL_FRONT_AND_BACK, fail, zfail, zpass);
4311}
4312
4313void __stdcall glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)
4314{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004315 TRACE("(GLenum face = 0x%X, GLenum fail = 0x%X, GLenum zfail = 0x%X, GLenum zpas = 0x%Xs)",
4316 face, fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004317
4318 try
4319 {
4320 switch (face)
4321 {
4322 case GL_FRONT:
4323 case GL_BACK:
4324 case GL_FRONT_AND_BACK:
4325 break;
4326 default:
4327 return error(GL_INVALID_ENUM);
4328 }
4329
4330 switch (fail)
4331 {
4332 case GL_ZERO:
4333 case GL_KEEP:
4334 case GL_REPLACE:
4335 case GL_INCR:
4336 case GL_DECR:
4337 case GL_INVERT:
4338 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004339 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004340 break;
4341 default:
4342 return error(GL_INVALID_ENUM);
4343 }
4344
4345 switch (zfail)
4346 {
4347 case GL_ZERO:
4348 case GL_KEEP:
4349 case GL_REPLACE:
4350 case GL_INCR:
4351 case GL_DECR:
4352 case GL_INVERT:
4353 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004354 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004355 break;
4356 default:
4357 return error(GL_INVALID_ENUM);
4358 }
4359
4360 switch (zpass)
4361 {
4362 case GL_ZERO:
4363 case GL_KEEP:
4364 case GL_REPLACE:
4365 case GL_INCR:
4366 case GL_DECR:
4367 case GL_INVERT:
4368 case GL_INCR_WRAP:
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004369 case GL_DECR_WRAP:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004370 break;
4371 default:
4372 return error(GL_INVALID_ENUM);
4373 }
4374
4375 gl::Context *context = gl::getContext();
4376
4377 if (context)
4378 {
4379 if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
4380 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004381 context->setStencilOperations(fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004382 }
4383
4384 if (face == GL_BACK || face == GL_FRONT_AND_BACK)
4385 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004386 context->setStencilBackOperations(fail, zfail, zpass);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004387 }
4388 }
4389 }
4390 catch(std::bad_alloc&)
4391 {
4392 return error(GL_OUT_OF_MEMORY);
4393 }
4394}
4395
daniel@transgaming.comfe208882010-09-01 15:47:57 +00004396GLboolean __stdcall glTestFenceNV(GLuint fence)
4397{
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00004398 TRACE("(GLuint fence = %d)", fence);
4399
4400 try
4401 {
4402 gl::Context *context = gl::getContext();
4403
4404 if (context)
4405 {
4406 gl::Fence *fenceObject = context->getFence(fence);
4407
4408 if (fenceObject == NULL)
4409 {
4410 return error(GL_INVALID_OPERATION, GL_TRUE);
4411 }
4412
4413 return fenceObject->testFence();
4414 }
4415 }
4416 catch(std::bad_alloc&)
4417 {
4418 error(GL_OUT_OF_MEMORY);
4419 }
4420
4421 return GL_TRUE;
daniel@transgaming.comfe208882010-09-01 15:47:57 +00004422}
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00004423
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004424void __stdcall glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
4425 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004426{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004427 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint internalformat = %d, GLsizei width = %d, GLsizei height = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004428 "GLint border = %d, GLenum format = 0x%X, GLenum type = 0x%X, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004429 target, level, internalformat, width, height, border, format, type, pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004430
4431 try
4432 {
4433 if (level < 0 || width < 0 || height < 0)
4434 {
4435 return error(GL_INVALID_VALUE);
4436 }
4437
4438 if (level > 0 && (!gl::isPow2(width) || !gl::isPow2(height)))
4439 {
4440 return error(GL_INVALID_VALUE);
4441 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00004442
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004443 if (internalformat != format)
4444 {
4445 return error(GL_INVALID_OPERATION);
4446 }
4447
4448 switch (internalformat)
4449 {
4450 case GL_ALPHA:
4451 case GL_LUMINANCE:
4452 case GL_LUMINANCE_ALPHA:
4453 switch (type)
4454 {
4455 case GL_UNSIGNED_BYTE:
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00004456 case GL_FLOAT:
4457 case GL_HALF_FLOAT_OES:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004458 break;
4459 default:
4460 return error(GL_INVALID_ENUM);
4461 }
4462 break;
4463 case GL_RGB:
4464 switch (type)
4465 {
4466 case GL_UNSIGNED_BYTE:
4467 case GL_UNSIGNED_SHORT_5_6_5:
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00004468 case GL_FLOAT:
4469 case GL_HALF_FLOAT_OES:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004470 break;
4471 default:
4472 return error(GL_INVALID_ENUM);
4473 }
4474 break;
4475 case GL_RGBA:
4476 switch (type)
4477 {
4478 case GL_UNSIGNED_BYTE:
4479 case GL_UNSIGNED_SHORT_4_4_4_4:
4480 case GL_UNSIGNED_SHORT_5_5_5_1:
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00004481 case GL_FLOAT:
4482 case GL_HALF_FLOAT_OES:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004483 break;
4484 default:
4485 return error(GL_INVALID_ENUM);
4486 }
4487 break;
daniel@transgaming.coma9198d92010-08-08 04:49:56 +00004488 case GL_BGRA_EXT:
4489 switch (type)
4490 {
4491 case GL_UNSIGNED_BYTE:
4492 break;
4493 default:
4494 return error(GL_INVALID_ENUM);
4495 }
4496 break;
daniel@transgaming.com01868132010-08-24 19:21:17 +00004497 case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: // error cases for compressed textures are handled below
4498 case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
4499 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004500 default:
4501 return error(GL_INVALID_VALUE);
4502 }
4503
4504 if (border != 0)
4505 {
4506 return error(GL_INVALID_VALUE);
4507 }
4508
4509 gl::Context *context = gl::getContext();
4510
4511 if (context)
4512 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00004513 switch (target)
4514 {
4515 case GL_TEXTURE_2D:
4516 if (width > (context->getMaximumTextureDimension() >> level) ||
4517 height > (context->getMaximumTextureDimension() >> level))
4518 {
4519 return error(GL_INVALID_VALUE);
4520 }
4521 break;
4522 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
4523 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
4524 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
4525 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
4526 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
4527 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
4528 if (width != height)
4529 {
4530 return error(GL_INVALID_VALUE);
4531 }
4532
4533 if (width > (context->getMaximumCubeTextureDimension() >> level) ||
4534 height > (context->getMaximumCubeTextureDimension() >> level))
4535 {
4536 return error(GL_INVALID_VALUE);
4537 }
4538 break;
4539 default:
4540 return error(GL_INVALID_ENUM);
4541 }
4542
daniel@transgaming.com01868132010-08-24 19:21:17 +00004543 if (internalformat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
4544 internalformat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
4545 {
4546 if (context->supportsCompressedTextures())
4547 {
4548 return error(GL_INVALID_OPERATION);
4549 }
4550 else
4551 {
4552 return error(GL_INVALID_ENUM);
4553 }
4554 }
4555
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00004556 if (type == GL_FLOAT)
4557 {
4558 if (!context->supportsFloatTextures())
4559 {
4560 return error(GL_INVALID_ENUM);
4561 }
4562 }
4563 else if (type == GL_HALF_FLOAT_OES)
4564 {
4565 if (!context->supportsHalfFloatTextures())
4566 {
4567 return error(GL_INVALID_ENUM);
4568 }
4569 }
4570
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004571 if (target == GL_TEXTURE_2D)
4572 {
4573 gl::Texture2D *texture = context->getTexture2D();
4574
4575 if (!texture)
4576 {
4577 return error(GL_INVALID_OPERATION);
4578 }
4579
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004580 texture->setImage(level, internalformat, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004581 }
4582 else
4583 {
4584 gl::TextureCubeMap *texture = context->getTextureCubeMap();
4585
4586 if (!texture)
4587 {
4588 return error(GL_INVALID_OPERATION);
4589 }
4590
4591 switch (target)
4592 {
4593 case GL_TEXTURE_CUBE_MAP_POSITIVE_X:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004594 texture->setImagePosX(level, internalformat, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004595 break;
4596 case GL_TEXTURE_CUBE_MAP_NEGATIVE_X:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004597 texture->setImageNegX(level, internalformat, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004598 break;
4599 case GL_TEXTURE_CUBE_MAP_POSITIVE_Y:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004600 texture->setImagePosY(level, internalformat, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004601 break;
4602 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004603 texture->setImageNegY(level, internalformat, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004604 break;
4605 case GL_TEXTURE_CUBE_MAP_POSITIVE_Z:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004606 texture->setImagePosZ(level, internalformat, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004607 break;
4608 case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z:
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004609 texture->setImageNegZ(level, internalformat, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004610 break;
4611 default: UNREACHABLE();
4612 }
4613 }
4614 }
4615 }
4616 catch(std::bad_alloc&)
4617 {
4618 return error(GL_OUT_OF_MEMORY);
4619 }
4620}
4621
4622void __stdcall glTexParameterf(GLenum target, GLenum pname, GLfloat param)
4623{
4624 glTexParameteri(target, pname, (GLint)param);
4625}
4626
4627void __stdcall glTexParameterfv(GLenum target, GLenum pname, const GLfloat* params)
4628{
4629 glTexParameteri(target, pname, (GLint)*params);
4630}
4631
4632void __stdcall glTexParameteri(GLenum target, GLenum pname, GLint param)
4633{
daniel@transgaming.com00035fe2010-05-05 18:49:03 +00004634 TRACE("(GLenum target = 0x%X, GLenum pname = 0x%X, GLint param = %d)", target, pname, param);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004635
4636 try
4637 {
4638 gl::Context *context = gl::getContext();
4639
4640 if (context)
4641 {
4642 gl::Texture *texture;
4643
4644 switch (target)
4645 {
4646 case GL_TEXTURE_2D:
4647 texture = context->getTexture2D();
4648 break;
4649 case GL_TEXTURE_CUBE_MAP:
4650 texture = context->getTextureCubeMap();
4651 break;
4652 default:
4653 return error(GL_INVALID_ENUM);
4654 }
4655
4656 switch (pname)
4657 {
4658 case GL_TEXTURE_WRAP_S:
4659 if (!texture->setWrapS((GLenum)param))
4660 {
4661 return error(GL_INVALID_ENUM);
4662 }
4663 break;
4664 case GL_TEXTURE_WRAP_T:
4665 if (!texture->setWrapT((GLenum)param))
4666 {
4667 return error(GL_INVALID_ENUM);
4668 }
4669 break;
4670 case GL_TEXTURE_MIN_FILTER:
4671 if (!texture->setMinFilter((GLenum)param))
4672 {
4673 return error(GL_INVALID_ENUM);
4674 }
4675 break;
4676 case GL_TEXTURE_MAG_FILTER:
4677 if (!texture->setMagFilter((GLenum)param))
4678 {
4679 return error(GL_INVALID_ENUM);
4680 }
4681 break;
4682 default:
4683 return error(GL_INVALID_ENUM);
4684 }
4685 }
4686 }
4687 catch(std::bad_alloc&)
4688 {
4689 return error(GL_OUT_OF_MEMORY);
4690 }
4691}
4692
4693void __stdcall glTexParameteriv(GLenum target, GLenum pname, const GLint* params)
4694{
4695 glTexParameteri(target, pname, *params);
4696}
4697
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004698void __stdcall glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
4699 GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004700{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004701 TRACE("(GLenum target = 0x%X, GLint level = %d, GLint xoffset = %d, GLint yoffset = %d, "
4702 "GLsizei width = %d, GLsizei height = %d, GLenum format = 0x%X, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00004703 "const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004704 target, level, xoffset, yoffset, width, height, format, type, pixels);
4705
4706 try
4707 {
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00004708 if (!gl::IsTextureTarget(target))
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004709 {
4710 return error(GL_INVALID_ENUM);
4711 }
4712
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00004713 if (level < 0 || xoffset < 0 || yoffset < 0 || width < 0 || height < 0)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004714 {
4715 return error(GL_INVALID_VALUE);
4716 }
4717
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004718 if (std::numeric_limits<GLsizei>::max() - xoffset < width || std::numeric_limits<GLsizei>::max() - yoffset < height)
4719 {
4720 return error(GL_INVALID_VALUE);
4721 }
4722
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00004723 if (!gl::CheckTextureFormatType(format, type))
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004724 {
4725 return error(GL_INVALID_ENUM);
4726 }
4727
4728 if (width == 0 || height == 0 || pixels == NULL)
4729 {
4730 return;
4731 }
4732
4733 gl::Context *context = gl::getContext();
4734
4735 if (context)
4736 {
daniel@transgaming.com5d752f22010-10-07 13:37:20 +00004737 if (level > context->getMaximumTextureLevel())
4738 {
4739 return error(GL_INVALID_VALUE);
4740 }
4741
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00004742 if (format == GL_FLOAT)
4743 {
4744 if (!context->supportsFloatTextures())
4745 {
4746 return error(GL_INVALID_ENUM);
4747 }
4748 }
4749 else if (format == GL_HALF_FLOAT_OES)
4750 {
4751 if (!context->supportsHalfFloatTextures())
4752 {
4753 return error(GL_INVALID_ENUM);
4754 }
4755 }
4756
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004757 if (target == GL_TEXTURE_2D)
4758 {
4759 gl::Texture2D *texture = context->getTexture2D();
4760
4761 if (!texture)
4762 {
4763 return error(GL_INVALID_OPERATION);
4764 }
4765
daniel@transgaming.com01868132010-08-24 19:21:17 +00004766 if (texture->isCompressed())
4767 {
4768 return error(GL_INVALID_OPERATION);
4769 }
4770
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00004771 if (format != texture->getFormat())
4772 {
4773 return error(GL_INVALID_OPERATION);
4774 }
4775
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004776 texture->subImage(level, xoffset, yoffset, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004777 }
daniel@transgaming.com19ffc242010-05-04 03:35:21 +00004778 else if (gl::IsCubemapTextureTarget(target))
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004779 {
4780 gl::TextureCubeMap *texture = context->getTextureCubeMap();
4781
4782 if (!texture)
4783 {
4784 return error(GL_INVALID_OPERATION);
4785 }
4786
daniel@transgaming.com01868132010-08-24 19:21:17 +00004787 if (texture->isCompressed())
4788 {
4789 return error(GL_INVALID_OPERATION);
4790 }
4791
daniel@transgaming.com0a337e92010-08-28 17:38:27 +00004792 if (format != texture->getFormat())
4793 {
4794 return error(GL_INVALID_OPERATION);
4795 }
4796
daniel@transgaming.com428d1582010-05-04 03:35:25 +00004797 texture->subImage(target, level, xoffset, yoffset, width, height, format, type, context->getUnpackAlignment(), pixels);
daniel@transgaming.com00c75962010-03-11 20:36:15 +00004798 }
4799 else
4800 {
4801 UNREACHABLE();
4802 }
4803 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004804 }
4805 catch(std::bad_alloc&)
4806 {
4807 return error(GL_OUT_OF_MEMORY);
4808 }
4809}
4810
4811void __stdcall glUniform1f(GLint location, GLfloat x)
4812{
4813 glUniform1fv(location, 1, &x);
4814}
4815
4816void __stdcall glUniform1fv(GLint location, GLsizei count, const GLfloat* v)
4817{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004818 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004819
4820 try
4821 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004822 if (count < 0)
4823 {
4824 return error(GL_INVALID_VALUE);
4825 }
4826
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004827 if (location == -1)
4828 {
4829 return;
4830 }
4831
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004832 gl::Context *context = gl::getContext();
4833
4834 if (context)
4835 {
4836 gl::Program *program = context->getCurrentProgram();
4837
4838 if (!program)
4839 {
4840 return error(GL_INVALID_OPERATION);
4841 }
4842
4843 if (!program->setUniform1fv(location, count, v))
4844 {
4845 return error(GL_INVALID_OPERATION);
4846 }
4847 }
4848 }
4849 catch(std::bad_alloc&)
4850 {
4851 return error(GL_OUT_OF_MEMORY);
4852 }
4853}
4854
4855void __stdcall glUniform1i(GLint location, GLint x)
4856{
4857 glUniform1iv(location, 1, &x);
4858}
4859
4860void __stdcall glUniform1iv(GLint location, GLsizei count, const GLint* v)
4861{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004862 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004863
4864 try
4865 {
4866 if (count < 0)
4867 {
4868 return error(GL_INVALID_VALUE);
4869 }
4870
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004871 if (location == -1)
4872 {
4873 return;
4874 }
4875
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004876 gl::Context *context = gl::getContext();
4877
4878 if (context)
4879 {
4880 gl::Program *program = context->getCurrentProgram();
4881
4882 if (!program)
4883 {
4884 return error(GL_INVALID_OPERATION);
4885 }
4886
4887 if (!program->setUniform1iv(location, count, v))
4888 {
4889 return error(GL_INVALID_OPERATION);
4890 }
4891 }
4892 }
4893 catch(std::bad_alloc&)
4894 {
4895 return error(GL_OUT_OF_MEMORY);
4896 }
4897}
4898
4899void __stdcall glUniform2f(GLint location, GLfloat x, GLfloat y)
4900{
4901 GLfloat xy[2] = {x, y};
4902
4903 glUniform2fv(location, 1, (GLfloat*)&xy);
4904}
4905
4906void __stdcall glUniform2fv(GLint location, GLsizei count, const GLfloat* v)
4907{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004908 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004909
4910 try
4911 {
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004912 if (count < 0)
4913 {
4914 return error(GL_INVALID_VALUE);
4915 }
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004916
4917 if (location == -1)
4918 {
4919 return;
4920 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004921
4922 gl::Context *context = gl::getContext();
4923
4924 if (context)
4925 {
4926 gl::Program *program = context->getCurrentProgram();
4927
4928 if (!program)
4929 {
4930 return error(GL_INVALID_OPERATION);
4931 }
4932
4933 if (!program->setUniform2fv(location, count, v))
4934 {
4935 return error(GL_INVALID_OPERATION);
4936 }
4937 }
4938 }
4939 catch(std::bad_alloc&)
4940 {
4941 return error(GL_OUT_OF_MEMORY);
4942 }
4943}
4944
4945void __stdcall glUniform2i(GLint location, GLint x, GLint y)
4946{
4947 GLint xy[4] = {x, y};
4948
4949 glUniform2iv(location, 1, (GLint*)&xy);
4950}
4951
4952void __stdcall glUniform2iv(GLint location, GLsizei count, const GLint* v)
4953{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00004954 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004955
4956 try
4957 {
4958 if (count < 0)
4959 {
4960 return error(GL_INVALID_VALUE);
4961 }
4962
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00004963 if (location == -1)
4964 {
4965 return;
4966 }
4967
4968 gl::Context *context = gl::getContext();
4969
4970 if (context)
4971 {
4972 gl::Program *program = context->getCurrentProgram();
4973
4974 if (!program)
4975 {
4976 return error(GL_INVALID_OPERATION);
4977 }
4978
4979 if (!program->setUniform2iv(location, count, v))
4980 {
4981 return error(GL_INVALID_OPERATION);
4982 }
4983 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004984 }
4985 catch(std::bad_alloc&)
4986 {
4987 return error(GL_OUT_OF_MEMORY);
4988 }
4989}
4990
4991void __stdcall glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)
4992{
4993 GLfloat xyz[3] = {x, y, z};
4994
4995 glUniform3fv(location, 1, (GLfloat*)&xyz);
4996}
4997
4998void __stdcall glUniform3fv(GLint location, GLsizei count, const GLfloat* v)
4999{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005000 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005001
5002 try
5003 {
5004 if (count < 0)
5005 {
5006 return error(GL_INVALID_VALUE);
5007 }
5008
5009 if (location == -1)
5010 {
5011 return;
5012 }
5013
5014 gl::Context *context = gl::getContext();
5015
5016 if (context)
5017 {
5018 gl::Program *program = context->getCurrentProgram();
5019
5020 if (!program)
5021 {
5022 return error(GL_INVALID_OPERATION);
5023 }
5024
5025 if (!program->setUniform3fv(location, count, v))
5026 {
5027 return error(GL_INVALID_OPERATION);
5028 }
5029 }
5030 }
5031 catch(std::bad_alloc&)
5032 {
5033 return error(GL_OUT_OF_MEMORY);
5034 }
5035}
5036
5037void __stdcall glUniform3i(GLint location, GLint x, GLint y, GLint z)
5038{
5039 GLint xyz[3] = {x, y, z};
5040
5041 glUniform3iv(location, 1, (GLint*)&xyz);
5042}
5043
5044void __stdcall glUniform3iv(GLint location, GLsizei count, const GLint* v)
5045{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005046 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005047
5048 try
5049 {
5050 if (count < 0)
5051 {
5052 return error(GL_INVALID_VALUE);
5053 }
5054
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00005055 if (location == -1)
5056 {
5057 return;
5058 }
5059
5060 gl::Context *context = gl::getContext();
5061
5062 if (context)
5063 {
5064 gl::Program *program = context->getCurrentProgram();
5065
5066 if (!program)
5067 {
5068 return error(GL_INVALID_OPERATION);
5069 }
5070
5071 if (!program->setUniform3iv(location, count, v))
5072 {
5073 return error(GL_INVALID_OPERATION);
5074 }
5075 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005076 }
5077 catch(std::bad_alloc&)
5078 {
5079 return error(GL_OUT_OF_MEMORY);
5080 }
5081}
5082
5083void __stdcall glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
5084{
5085 GLfloat xyzw[4] = {x, y, z, w};
5086
5087 glUniform4fv(location, 1, (GLfloat*)&xyzw);
5088}
5089
5090void __stdcall glUniform4fv(GLint location, GLsizei count, const GLfloat* v)
5091{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005092 TRACE("(GLint location = %d, GLsizei count = %d, const GLfloat* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005093
5094 try
5095 {
5096 if (count < 0)
5097 {
5098 return error(GL_INVALID_VALUE);
5099 }
5100
5101 if (location == -1)
5102 {
5103 return;
5104 }
5105
5106 gl::Context *context = gl::getContext();
5107
5108 if (context)
5109 {
5110 gl::Program *program = context->getCurrentProgram();
5111
5112 if (!program)
5113 {
5114 return error(GL_INVALID_OPERATION);
5115 }
5116
5117 if (!program->setUniform4fv(location, count, v))
5118 {
5119 return error(GL_INVALID_OPERATION);
5120 }
5121 }
5122 }
5123 catch(std::bad_alloc&)
5124 {
5125 return error(GL_OUT_OF_MEMORY);
5126 }
5127}
5128
5129void __stdcall glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)
5130{
5131 GLint xyzw[4] = {x, y, z, w};
5132
5133 glUniform4iv(location, 1, (GLint*)&xyzw);
5134}
5135
5136void __stdcall glUniform4iv(GLint location, GLsizei count, const GLint* v)
5137{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005138 TRACE("(GLint location = %d, GLsizei count = %d, const GLint* v = 0x%0.8p)", location, count, v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005139
5140 try
5141 {
5142 if (count < 0)
5143 {
5144 return error(GL_INVALID_VALUE);
5145 }
5146
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00005147 if (location == -1)
5148 {
5149 return;
5150 }
5151
5152 gl::Context *context = gl::getContext();
5153
5154 if (context)
5155 {
5156 gl::Program *program = context->getCurrentProgram();
5157
5158 if (!program)
5159 {
5160 return error(GL_INVALID_OPERATION);
5161 }
5162
5163 if (!program->setUniform4iv(location, count, v))
5164 {
5165 return error(GL_INVALID_OPERATION);
5166 }
5167 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005168 }
5169 catch(std::bad_alloc&)
5170 {
5171 return error(GL_OUT_OF_MEMORY);
5172 }
5173}
5174
5175void __stdcall glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
5176{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005177 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
5178 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005179
5180 try
5181 {
5182 if (count < 0 || transpose != GL_FALSE)
5183 {
5184 return error(GL_INVALID_VALUE);
5185 }
5186
5187 if (location == -1)
5188 {
5189 return;
5190 }
5191
5192 gl::Context *context = gl::getContext();
5193
5194 if (context)
5195 {
5196 gl::Program *program = context->getCurrentProgram();
5197
5198 if (!program)
5199 {
5200 return error(GL_INVALID_OPERATION);
5201 }
5202
5203 if (!program->setUniformMatrix2fv(location, count, value))
5204 {
5205 return error(GL_INVALID_OPERATION);
5206 }
5207 }
5208 }
5209 catch(std::bad_alloc&)
5210 {
5211 return error(GL_OUT_OF_MEMORY);
5212 }
5213}
5214
5215void __stdcall glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
5216{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005217 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
5218 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005219
5220 try
5221 {
5222 if (count < 0 || transpose != GL_FALSE)
5223 {
5224 return error(GL_INVALID_VALUE);
5225 }
5226
5227 if (location == -1)
5228 {
5229 return;
5230 }
5231
5232 gl::Context *context = gl::getContext();
5233
5234 if (context)
5235 {
5236 gl::Program *program = context->getCurrentProgram();
5237
5238 if (!program)
5239 {
5240 return error(GL_INVALID_OPERATION);
5241 }
5242
5243 if (!program->setUniformMatrix3fv(location, count, value))
5244 {
5245 return error(GL_INVALID_OPERATION);
5246 }
5247 }
5248 }
5249 catch(std::bad_alloc&)
5250 {
5251 return error(GL_OUT_OF_MEMORY);
5252 }
5253}
5254
5255void __stdcall glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
5256{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005257 TRACE("(GLint location = %d, GLsizei count = %d, GLboolean transpose = %d, const GLfloat* value = 0x%0.8p)",
5258 location, count, transpose, value);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005259
5260 try
5261 {
5262 if (count < 0 || transpose != GL_FALSE)
5263 {
5264 return error(GL_INVALID_VALUE);
5265 }
5266
5267 if (location == -1)
5268 {
5269 return;
5270 }
5271
5272 gl::Context *context = gl::getContext();
5273
5274 if (context)
5275 {
5276 gl::Program *program = context->getCurrentProgram();
5277
5278 if (!program)
5279 {
5280 return error(GL_INVALID_OPERATION);
5281 }
5282
5283 if (!program->setUniformMatrix4fv(location, count, value))
5284 {
5285 return error(GL_INVALID_OPERATION);
5286 }
5287 }
5288 }
5289 catch(std::bad_alloc&)
5290 {
5291 return error(GL_OUT_OF_MEMORY);
5292 }
5293}
5294
5295void __stdcall glUseProgram(GLuint program)
5296{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005297 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005298
5299 try
5300 {
5301 gl::Context *context = gl::getContext();
5302
5303 if (context)
5304 {
5305 gl::Program *programObject = context->getProgram(program);
5306
daniel@transgaming.comc8478202010-04-13 19:53:35 +00005307 if (!programObject && program != 0)
5308 {
5309 if (context->getShader(program))
5310 {
5311 return error(GL_INVALID_OPERATION);
5312 }
5313 else
5314 {
5315 return error(GL_INVALID_VALUE);
5316 }
5317 }
5318
5319 if (program != 0 && !programObject->isLinked())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005320 {
5321 return error(GL_INVALID_OPERATION);
5322 }
5323
5324 context->useProgram(program);
5325 }
5326 }
5327 catch(std::bad_alloc&)
5328 {
5329 return error(GL_OUT_OF_MEMORY);
5330 }
5331}
5332
5333void __stdcall glValidateProgram(GLuint program)
5334{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005335 TRACE("(GLuint program = %d)", program);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005336
5337 try
5338 {
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00005339 gl::Context *context = gl::getContext();
5340
5341 if (context)
5342 {
5343 gl::Program *programObject = context->getProgram(program);
5344
5345 if (!programObject)
5346 {
5347 if (context->getShader(program))
5348 {
5349 return error(GL_INVALID_OPERATION);
5350 }
5351 else
5352 {
5353 return error(GL_INVALID_VALUE);
5354 }
5355 }
5356
5357 programObject->validate();
5358 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005359 }
5360 catch(std::bad_alloc&)
5361 {
5362 return error(GL_OUT_OF_MEMORY);
5363 }
5364}
5365
5366void __stdcall glVertexAttrib1f(GLuint index, GLfloat x)
5367{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005368 TRACE("(GLuint index = %d, GLfloat x = %f)", index, x);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005369
5370 try
5371 {
5372 if (index >= gl::MAX_VERTEX_ATTRIBS)
5373 {
5374 return error(GL_INVALID_VALUE);
5375 }
5376
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005377 gl::Context *context = gl::getContext();
5378
5379 if (context)
5380 {
5381 GLfloat vals[4] = { x, 0, 0, 1 };
5382 context->setVertexAttrib(index, vals);
5383 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005384 }
5385 catch(std::bad_alloc&)
5386 {
5387 return error(GL_OUT_OF_MEMORY);
5388 }
5389}
5390
5391void __stdcall glVertexAttrib1fv(GLuint index, const GLfloat* values)
5392{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005393 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005394
5395 try
5396 {
5397 if (index >= gl::MAX_VERTEX_ATTRIBS)
5398 {
5399 return error(GL_INVALID_VALUE);
5400 }
5401
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005402 gl::Context *context = gl::getContext();
5403
5404 if (context)
5405 {
5406 GLfloat vals[4] = { values[0], 0, 0, 1 };
5407 context->setVertexAttrib(index, vals);
5408 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005409 }
5410 catch(std::bad_alloc&)
5411 {
5412 return error(GL_OUT_OF_MEMORY);
5413 }
5414}
5415
5416void __stdcall glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y)
5417{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005418 TRACE("(GLuint index = %d, GLfloat x = %f, GLfloat y = %f)", index, x, y);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005419
5420 try
5421 {
5422 if (index >= gl::MAX_VERTEX_ATTRIBS)
5423 {
5424 return error(GL_INVALID_VALUE);
5425 }
5426
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005427 gl::Context *context = gl::getContext();
5428
5429 if (context)
5430 {
5431 GLfloat vals[4] = { x, y, 0, 1 };
5432 context->setVertexAttrib(index, vals);
5433 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005434 }
5435 catch(std::bad_alloc&)
5436 {
5437 return error(GL_OUT_OF_MEMORY);
5438 }
5439}
5440
5441void __stdcall glVertexAttrib2fv(GLuint index, const GLfloat* values)
5442{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005443 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005444
5445 try
5446 {
5447 if (index >= gl::MAX_VERTEX_ATTRIBS)
5448 {
5449 return error(GL_INVALID_VALUE);
5450 }
5451
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005452 gl::Context *context = gl::getContext();
5453
5454 if (context)
5455 {
5456 GLfloat vals[4] = { values[0], values[1], 0, 1 };
5457 context->setVertexAttrib(index, vals);
5458 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005459 }
5460 catch(std::bad_alloc&)
5461 {
5462 return error(GL_OUT_OF_MEMORY);
5463 }
5464}
5465
5466void __stdcall glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z)
5467{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005468 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 +00005469
5470 try
5471 {
5472 if (index >= gl::MAX_VERTEX_ATTRIBS)
5473 {
5474 return error(GL_INVALID_VALUE);
5475 }
5476
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005477 gl::Context *context = gl::getContext();
5478
5479 if (context)
5480 {
5481 GLfloat vals[4] = { x, y, z, 1 };
5482 context->setVertexAttrib(index, vals);
5483 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005484 }
5485 catch(std::bad_alloc&)
5486 {
5487 return error(GL_OUT_OF_MEMORY);
5488 }
5489}
5490
5491void __stdcall glVertexAttrib3fv(GLuint index, const GLfloat* values)
5492{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005493 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005494
5495 try
5496 {
5497 if (index >= gl::MAX_VERTEX_ATTRIBS)
5498 {
5499 return error(GL_INVALID_VALUE);
5500 }
5501
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005502 gl::Context *context = gl::getContext();
5503
5504 if (context)
5505 {
5506 GLfloat vals[4] = { values[0], values[1], values[2], 1 };
5507 context->setVertexAttrib(index, vals);
5508 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005509 }
5510 catch(std::bad_alloc&)
5511 {
5512 return error(GL_OUT_OF_MEMORY);
5513 }
5514}
5515
5516void __stdcall glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
5517{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005518 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 +00005519
5520 try
5521 {
5522 if (index >= gl::MAX_VERTEX_ATTRIBS)
5523 {
5524 return error(GL_INVALID_VALUE);
5525 }
5526
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005527 gl::Context *context = gl::getContext();
5528
5529 if (context)
5530 {
5531 GLfloat vals[4] = { x, y, z, w };
5532 context->setVertexAttrib(index, vals);
5533 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005534 }
5535 catch(std::bad_alloc&)
5536 {
5537 return error(GL_OUT_OF_MEMORY);
5538 }
5539}
5540
5541void __stdcall glVertexAttrib4fv(GLuint index, const GLfloat* values)
5542{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005543 TRACE("(GLuint index = %d, const GLfloat* values = 0x%0.8p)", index, values);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005544
5545 try
5546 {
5547 if (index >= gl::MAX_VERTEX_ATTRIBS)
5548 {
5549 return error(GL_INVALID_VALUE);
5550 }
5551
daniel@transgaming.come4b08c82010-04-20 18:53:06 +00005552 gl::Context *context = gl::getContext();
5553
5554 if (context)
5555 {
5556 context->setVertexAttrib(index, values);
5557 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005558 }
5559 catch(std::bad_alloc&)
5560 {
5561 return error(GL_OUT_OF_MEMORY);
5562 }
5563}
5564
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005565void __stdcall glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005566{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005567 TRACE("(GLuint index = %d, GLint size = %d, GLenum type = 0x%X, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005568 "GLboolean normalized = %d, GLsizei stride = %d, const GLvoid* ptr = 0x%0.8p)",
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005569 index, size, type, normalized, stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005570
5571 try
5572 {
5573 if (index >= gl::MAX_VERTEX_ATTRIBS)
5574 {
5575 return error(GL_INVALID_VALUE);
5576 }
5577
5578 if (size < 1 || size > 4)
5579 {
5580 return error(GL_INVALID_VALUE);
5581 }
5582
5583 switch (type)
5584 {
5585 case GL_BYTE:
5586 case GL_UNSIGNED_BYTE:
5587 case GL_SHORT:
5588 case GL_UNSIGNED_SHORT:
5589 case GL_FIXED:
5590 case GL_FLOAT:
5591 break;
5592 default:
5593 return error(GL_INVALID_ENUM);
5594 }
5595
5596 if (stride < 0)
5597 {
5598 return error(GL_INVALID_VALUE);
5599 }
5600
5601 gl::Context *context = gl::getContext();
5602
5603 if (context)
5604 {
daniel@transgaming.com9ecb9f92010-07-28 19:21:12 +00005605 context->setVertexAttribState(index, context->getArrayBuffer(), size, type, (normalized == GL_TRUE), stride, ptr);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005606 }
5607 }
5608 catch(std::bad_alloc&)
5609 {
5610 return error(GL_OUT_OF_MEMORY);
5611 }
5612}
5613
5614void __stdcall glViewport(GLint x, GLint y, GLsizei width, GLsizei height)
5615{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005616 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 +00005617
5618 try
5619 {
5620 if (width < 0 || height < 0)
5621 {
5622 return error(GL_INVALID_VALUE);
5623 }
5624
5625 gl::Context *context = gl::getContext();
5626
5627 if (context)
5628 {
daniel@transgaming.com428d1582010-05-04 03:35:25 +00005629 context->setViewportParams(x, y, width, height);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005630 }
5631 }
5632 catch(std::bad_alloc&)
5633 {
5634 return error(GL_OUT_OF_MEMORY);
5635 }
5636}
5637
daniel@transgaming.com4cbc5902010-08-24 19:20:26 +00005638void __stdcall glBlitFramebufferANGLE(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
5639 GLbitfield mask, GLenum filter)
5640{
5641 TRACE("(GLint srcX0 = %d, GLint srcY0 = %d, GLint srcX1 = %d, GLint srcY1 = %d, "
5642 "GLint dstX0 = %d, GLint dstY0 = %d, GLint dstX1 = %d, GLint dstY1 = %d, "
5643 "GLbitfield mask = 0x%X, GLenum filter = 0x%X)",
5644 srcX0, srcY0, srcX1, srcX1, dstX0, dstY0, dstX1, dstY1, mask, filter);
5645
5646 try
5647 {
5648 switch (filter)
5649 {
5650 case GL_NEAREST:
5651 break;
5652 default:
5653 return error(GL_INVALID_ENUM);
5654 }
5655
5656 if ((mask & ~(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) != 0)
5657 {
5658 return error(GL_INVALID_VALUE);
5659 }
5660
5661 if (srcX1 - srcX0 != dstX1 - dstX0 || srcY1 - srcY0 != dstY1 - dstY0)
5662 {
5663 ERR("Scaling and flipping in BlitFramebufferANGLE not supported by this implementation");
5664 return error(GL_INVALID_OPERATION);
5665 }
5666
5667 gl::Context *context = gl::getContext();
5668
5669 if (context)
5670 {
5671 if (context->getReadFramebufferHandle() == context->getDrawFramebufferHandle())
5672 {
5673 ERR("Blits with the same source and destination framebuffer are not supported by this implementation.");
5674 return error(GL_INVALID_OPERATION);
5675 }
5676
5677 context->blitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask);
5678 }
5679 }
5680 catch(std::bad_alloc&)
5681 {
5682 return error(GL_OUT_OF_MEMORY);
5683 }
5684}
5685
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005686void __stdcall glTexImage3DOES(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
5687 GLint border, GLenum format, GLenum type, const GLvoid* pixels)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005688{
daniel@transgaming.comb5b06162010-03-21 04:31:32 +00005689 TRACE("(GLenum target = 0x%X, GLint level = %d, GLenum internalformat = 0x%X, "
5690 "GLsizei width = %d, GLsizei height = %d, GLsizei depth = %d, GLint border = %d, "
daniel@transgaming.comfe4b8272010-04-08 03:51:20 +00005691 "GLenum format = 0x%X, GLenum type = 0x%x, const GLvoid* pixels = 0x%0.8p)",
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005692 target, level, internalformat, width, height, depth, border, format, type, pixels);
5693
5694 try
5695 {
5696 UNIMPLEMENTED(); // FIXME
5697 }
5698 catch(std::bad_alloc&)
5699 {
5700 return error(GL_OUT_OF_MEMORY);
5701 }
5702}
daniel@transgaming.comce3d0f22010-05-04 03:35:14 +00005703
5704__eglMustCastToProperFunctionPointerType __stdcall glGetProcAddress(const char *procname)
5705{
5706 struct Extension
5707 {
5708 const char *name;
5709 __eglMustCastToProperFunctionPointerType address;
5710 };
5711
5712 static const Extension glExtensions[] =
5713 {
5714 {"glTexImage3DOES", (__eglMustCastToProperFunctionPointerType)glTexImage3DOES},
daniel@transgaming.com01868132010-08-24 19:21:17 +00005715 {"glBlitFramebufferANGLE", (__eglMustCastToProperFunctionPointerType)glBlitFramebufferANGLE},
apatrick@chromium.orgd3bd0ad2010-08-30 18:55:36 +00005716 {"glDeleteFencesNV", (__eglMustCastToProperFunctionPointerType)glDeleteFencesNV},
5717 {"glGenFencesNV", (__eglMustCastToProperFunctionPointerType)glGenFencesNV},
5718 {"glIsFenceNV", (__eglMustCastToProperFunctionPointerType)glIsFenceNV},
5719 {"glTestFenceNV", (__eglMustCastToProperFunctionPointerType)glTestFenceNV},
5720 {"glGetFenceivNV", (__eglMustCastToProperFunctionPointerType)glGetFenceivNV},
5721 {"glFinishFenceNV", (__eglMustCastToProperFunctionPointerType)glFinishFenceNV},
5722 {"glSetFenceNV", (__eglMustCastToProperFunctionPointerType)glSetFenceNV},
daniel@transgaming.comce3d0f22010-05-04 03:35:14 +00005723 };
5724
5725 for (int ext = 0; ext < sizeof(glExtensions) / sizeof(Extension); ext++)
5726 {
5727 if (strcmp(procname, glExtensions[ext].name) == 0)
5728 {
5729 return (__eglMustCastToProperFunctionPointerType)glExtensions[ext].address;
5730 }
5731 }
5732
5733 return NULL;
5734}
5735
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00005736}