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authorStephan Unverwerth <s.unverwerth@serenityos.org>2022-03-09 20:56:58 +0100
committerAndreas Kling <kling@serenityos.org>2022-03-09 22:51:01 +0100
commit096e44285aa8f828c90b23ef3f0c88872d082374 (patch)
treeb2f60771d3b5caa3911e5368666fc39089be8e35 /Userland/Libraries/LibGL/GLContext.cpp
parent2434d34644b7470956a46b36905d36c079399148 (diff)
downloadserenity-096e44285aa8f828c90b23ef3f0c88872d082374.zip
LibGL: Merge GLContext and SoftwareGLContext
This merges GLContext and SoftwareGLContext into a single GLContext class. Since the hardware abstraction is handled via the GPU device interface we do not need the virtual base of GLContext anymore. All context handling functionality from the old GLContext has been moved into the new version. All methods in GLContext are now non virtual and the class is marked as final.
Diffstat (limited to 'Userland/Libraries/LibGL/GLContext.cpp')
-rw-r--r--Userland/Libraries/LibGL/GLContext.cpp3703
1 files changed, 3700 insertions, 3 deletions
diff --git a/Userland/Libraries/LibGL/GLContext.cpp b/Userland/Libraries/LibGL/GLContext.cpp
index f49d90e4b7..82c4ff8483 100644
--- a/Userland/Libraries/LibGL/GLContext.cpp
+++ b/Userland/Libraries/LibGL/GLContext.cpp
@@ -1,19 +1,117 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
+ * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
-#include "GLContext.h"
-#include "SoftwareGLContext.h"
+#include <AK/Assertions.h>
#include <AK/Debug.h>
+#include <AK/Format.h>
+#include <AK/QuickSort.h>
+#include <AK/StringBuilder.h>
+#include <AK/TemporaryChange.h>
+#include <AK/Variant.h>
+#include <AK/Vector.h>
+#include <LibGL/GLContext.h>
#include <LibGfx/Bitmap.h>
+#include <LibGfx/Painter.h>
+#include <LibGfx/Vector4.h>
+#include <LibSoftGPU/Device.h>
+#include <LibSoftGPU/Enums.h>
+#include <LibSoftGPU/ImageFormat.h>
__attribute__((visibility("hidden"))) GL::GLContext* g_gl_context;
namespace GL {
+static constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64;
+static constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8;
+static constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
+
+#define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \
+ if (should_append_to_listing()) { \
+ append_to_listing<&GLContext::name>(__VA_ARGS__); \
+ if (!should_execute_after_appending_to_listing()) \
+ return; \
+ }
+
+#define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \
+ if (should_append_to_listing()) { \
+ auto ptr = store_in_listing(arg); \
+ append_to_listing<&GLContext::name>(*ptr); \
+ if (!should_execute_after_appending_to_listing()) \
+ return; \
+ }
+
+#define RETURN_WITH_ERROR_IF(condition, error) \
+ if (condition) { \
+ dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
+ if (m_error == GL_NO_ERROR) \
+ m_error = error; \
+ return; \
+ }
+
+#define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
+ if (condition) { \
+ dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \
+ if (m_error == GL_NO_ERROR) \
+ m_error = error; \
+ return return_value; \
+ }
+
+GLContext::GLContext(Gfx::Bitmap& frontbuffer)
+ : m_viewport(frontbuffer.rect())
+ , m_frontbuffer(frontbuffer)
+ , m_rasterizer(frontbuffer.size())
+ , m_device_info(m_rasterizer.info())
+{
+ m_texture_units.resize(m_device_info.num_texture_units);
+ m_active_texture_unit = &m_texture_units[0];
+
+ // All texture units are initialized with default textures for all targets; these
+ // can be referenced later on with texture name 0 in operations like glBindTexture().
+ auto default_texture_2d = adopt_ref(*new Texture2D());
+ m_default_textures.set(GL_TEXTURE_2D, default_texture_2d);
+ for (auto& texture_unit : m_texture_units)
+ texture_unit.set_texture_2d_target_texture(default_texture_2d);
+
+ // Query the number lights from the device and set set up their state
+ // locally in the GL
+ m_light_states.resize(m_device_info.num_lights);
+
+ // Set-up light0's state, as it has a different default state
+ // to the other lights, as per the OpenGL 1.5 spec
+ auto& light0 = m_light_states.at(0);
+ light0.diffuse_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
+ light0.specular_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
+ m_light_state_is_dirty = true;
+
+ m_client_side_texture_coord_array_enabled.resize(m_device_info.num_texture_units);
+ m_client_tex_coord_pointer.resize(m_device_info.num_texture_units);
+ m_current_vertex_tex_coord.resize(m_device_info.num_texture_units);
+ for (auto& tex_coord : m_current_vertex_tex_coord)
+ tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f };
+
+ // Initialize the texture coordinate generation coefficients
+ // Indices 0,1,2,3 refer to the S,T,R and Q coordinate of the respective texture
+ // coordinate generation config.
+ m_texture_coordinate_generation.resize(m_device_info.num_texture_units);
+ for (auto& texture_coordinate_generation : m_texture_coordinate_generation) {
+ texture_coordinate_generation[0].object_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f };
+ texture_coordinate_generation[0].eye_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f };
+ texture_coordinate_generation[1].object_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f };
+ texture_coordinate_generation[1].eye_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f };
+ texture_coordinate_generation[2].object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
+ texture_coordinate_generation[2].eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
+ texture_coordinate_generation[3].object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
+ texture_coordinate_generation[3].eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f };
+ }
+
+ build_extension_string();
+}
+
GLContext::~GLContext()
{
dbgln_if(GL_DEBUG, "GLContext::~GLContext() {:p}", this);
@@ -21,9 +119,3608 @@ GLContext::~GLContext()
make_context_current(nullptr);
}
+Optional<ContextParameter> GLContext::get_context_parameter(GLenum name)
+{
+ switch (name) {
+ case GL_ALPHA_BITS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
+ case GL_ALPHA_TEST:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_alpha_test_enabled } };
+ case GL_BLEND:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_blend_enabled } };
+ case GL_BLEND_DST_ALPHA:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_blend_destination_factor) } };
+ case GL_BLEND_SRC_ALPHA:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_blend_source_factor) } };
+ case GL_BLUE_BITS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
+ case GL_COLOR_MATERIAL:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_color_material_enabled } };
+ case GL_COLOR_MATERIAL_FACE:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_face) } };
+ case GL_COLOR_MATERIAL_MODE:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_mode) } };
+ case GL_CULL_FACE:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_cull_faces } };
+ case GL_DEPTH_BITS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
+ case GL_DEPTH_TEST:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_test_enabled } };
+ case GL_DITHER:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_dither_enabled } };
+ case GL_DOUBLEBUFFER:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = true } };
+ case GL_FOG: {
+ auto fog_enabled = m_rasterizer.options().fog_enabled;
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = fog_enabled } };
+ }
+ case GL_GREEN_BITS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
+ case GL_LIGHTING:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_lighting_enabled } };
+ case GL_MAX_LIGHTS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_device_info.num_lights) } };
+ case GL_MAX_MODELVIEW_STACK_DEPTH:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = MODELVIEW_MATRIX_STACK_LIMIT } };
+ case GL_MAX_PROJECTION_STACK_DEPTH:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = PROJECTION_MATRIX_STACK_LIMIT } };
+ case GL_MAX_TEXTURE_SIZE:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = 4096 } };
+ case GL_MAX_TEXTURE_STACK_DEPTH:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = TEXTURE_MATRIX_STACK_LIMIT } };
+ case GL_MAX_TEXTURE_UNITS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_texture_units.size()) } };
+ case GL_NORMALIZE:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_normalize } };
+ case GL_PACK_ALIGNMENT:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = m_pack_alignment } };
+ case GL_PACK_IMAGE_HEIGHT:
+ return ContextParameter { .type = GL_BOOL, .value = { .integer_value = 0 } };
+ case GL_PACK_LSB_FIRST:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
+ case GL_PACK_ROW_LENGTH:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
+ case GL_PACK_SKIP_PIXELS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
+ case GL_PACK_SKIP_ROWS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
+ case GL_PACK_SWAP_BYTES:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
+ case GL_POLYGON_OFFSET_FILL:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_offset_enabled } };
+ case GL_RED_BITS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } };
+ case GL_SCISSOR_BOX: {
+ auto scissor_box = m_rasterizer.options().scissor_box;
+ return ContextParameter {
+ .type = GL_INT,
+ .count = 4,
+ .value = {
+ .integer_list = {
+ scissor_box.x(),
+ scissor_box.y(),
+ scissor_box.width(),
+ scissor_box.height(),
+ } }
+ };
+ } break;
+ case GL_SCISSOR_TEST: {
+ auto scissor_enabled = m_rasterizer.options().scissor_enabled;
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = scissor_enabled } };
+ }
+ case GL_STENCIL_BITS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = m_device_info.stencil_bits } };
+ case GL_STENCIL_CLEAR_VALUE:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = m_clear_stencil } };
+ case GL_STENCIL_TEST:
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_stencil_test_enabled } };
+ case GL_TEXTURE_1D:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_1d_enabled() } };
+ case GL_TEXTURE_2D:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_2d_enabled() } };
+ case GL_TEXTURE_3D:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_3d_enabled() } };
+ case GL_TEXTURE_CUBE_MAP:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_cube_map_enabled() } };
+ case GL_TEXTURE_GEN_Q:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T: {
+ auto generation_enabled = texture_coordinate_generation(m_active_texture_unit_index, name).enabled;
+ return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = generation_enabled } };
+ }
+ case GL_UNPACK_ALIGNMENT:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = m_unpack_alignment } };
+ case GL_UNPACK_IMAGE_HEIGHT:
+ return ContextParameter { .type = GL_BOOL, .value = { .integer_value = 0 } };
+ case GL_UNPACK_LSB_FIRST:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
+ case GL_UNPACK_ROW_LENGTH:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = m_unpack_row_length } };
+ case GL_UNPACK_SKIP_PIXELS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
+ case GL_UNPACK_SKIP_ROWS:
+ return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } };
+ case GL_UNPACK_SWAP_BYTES:
+ return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } };
+ case GL_VIEWPORT:
+ return ContextParameter {
+ .type = GL_INT,
+ .count = 4,
+ .value = {
+ .integer_list = {
+ m_viewport.x(),
+ m_viewport.y(),
+ m_viewport.width(),
+ m_viewport.height(),
+ } }
+ };
+ default:
+ dbgln_if(GL_DEBUG, "get_context_parameter({:#x}): unknown context parameter", name);
+ return {};
+ }
+}
+
+void GLContext::gl_begin(GLenum mode)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_begin, mode);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(mode > GL_POLYGON, GL_INVALID_ENUM);
+
+ m_current_draw_mode = mode;
+ m_in_draw_state = true; // Certain commands will now generate an error
+}
+
+void GLContext::gl_clear(GLbitfield mask)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear, mask);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT), GL_INVALID_ENUM);
+
+ if (mask & GL_COLOR_BUFFER_BIT)
+ m_rasterizer.clear_color(m_clear_color);
+
+ if (mask & GL_DEPTH_BUFFER_BIT)
+ m_rasterizer.clear_depth(m_clear_depth);
+
+ if (mask & GL_STENCIL_BUFFER_BIT)
+ m_rasterizer.clear_stencil(m_clear_stencil);
+}
+
+void GLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_color, red, green, blue, alpha);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_clear_color = { red, green, blue, alpha };
+ m_clear_color.clamp(0.f, 1.f);
+}
+
+void GLContext::gl_clear_depth(GLdouble depth)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_depth, depth);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_clear_depth = clamp(static_cast<float>(depth), 0.f, 1.f);
+}
+
+void GLContext::gl_clear_stencil(GLint s)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_stencil, s);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_clear_stencil = static_cast<u8>(s & ((1 << m_device_info.stencil_bits) - 1));
+}
+
+void GLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a);
+
+ m_current_vertex_color = {
+ static_cast<float>(r),
+ static_cast<float>(g),
+ static_cast<float>(b),
+ static_cast<float>(a),
+ };
+}
+
+void GLContext::gl_end()
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_end);
+
+ // Make sure we had a `glBegin` before this call...
+ RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_in_draw_state = false;
+
+ // FIXME: Add support for the remaining primitive types.
+ if (m_current_draw_mode != GL_TRIANGLES
+ && m_current_draw_mode != GL_TRIANGLE_FAN
+ && m_current_draw_mode != GL_TRIANGLE_STRIP
+ && m_current_draw_mode != GL_QUADS
+ && m_current_draw_mode != GL_QUAD_STRIP
+ && m_current_draw_mode != GL_POLYGON) {
+
+ m_vertex_list.clear_with_capacity();
+ dbgln_if(GL_DEBUG, "gl_end(): draw mode {:#x} unsupported", m_current_draw_mode);
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+
+ Vector<size_t, 32> enabled_texture_units;
+ for (size_t i = 0; i < m_texture_units.size(); ++i) {
+ if (m_texture_units[i].texture_2d_enabled())
+ enabled_texture_units.append(i);
+ }
+
+ sync_device_config();
+
+ SoftGPU::PrimitiveType primitive_type;
+ switch (m_current_draw_mode) {
+ case GL_TRIANGLES:
+ primitive_type = SoftGPU::PrimitiveType::Triangles;
+ break;
+ case GL_TRIANGLE_STRIP:
+ case GL_QUAD_STRIP:
+ primitive_type = SoftGPU::PrimitiveType::TriangleStrip;
+ break;
+ case GL_TRIANGLE_FAN:
+ case GL_POLYGON:
+ primitive_type = SoftGPU::PrimitiveType::TriangleFan;
+ break;
+ case GL_QUADS:
+ primitive_type = SoftGPU::PrimitiveType::Quads;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ // Set up normals transform by taking the upper left 3x3 elements from the model view matrix
+ // See section 2.11.3 of the OpenGL 1.5 spec
+ auto const& mv_elements = m_model_view_matrix.elements();
+ auto const model_view_transposed = FloatMatrix3x3(
+ mv_elements[0][0], mv_elements[1][0], mv_elements[2][0],
+ mv_elements[0][1], mv_elements[1][1], mv_elements[2][1],
+ mv_elements[0][2], mv_elements[1][2], mv_elements[2][2]);
+ auto const& normal_transform = model_view_transposed.inverse();
+
+ m_rasterizer.draw_primitives(primitive_type, m_model_view_matrix, normal_transform, m_projection_matrix, m_texture_matrix, m_vertex_list, enabled_texture_units);
+
+ m_vertex_list.clear_with_capacity();
+}
+
+void GLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(near_val < 0 || far_val < 0, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
+
+ // Let's do some math!
+ auto a = static_cast<float>((right + left) / (right - left));
+ auto b = static_cast<float>((top + bottom) / (top - bottom));
+ auto c = static_cast<float>(-((far_val + near_val) / (far_val - near_val)));
+ auto d = static_cast<float>(-((2 * far_val * near_val) / (far_val - near_val)));
+
+ FloatMatrix4x4 frustum {
+ static_cast<float>(2 * near_val / (right - left)), 0, a, 0,
+ 0, static_cast<float>(2 * near_val / (top - bottom)), b, 0,
+ 0, 0, c, d,
+ 0, 0, -1, 0
+ };
+
+ if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = m_projection_matrix * frustum;
+ else if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = m_model_view_matrix * frustum;
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = m_texture_matrix * frustum;
+ else
+ VERIFY_NOT_REACHED();
+}
+
+void GLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE);
+
+ auto rl = right - left;
+ auto tb = top - bottom;
+ auto fn = far_val - near_val;
+ auto tx = -(right + left) / rl;
+ auto ty = -(top + bottom) / tb;
+ auto tz = -(far_val + near_val) / fn;
+
+ FloatMatrix4x4 projection {
+ static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx),
+ 0, static_cast<float>(2 / tb), 0, static_cast<float>(ty),
+ 0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz),
+ 0, 0, 0, 1
+ };
+
+ if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = m_projection_matrix * projection;
+ else if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = m_model_view_matrix * projection;
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = m_texture_matrix * projection;
+ else
+ VERIFY_NOT_REACHED();
+}
+
+GLenum GLContext::gl_get_error()
+{
+ if (m_in_draw_state)
+ return GL_INVALID_OPERATION;
+
+ auto last_error = m_error;
+ m_error = GL_NO_ERROR;
+ return last_error;
+}
+
+GLubyte* GLContext::gl_get_string(GLenum name)
+{
+ RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, nullptr);
+
+ switch (name) {
+ case GL_VENDOR:
+ return reinterpret_cast<GLubyte*>(const_cast<char*>(m_device_info.vendor_name.characters()));
+ case GL_RENDERER:
+ return reinterpret_cast<GLubyte*>(const_cast<char*>(m_device_info.device_name.characters()));
+ case GL_VERSION:
+ return reinterpret_cast<GLubyte*>(const_cast<char*>("1.5"));
+ case GL_EXTENSIONS:
+ return reinterpret_cast<GLubyte*>(const_cast<char*>(m_extensions.characters()));
+ case GL_SHADING_LANGUAGE_VERSION:
+ return reinterpret_cast<GLubyte*>(const_cast<char*>("0.0"));
+ default:
+ dbgln_if(GL_DEBUG, "gl_get_string({:#x}): unknown name", name);
+ break;
+ }
+
+ RETURN_VALUE_WITH_ERROR_IF(true, GL_INVALID_ENUM, nullptr);
+}
+
+void GLContext::gl_load_identity()
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = FloatMatrix4x4::identity();
+ else if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = FloatMatrix4x4::identity();
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = FloatMatrix4x4::identity();
+ else
+ VERIFY_NOT_REACHED();
+}
+
+void GLContext::gl_load_matrix(const FloatMatrix4x4& matrix)
+{
+ APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_load_matrix, matrix);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = matrix;
+ else if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = matrix;
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = matrix;
+ else
+ VERIFY_NOT_REACHED();
+}
+
+void GLContext::gl_matrix_mode(GLenum mode)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_TEXTURE, GL_INVALID_ENUM);
+
+ m_current_matrix_mode = mode;
+}
+
+void GLContext::gl_push_matrix()
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ switch (m_current_matrix_mode) {
+ case GL_PROJECTION:
+ RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() >= PROJECTION_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
+ m_projection_matrix_stack.append(m_projection_matrix);
+ break;
+ case GL_MODELVIEW:
+ RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() >= MODELVIEW_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
+ m_model_view_matrix_stack.append(m_model_view_matrix);
+ break;
+ case GL_TEXTURE:
+ RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() >= TEXTURE_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
+ m_texture_matrix_stack.append(m_texture_matrix);
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+}
+
+void GLContext::gl_pop_matrix()
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ switch (m_current_matrix_mode) {
+ case GL_PROJECTION:
+ RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
+ m_projection_matrix = m_projection_matrix_stack.take_last();
+ break;
+ case GL_MODELVIEW:
+ RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
+ m_model_view_matrix = m_model_view_matrix_stack.take_last();
+ break;
+ case GL_TEXTURE:
+ RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() == 0, GL_STACK_UNDERFLOW);
+ m_texture_matrix = m_texture_matrix_stack.take_last();
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+}
+
+void GLContext::gl_mult_matrix(FloatMatrix4x4 const& matrix)
+{
+ APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_mult_matrix, matrix);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = m_model_view_matrix * matrix;
+ else if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = m_projection_matrix * matrix;
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = m_texture_matrix * matrix;
+ else
+ VERIFY_NOT_REACHED();
+}
+
+void GLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ FloatVector3 axis = { (float)x, (float)y, (float)z };
+ axis.normalize();
+ auto rotation_mat = Gfx::rotation_matrix(axis, static_cast<float>(angle * M_PI * 2 / 360));
+
+ if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = m_model_view_matrix * rotation_mat;
+ else if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = m_projection_matrix * rotation_mat;
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = m_texture_matrix * rotation_mat;
+ else
+ VERIFY_NOT_REACHED();
+}
+
+void GLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto scale_matrix = Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
+
+ if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = m_model_view_matrix * scale_matrix;
+ else if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = m_projection_matrix * scale_matrix;
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = m_texture_matrix * scale_matrix;
+ else
+ VERIFY_NOT_REACHED();
+}
+
+void GLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto translation_matrix = Gfx::translation_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
+
+ if (m_current_matrix_mode == GL_MODELVIEW)
+ m_model_view_matrix = m_model_view_matrix * translation_matrix;
+ else if (m_current_matrix_mode == GL_PROJECTION)
+ m_projection_matrix = m_projection_matrix * translation_matrix;
+ else if (m_current_matrix_mode == GL_TEXTURE)
+ m_texture_matrix = m_texture_matrix * translation_matrix;
+ else
+ VERIFY_NOT_REACHED();
+}
+
+void GLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w);
+
+ SoftGPU::Vertex vertex;
+
+ vertex.position = { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(w) };
+ vertex.color = m_current_vertex_color;
+ for (size_t i = 0; i < m_device_info.num_texture_units; ++i)
+ vertex.tex_coords[i] = m_current_vertex_tex_coord[i];
+ vertex.normal = m_current_vertex_normal;
+
+ m_vertex_list.append(vertex);
+}
+
+void GLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_coord, s, t, r, q);
+
+ m_current_vertex_tex_coord[0] = { s, t, r, q };
+}
+
+void GLContext::gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_multi_tex_coord, target, s, t, r, q);
+
+ RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
+
+ m_current_vertex_tex_coord[target - GL_TEXTURE0] = { s, t, r, q };
+}
+
+void GLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
+
+ m_viewport = { x, y, width, height };
+
+ auto rasterizer_options = m_rasterizer.options();
+ rasterizer_options.viewport = m_viewport;
+ m_rasterizer.set_options(rasterizer_options);
+}
+
+void GLContext::gl_enable(GLenum capability)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_enable, capability);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto rasterizer_options = m_rasterizer.options();
+ bool update_rasterizer_options = false;
+
+ switch (capability) {
+ case GL_COLOR_MATERIAL:
+ m_color_material_enabled = true;
+ break;
+ case GL_CULL_FACE:
+ m_cull_faces = true;
+ rasterizer_options.enable_culling = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_DEPTH_TEST:
+ m_depth_test_enabled = true;
+ rasterizer_options.enable_depth_test = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_BLEND:
+ m_blend_enabled = true;
+ rasterizer_options.enable_blending = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_ALPHA_TEST:
+ m_alpha_test_enabled = true;
+ rasterizer_options.enable_alpha_test = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_DITHER:
+ m_dither_enabled = true;
+ break;
+ case GL_FOG:
+ rasterizer_options.fog_enabled = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_LIGHTING:
+ m_lighting_enabled = true;
+ rasterizer_options.lighting_enabled = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_NORMALIZE:
+ m_normalize = true;
+ rasterizer_options.normalization_enabled = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ m_depth_offset_enabled = true;
+ rasterizer_options.depth_offset_enabled = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_SCISSOR_TEST:
+ rasterizer_options.scissor_enabled = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_STENCIL_TEST:
+ m_stencil_test_enabled = true;
+ rasterizer_options.enable_stencil_test = true;
+ update_rasterizer_options = true;
+ break;
+ case GL_TEXTURE_1D:
+ m_active_texture_unit->set_texture_1d_enabled(true);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_TEXTURE_2D:
+ m_active_texture_unit->set_texture_2d_enabled(true);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_TEXTURE_3D:
+ m_active_texture_unit->set_texture_3d_enabled(true);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ m_active_texture_unit->set_texture_cube_map_enabled(true);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ m_light_states.at(capability - GL_LIGHT0).is_enabled = true;
+ m_light_state_is_dirty = true;
+ break;
+ case GL_TEXTURE_GEN_Q:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T:
+ texture_coordinate_generation(m_active_texture_unit_index, capability).enabled = true;
+ m_texcoord_generation_dirty = true;
+ break;
+ default:
+ dbgln_if(GL_DEBUG, "gl_enable({:#x}): unknown parameter", capability);
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+
+ if (update_rasterizer_options)
+ m_rasterizer.set_options(rasterizer_options);
+}
+
+void GLContext::gl_disable(GLenum capability)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_disable, capability);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto rasterizer_options = m_rasterizer.options();
+ bool update_rasterizer_options = false;
+
+ switch (capability) {
+ case GL_COLOR_MATERIAL:
+ m_color_material_enabled = false;
+ break;
+ case GL_CULL_FACE:
+ m_cull_faces = false;
+ rasterizer_options.enable_culling = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_DEPTH_TEST:
+ m_depth_test_enabled = false;
+ rasterizer_options.enable_depth_test = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_BLEND:
+ m_blend_enabled = false;
+ rasterizer_options.enable_blending = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_ALPHA_TEST:
+ m_alpha_test_enabled = false;
+ rasterizer_options.enable_alpha_test = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_DITHER:
+ m_dither_enabled = false;
+ break;
+ case GL_FOG:
+ rasterizer_options.fog_enabled = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_LIGHTING:
+ m_lighting_enabled = false;
+ rasterizer_options.lighting_enabled = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_LIGHT0:
+ case GL_LIGHT1:
+ case GL_LIGHT2:
+ case GL_LIGHT3:
+ case GL_LIGHT4:
+ case GL_LIGHT5:
+ case GL_LIGHT6:
+ case GL_LIGHT7:
+ m_light_states.at(capability - GL_LIGHT0).is_enabled = false;
+ m_light_state_is_dirty = true;
+ break;
+ case GL_NORMALIZE:
+ m_normalize = false;
+ rasterizer_options.normalization_enabled = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_POLYGON_OFFSET_FILL:
+ m_depth_offset_enabled = false;
+ rasterizer_options.depth_offset_enabled = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_SCISSOR_TEST:
+ rasterizer_options.scissor_enabled = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_STENCIL_TEST:
+ m_stencil_test_enabled = false;
+ rasterizer_options.enable_stencil_test = false;
+ update_rasterizer_options = true;
+ break;
+ case GL_TEXTURE_1D:
+ m_active_texture_unit->set_texture_1d_enabled(false);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_TEXTURE_2D:
+ m_active_texture_unit->set_texture_2d_enabled(false);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_TEXTURE_3D:
+ m_active_texture_unit->set_texture_3d_enabled(false);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_TEXTURE_CUBE_MAP:
+ m_active_texture_unit->set_texture_cube_map_enabled(false);
+ m_sampler_config_is_dirty = true;
+ break;
+ case GL_TEXTURE_GEN_Q:
+ case GL_TEXTURE_GEN_R:
+ case GL_TEXTURE_GEN_S:
+ case GL_TEXTURE_GEN_T:
+ texture_coordinate_generation(m_active_texture_unit_index, capability).enabled = false;
+ m_texcoord_generation_dirty = true;
+ break;
+ default:
+ dbgln_if(GL_DEBUG, "gl_disable({:#x}): unknown parameter", capability);
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+
+ if (update_rasterizer_options)
+ m_rasterizer.set_options(rasterizer_options);
+}
+
+GLboolean GLContext::gl_is_enabled(GLenum capability)
+{
+ RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 0);
+
+ auto optional_parameter = get_context_parameter(capability);
+ RETURN_VALUE_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM, 0);
+
+ auto parameter = optional_parameter.release_value();
+ RETURN_VALUE_WITH_ERROR_IF(!parameter.is_capability, GL_INVALID_ENUM, 0);
+
+ return parameter.value.boolean_value;
+}
+
+void GLContext::gl_gen_textures(GLsizei n, GLuint* textures)
+{
+ RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_name_allocator.allocate(n, textures);
+
+ // Initialize all texture names with a nullptr
+ for (auto i = 0; i < n; ++i) {
+ GLuint name = textures[i];
+ m_allocated_textures.set(name, nullptr);
+ }
+}
+
+void GLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
+{
+ RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ for (auto i = 0; i < n; i++) {
+ GLuint name = textures[i];
+ if (name == 0)
+ continue;
+
+ m_name_allocator.free(name);
+
+ auto texture_object = m_allocated_textures.find(name);
+ if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
+ continue;
+ auto texture = texture_object->value;
+
+ // Check all texture units
+ for (auto& texture_unit : m_texture_units) {
+ if (texture->is_texture_2d() && texture_unit.texture_2d_target_texture() == texture) {
+ // If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture)
+ texture_unit.set_texture_2d_target_texture(get_default_texture<Texture2D>(GL_TEXTURE_2D));
+ }
+ }
+
+ m_allocated_textures.remove(name);
+ }
+}
+
+void GLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid const* data)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // We only support GL_TEXTURE_2D for now
+ RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
+
+ // Internal format can also be a number between 1 and 4. Symbolic formats were only added with EXT_texture, promoted to core in OpenGL 1.1
+ if (internal_format == 1)
+ internal_format = GL_ALPHA;
+ else if (internal_format == 2)
+ internal_format = GL_LUMINANCE_ALPHA;
+ else if (internal_format == 3)
+ internal_format = GL_RGB;
+ else if (internal_format == 4)
+ internal_format = GL_RGBA;
+
+ // We only support symbolic constants for now
+ RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA || internal_format == GL_LUMINANCE8 || internal_format == GL_LUMINANCE8_ALPHA8), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5), GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
+ // Check if width and height are a power of 2
+ if (!m_device_info.supports_npot_textures) {
+ RETURN_WITH_ERROR_IF(!is_power_of_two(width), GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(!is_power_of_two(height), GL_INVALID_VALUE);
+ }
+ RETURN_WITH_ERROR_IF(border != 0, GL_INVALID_VALUE);
+
+ auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
+ VERIFY(!texture_2d.is_null());
+
+ if (level == 0) {
+ // FIXME: OpenGL has the concept of texture and mipmap completeness. A texture has to fulfill certain criteria to be considered complete.
+ // Trying to render while an incomplete texture is bound will result in an error.
+ // Here we simply create a complete device image when mipmap level 0 is attached to the texture object. This has the unfortunate side effect
+ // that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized.
+ // To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time.
+ // All images that were attached before the device image was created need to be stored somewhere to be used to initialize the device image once complete.
+ texture_2d->set_device_image(m_rasterizer.create_image(SoftGPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
+ m_sampler_config_is_dirty = true;
+ }
+
+ texture_2d->upload_texture_data(level, internal_format, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
+}
+
+void GLContext::gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // We only support GL_TEXTURE_2D for now
+ RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
+
+ // We only support symbolic constants for now
+ RETURN_WITH_ERROR_IF(!(format == GL_RGBA || format == GL_RGB), GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5), GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
+
+ // A 2D texture array must have been defined by a previous glTexImage2D operation
+ auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
+ RETURN_WITH_ERROR_IF(texture_2d.is_null(), GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(xoffset < 0 || yoffset < 0 || xoffset + width > texture_2d->width_at_lod(level) || yoffset + height > texture_2d->height_at_lod(level), GL_INVALID_VALUE);
+
+ texture_2d->replace_sub_texture_data(level, xoffset, yoffset, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
+}
+
+void GLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameter, target, pname, param);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
+ RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
+
+ // FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
+ RETURN_WITH_ERROR_IF(!(pname == GL_TEXTURE_MIN_FILTER
+ || pname == GL_TEXTURE_MAG_FILTER
+ || pname == GL_TEXTURE_WRAP_S
+ || pname == GL_TEXTURE_WRAP_T),
+ GL_INVALID_ENUM);
+
+ // We assume GL_TEXTURE_2D (see above)
+ auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
+ if (texture_2d.is_null())
+ return;
+
+ switch (pname) {
+ case GL_TEXTURE_MIN_FILTER:
+ RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
+ || param == GL_LINEAR
+ || param == GL_NEAREST_MIPMAP_NEAREST
+ || param == GL_LINEAR_MIPMAP_NEAREST
+ || param == GL_NEAREST_MIPMAP_LINEAR
+ || param == GL_LINEAR_MIPMAP_LINEAR),
+ GL_INVALID_ENUM);
+
+ texture_2d->sampler().set_min_filter(param);
+ break;
+
+ case GL_TEXTURE_MAG_FILTER:
+ RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
+ || param == GL_LINEAR),
+ GL_INVALID_ENUM);
+
+ texture_2d->sampler().set_mag_filter(param);
+ break;
+
+ case GL_TEXTURE_WRAP_S:
+ RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
+ || param == GL_CLAMP_TO_BORDER
+ || param == GL_CLAMP_TO_EDGE
+ || param == GL_MIRRORED_REPEAT
+ || param == GL_REPEAT),
+ GL_INVALID_ENUM);
+
+ texture_2d->sampler().set_wrap_s_mode(param);
+ break;
+
+ case GL_TEXTURE_WRAP_T:
+ RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
+ || param == GL_CLAMP_TO_BORDER
+ || param == GL_CLAMP_TO_EDGE
+ || param == GL_MIRRORED_REPEAT
+ || param == GL_REPEAT),
+ GL_INVALID_ENUM);
+
+ texture_2d->sampler().set_wrap_t_mode(param);
+ break;
+
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_sampler_config_is_dirty = true;
+}
+
+void GLContext::gl_front_face(GLenum face)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face);
+
+ RETURN_WITH_ERROR_IF(face < GL_CW || face > GL_CCW, GL_INVALID_ENUM);
+
+ m_front_face = face;
+
+ auto rasterizer_options = m_rasterizer.options();
+ rasterizer_options.front_face = (face == GL_CW) ? SoftGPU::WindingOrder::Clockwise : SoftGPU::WindingOrder::CounterClockwise;
+ m_rasterizer.set_options(rasterizer_options);
+}
+
+void GLContext::gl_cull_face(GLenum cull_mode)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_cull_face, cull_mode);
+
+ RETURN_WITH_ERROR_IF(cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK, GL_INVALID_ENUM);
+
+ m_culled_sides = cull_mode;
+
+ auto rasterizer_options = m_rasterizer.options();
+ rasterizer_options.cull_back = cull_mode == GL_BACK || cull_mode == GL_FRONT_AND_BACK;
+ rasterizer_options.cull_front = cull_mode == GL_FRONT || cull_mode == GL_FRONT_AND_BACK;
+ m_rasterizer.set_options(rasterizer_options);
+}
+
+GLuint GLContext::gl_gen_lists(GLsizei range)
+{
+ RETURN_VALUE_WITH_ERROR_IF(range <= 0, GL_INVALID_VALUE, 0);
+ RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 0);
+
+ auto initial_entry = m_listings.size();
+ m_listings.resize(range + initial_entry);
+ return initial_entry + 1;
+}
+
+void GLContext::invoke_list(size_t list_index)
+{
+ auto& listing = m_listings[list_index - 1];
+ for (auto& entry : listing.entries) {
+ entry.function.visit([&](auto& function) {
+ entry.arguments.visit([&](auto& arguments) {
+ auto apply = [&]<typename... Args>(Args && ... args)
+ {
+ if constexpr (requires { (this->*function)(forward<Args>(args)...); })
+ (this->*function)(forward<Args>(args)...);
+ };
+
+ arguments.apply_as_args(apply);
+ });
+ });
+ }
+}
+
+void GLContext::gl_call_list(GLuint list)
+{
+ if (m_gl_call_depth > max_allowed_gl_call_depth)
+ return;
+
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_list, list);
+
+ if (m_listings.size() < list)
+ return;
+
+ TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 };
+
+ invoke_list(list);
+}
+
+void GLContext::gl_call_lists(GLsizei n, GLenum type, void const* lists)
+{
+ if (m_gl_call_depth > max_allowed_gl_call_depth)
+ return;
+
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_lists, n, type, lists);
+
+ RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(!(type == GL_BYTE
+ || type == GL_UNSIGNED_BYTE
+ || type == GL_SHORT
+ || type == GL_UNSIGNED_SHORT
+ || type == GL_INT
+ || type == GL_UNSIGNED_INT
+ || type == GL_FLOAT
+ || type == GL_2_BYTES
+ || type == GL_3_BYTES
+ || type == GL_4_BYTES),
+ GL_INVALID_ENUM);
+
+ TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 };
+
+ auto invoke_all_lists = [&]<typename T>(T const* lists) {
+ for (int i = 0; i < n; ++i) {
+ auto list = static_cast<size_t>(lists[i]);
+ invoke_list(m_list_base + list);
+ }
+ };
+ switch (type) {
+ case GL_BYTE:
+ invoke_all_lists(static_cast<GLbyte const*>(lists));
+ break;
+ case GL_UNSIGNED_BYTE:
+ invoke_all_lists(static_cast<GLubyte const*>(lists));
+ break;
+ case GL_SHORT:
+ invoke_all_lists(static_cast<GLshort const*>(lists));
+ break;
+ case GL_UNSIGNED_SHORT:
+ invoke_all_lists(static_cast<GLushort const*>(lists));
+ break;
+ case GL_INT:
+ invoke_all_lists(static_cast<GLint const*>(lists));
+ break;
+ case GL_UNSIGNED_INT:
+ invoke_all_lists(static_cast<GLuint const*>(lists));
+ break;
+ case GL_FLOAT:
+ invoke_all_lists(static_cast<GLfloat const*>(lists));
+ break;
+ case GL_2_BYTES:
+ case GL_3_BYTES:
+ case GL_4_BYTES:
+ dbgln("GLContext FIXME: unimplemented glCallLists() with type {}", type);
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+}
+
+void GLContext::gl_delete_lists(GLuint list, GLsizei range)
+{
+ if (m_listings.size() < list || m_listings.size() <= list + range)
+ return;
+
+ for (auto& entry : m_listings.span().slice(list - 1, range))
+ entry.entries.clear_with_capacity();
+}
+
+void GLContext::gl_list_base(GLuint base)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_list_base, base);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_list_base = base;
+}
+
+void GLContext::gl_end_list()
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(!m_current_listing_index.has_value(), GL_INVALID_OPERATION);
+
+ m_listings[m_current_listing_index->index] = move(m_current_listing_index->listing);
+ m_current_listing_index.clear();
+}
+
+void GLContext::gl_new_list(GLuint list, GLenum mode)
+{
+ RETURN_WITH_ERROR_IF(list == 0, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(mode != GL_COMPILE && mode != GL_COMPILE_AND_EXECUTE, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(m_current_listing_index.has_value(), GL_INVALID_OPERATION);
+
+ if (m_listings.size() < list)
+ return;
+
+ m_current_listing_index = CurrentListing { {}, static_cast<size_t>(list - 1), mode };
+}
+
+GLboolean GLContext::gl_is_list(GLuint list)
+{
+ RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, GL_FALSE);
+
+ return list < m_listings.size() ? GL_TRUE : GL_FALSE;
+}
+
+void GLContext::gl_flush()
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // No-op since GLContext is completely synchronous at the moment
+}
+
+void GLContext::gl_finish()
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // No-op since GLContext is completely synchronous at the moment
+}
+
+void GLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_blend_func, src_factor, dst_factor);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: The list of allowed enums differs between API versions
+ // This was taken from the 2.0 spec on https://docs.gl/gl2/glBlendFunc
+
+ RETURN_WITH_ERROR_IF(!(src_factor == GL_ZERO
+ || src_factor == GL_ONE
+ || src_factor == GL_SRC_COLOR
+ || src_factor == GL_ONE_MINUS_SRC_COLOR
+ || src_factor == GL_DST_COLOR
+ || src_factor == GL_ONE_MINUS_DST_COLOR
+ || src_factor == GL_SRC_ALPHA
+ || src_factor == GL_ONE_MINUS_SRC_ALPHA
+ || src_factor == GL_DST_ALPHA
+ || src_factor == GL_ONE_MINUS_DST_ALPHA
+ || src_factor == GL_CONSTANT_COLOR
+ || src_factor == GL_ONE_MINUS_CONSTANT_COLOR
+ || src_factor == GL_CONSTANT_ALPHA
+ || src_factor == GL_ONE_MINUS_CONSTANT_ALPHA
+ || src_factor == GL_SRC_ALPHA_SATURATE),
+ GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(!(dst_factor == GL_ZERO
+ || dst_factor == GL_ONE
+ || dst_factor == GL_SRC_COLOR
+ || dst_factor == GL_ONE_MINUS_SRC_COLOR
+ || dst_factor == GL_DST_COLOR
+ || dst_factor == GL_ONE_MINUS_DST_COLOR
+ || dst_factor == GL_SRC_ALPHA
+ || dst_factor == GL_ONE_MINUS_SRC_ALPHA
+ || dst_factor == GL_DST_ALPHA
+ || dst_factor == GL_ONE_MINUS_DST_ALPHA
+ || dst_factor == GL_CONSTANT_COLOR
+ || dst_factor == GL_ONE_MINUS_CONSTANT_COLOR
+ || dst_factor == GL_CONSTANT_ALPHA
+ || dst_factor == GL_ONE_MINUS_CONSTANT_ALPHA),
+ GL_INVALID_ENUM);
+
+ m_blend_source_factor = src_factor;
+ m_blend_destination_factor = dst_factor;
+
+ auto map_gl_blend_factor_to_device = [](GLenum factor) constexpr
+ {
+ switch (factor) {
+ case GL_ZERO:
+ return SoftGPU::BlendFactor::Zero;
+ case GL_ONE:
+ return SoftGPU::BlendFactor::One;
+ case GL_SRC_ALPHA:
+ return SoftGPU::BlendFactor::SrcAlpha;
+ case GL_ONE_MINUS_SRC_ALPHA:
+ return SoftGPU::BlendFactor::OneMinusSrcAlpha;
+ case GL_SRC_COLOR:
+ return SoftGPU::BlendFactor::SrcColor;
+ case GL_ONE_MINUS_SRC_COLOR:
+ return SoftGPU::BlendFactor::OneMinusSrcColor;
+ case GL_DST_ALPHA:
+ return SoftGPU::BlendFactor::DstAlpha;
+ case GL_ONE_MINUS_DST_ALPHA:
+ return SoftGPU::BlendFactor::OneMinusDstAlpha;
+ case GL_DST_COLOR:
+ return SoftGPU::BlendFactor::DstColor;
+ case GL_ONE_MINUS_DST_COLOR:
+ return SoftGPU::BlendFactor::OneMinusDstColor;
+ case GL_SRC_ALPHA_SATURATE:
+ return SoftGPU::BlendFactor::SrcAlphaSaturate;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+ };
+
+ auto options = m_rasterizer.options();
+ options.blend_source_factor = map_gl_blend_factor_to_device(m_blend_source_factor);
+ options.blend_destination_factor = map_gl_blend_factor_to_device(m_blend_destination_factor);
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_shade_model(GLenum mode)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM);
+
+ auto options = m_rasterizer.options();
+ options.shade_smooth = (mode == GL_SMOOTH);
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_alpha_func(GLenum func, GLclampf ref)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_alpha_func, func, ref);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(func < GL_NEVER || func > GL_ALWAYS, GL_INVALID_ENUM);
+
+ m_alpha_test_func = func;
+ m_alpha_test_ref_value = ref;
+
+ auto options = m_rasterizer.options();
+
+ switch (func) {
+ case GL_NEVER:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::Never;
+ break;
+ case GL_ALWAYS:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::Always;
+ break;
+ case GL_LESS:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::Less;
+ break;
+ case GL_LEQUAL:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::LessOrEqual;
+ break;
+ case GL_EQUAL:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::Equal;
+ break;
+ case GL_NOTEQUAL:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::NotEqual;
+ break;
+ case GL_GEQUAL:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::GreaterOrEqual;
+ break;
+ case GL_GREATER:
+ options.alpha_test_func = SoftGPU::AlphaTestFunction::Greater;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ options.alpha_test_ref_value = m_alpha_test_ref_value;
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_hint(GLenum target, GLenum mode)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_hint, target, mode);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(target != GL_PERSPECTIVE_CORRECTION_HINT
+ && target != GL_POINT_SMOOTH_HINT
+ && target != GL_LINE_SMOOTH_HINT
+ && target != GL_POLYGON_SMOOTH_HINT
+ && target != GL_FOG_HINT
+ && target != GL_GENERATE_MIPMAP_HINT
+ && target != GL_TEXTURE_COMPRESSION_HINT,
+ GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(mode != GL_DONT_CARE
+ && mode != GL_FASTEST
+ && mode != GL_NICEST,
+ GL_INVALID_ENUM);
+
+ // According to the spec implementors are free to ignore glHint. So we do.
+}
+
+void GLContext::gl_read_buffer(GLenum mode)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_read_buffer, mode);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
+ // plus any aux buffer between 0 and GL_AUX_BUFFERS
+ RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
+ && mode != GL_FRONT_RIGHT
+ && mode != GL_BACK_LEFT
+ && mode != GL_BACK_RIGHT
+ && mode != GL_FRONT
+ && mode != GL_BACK
+ && mode != GL_LEFT
+ && mode != GL_RIGHT,
+ GL_INVALID_ENUM);
+
+ // FIXME: We do not currently have aux buffers, so make it an invalid
+ // operation to select anything but front or back buffers. Also we do
+ // not allow selecting the stereoscopic RIGHT buffers since we do not
+ // have them configured.
+ RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT
+ && mode != GL_FRONT
+ && mode != GL_BACK_LEFT
+ && mode != GL_BACK
+ && mode != GL_FRONT
+ && mode != GL_BACK
+ && mode != GL_LEFT,
+ GL_INVALID_OPERATION);
+
+ m_current_read_buffer = mode;
+}
+
+void GLContext::gl_draw_buffer(GLenum buffer)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_buffer, buffer);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here
+ // plus any aux buffer between 0 and GL_AUX_BUFFERS
+ RETURN_WITH_ERROR_IF(buffer != GL_NONE
+ && buffer != GL_FRONT_LEFT
+ && buffer != GL_FRONT_RIGHT
+ && buffer != GL_BACK_LEFT
+ && buffer != GL_BACK_RIGHT
+ && buffer != GL_FRONT
+ && buffer != GL_BACK
+ && buffer != GL_LEFT
+ && buffer != GL_RIGHT,
+ GL_INVALID_ENUM);
+
+ // FIXME: We do not currently have aux buffers, so make it an invalid
+ // operation to select anything but front or back buffers. Also we do
+ // not allow selecting the stereoscopic RIGHT buffers since we do not
+ // have them configured.
+ RETURN_WITH_ERROR_IF(buffer != GL_NONE
+ && buffer != GL_FRONT_LEFT
+ && buffer != GL_FRONT
+ && buffer != GL_BACK_LEFT
+ && buffer != GL_BACK
+ && buffer != GL_FRONT
+ && buffer != GL_BACK
+ && buffer != GL_LEFT,
+ GL_INVALID_OPERATION);
+
+ m_current_draw_buffer = buffer;
+
+ auto rasterizer_options = m_rasterizer.options();
+ // FIXME: We only have a single draw buffer in SoftGPU at the moment,
+ // so we simply disable color writes if GL_NONE is selected
+ rasterizer_options.enable_color_write = m_current_draw_buffer != GL_NONE;
+ m_rasterizer.set_options(rasterizer_options);
+}
+
+void GLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
+
+ RETURN_WITH_ERROR_IF(format != GL_COLOR_INDEX
+ && format != GL_STENCIL_INDEX
+ && format != GL_DEPTH_COMPONENT
+ && format != GL_RED
+ && format != GL_GREEN
+ && format != GL_BLUE
+ && format != GL_ALPHA
+ && format != GL_RGB
+ && format != GL_RGBA
+ && format != GL_LUMINANCE
+ && format != GL_LUMINANCE_ALPHA,
+ GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE
+ && type != GL_BYTE
+ && type != GL_BITMAP
+ && type != GL_UNSIGNED_SHORT
+ && type != GL_SHORT
+ && type != GL_BLUE
+ && type != GL_UNSIGNED_INT
+ && type != GL_INT
+ && type != GL_FLOAT,
+ GL_INVALID_ENUM);
+
+ // FIXME: We only support RGBA buffers for now.
+ // Once we add support for indexed color modes do the correct check here
+ RETURN_WITH_ERROR_IF(format == GL_COLOR_INDEX, GL_INVALID_OPERATION);
+
+ // FIXME: We do not have stencil buffers yet
+ // Once we add support for stencil buffers do the correct check here
+ RETURN_WITH_ERROR_IF(format == GL_STENCIL_INDEX, GL_INVALID_OPERATION);
+
+ if (format == GL_DEPTH_COMPONENT) {
+ // FIXME: This check needs to be a bit more sophisticated. Currently the buffers
+ // are hardcoded. Once we add proper structures for them we need to correct this check
+
+ // Error because only back buffer has a depth buffer
+ RETURN_WITH_ERROR_IF(m_current_read_buffer == GL_FRONT
+ || m_current_read_buffer == GL_FRONT_LEFT
+ || m_current_read_buffer == GL_FRONT_RIGHT,
+ GL_INVALID_OPERATION);
+ }
+
+ // Some helper functions for converting float values to integer types
+ auto float_to_i8 = [](float f) -> GLchar {
+ return static_cast<GLchar>((0x7f * min(max(f, 0.0f), 1.0f) - 1) / 2);
+ };
+
+ auto float_to_i16 = [](float f) -> GLshort {
+ return static_cast<GLshort>((0x7fff * min(max(f, 0.0f), 1.0f) - 1) / 2);
+ };
+
+ auto float_to_i32 = [](float f) -> GLint {
+ return static_cast<GLint>((0x7fffffff * min(max(f, 0.0f), 1.0f) - 1) / 2);
+ };
+
+ auto float_to_u8 = [](float f) -> GLubyte {
+ return static_cast<GLubyte>(0xff * min(max(f, 0.0f), 1.0f));
+ };
+
+ auto float_to_u16 = [](float f) -> GLushort {
+ return static_cast<GLushort>(0xffff * min(max(f, 0.0f), 1.0f));
+ };
+
+ auto float_to_u32 = [](float f) -> GLuint {
+ return static_cast<GLuint>(0xffffffff * min(max(f, 0.0f), 1.0f));
+ };
+
+ u8 component_size = 0;
+ switch (type) {
+ case GL_BYTE:
+ case GL_UNSIGNED_BYTE:
+ component_size = 1;
+ break;
+ case GL_SHORT:
+ case GL_UNSIGNED_SHORT:
+ component_size = 2;
+ break;
+ case GL_INT:
+ case GL_UNSIGNED_INT:
+ case GL_FLOAT:
+ component_size = 4;
+ break;
+ }
+
+ if (format == GL_DEPTH_COMPONENT) {
+ auto const row_stride = (width * component_size + m_pack_alignment - 1) / m_pack_alignment * m_pack_alignment;
+
+ // Read from depth buffer
+ for (GLsizei i = 0; i < height; ++i) {
+ for (GLsizei j = 0; j < width; ++j) {
+ float depth = m_rasterizer.get_depthbuffer_value(x + j, y + i);
+ auto char_ptr = reinterpret_cast<char*>(pixels) + i * row_stride + j * component_size;
+
+ switch (type) {
+ case GL_BYTE:
+ *reinterpret_cast<GLchar*>(char_ptr) = float_to_i8(depth);
+ break;
+ case GL_SHORT:
+ *reinterpret_cast<GLshort*>(char_ptr) = float_to_i16(depth);
+ break;
+ case GL_INT:
+ *reinterpret_cast<GLint*>(char_ptr) = float_to_i32(depth);
+ break;
+ case GL_UNSIGNED_BYTE:
+ *reinterpret_cast<GLubyte*>(char_ptr) = float_to_u8(depth);
+ break;
+ case GL_UNSIGNED_SHORT:
+ *reinterpret_cast<GLushort*>(char_ptr) = float_to_u16(depth);
+ break;
+ case GL_UNSIGNED_INT:
+ *reinterpret_cast<GLuint*>(char_ptr) = float_to_u32(depth);
+ break;
+ case GL_FLOAT:
+ *reinterpret_cast<GLfloat*>(char_ptr) = min(max(depth, 0.0f), 1.0f);
+ break;
+ }
+ }
+ }
+ return;
+ }
+
+ bool write_red = false;
+ bool write_green = false;
+ bool write_blue = false;
+ bool write_alpha = false;
+ size_t component_count = 0;
+ size_t red_offset = 0;
+ size_t green_offset = 0;
+ size_t blue_offset = 0;
+ size_t alpha_offset = 0;
+ char* red_ptr = nullptr;
+ char* green_ptr = nullptr;
+ char* blue_ptr = nullptr;
+ char* alpha_ptr = nullptr;
+
+ switch (format) {
+ case GL_RGB:
+ write_red = true;
+ write_green = true;
+ write_blue = true;
+ component_count = 3;
+ red_offset = 2;
+ green_offset = 1;
+ blue_offset = 0;
+ break;
+ case GL_RGBA:
+ write_red = true;
+ write_green = true;
+ write_blue = true;
+ write_alpha = true;
+ component_count = 4;
+ red_offset = 3;
+ green_offset = 2;
+ blue_offset = 1;
+ alpha_offset = 0;
+ break;
+ case GL_RED:
+ write_red = true;
+ component_count = 1;
+ red_offset = 0;
+ break;
+ case GL_GREEN:
+ write_green = true;
+ component_count = 1;
+ green_offset = 0;
+ break;
+ case GL_BLUE:
+ write_blue = true;
+ component_count = 1;
+ blue_offset = 0;
+ break;
+ case GL_ALPHA:
+ write_alpha = true;
+ component_count = 1;
+ alpha_offset = 0;
+ break;
+ }
+
+ auto const pixel_bytes = component_size * component_count;
+ auto const row_alignment_bytes = (m_pack_alignment - ((width * pixel_bytes) % m_pack_alignment)) % m_pack_alignment;
+
+ char* out_ptr = reinterpret_cast<char*>(pixels);
+ for (int i = 0; i < (int)height; ++i) {
+ for (int j = 0; j < (int)width; ++j) {
+ Gfx::ARGB32 color {};
+ if (m_current_read_buffer == GL_FRONT || m_current_read_buffer == GL_LEFT || m_current_read_buffer == GL_FRONT_LEFT) {
+ if (y + i >= m_frontbuffer->width() || x + j >= m_frontbuffer->height())
+ color = 0;
+ else
+ color = m_frontbuffer->scanline(y + i)[x + j];
+ } else {
+ color = m_rasterizer.get_color_buffer_pixel(x + j, y + i);
+ }
+
+ float red = ((color >> 24) & 0xff) / 255.0f;
+ float green = ((color >> 16) & 0xff) / 255.0f;
+ float blue = ((color >> 8) & 0xff) / 255.0f;
+ float alpha = (color & 0xff) / 255.0f;
+
+ // FIXME: Set up write pointers based on selected endianness (glPixelStore)
+ red_ptr = out_ptr + (component_size * red_offset);
+ green_ptr = out_ptr + (component_size * green_offset);
+ blue_ptr = out_ptr + (component_size * blue_offset);
+ alpha_ptr = out_ptr + (component_size * alpha_offset);
+
+ switch (type) {
+ case GL_BYTE:
+ if (write_red)
+ *reinterpret_cast<GLchar*>(red_ptr) = float_to_i8(red);
+ if (write_green)
+ *reinterpret_cast<GLchar*>(green_ptr) = float_to_i8(green);
+ if (write_blue)
+ *reinterpret_cast<GLchar*>(blue_ptr) = float_to_i8(blue);
+ if (write_alpha)
+ *reinterpret_cast<GLchar*>(alpha_ptr) = float_to_i8(alpha);
+ break;
+ case GL_UNSIGNED_BYTE:
+ if (write_red)
+ *reinterpret_cast<GLubyte*>(red_ptr) = float_to_u8(red);
+ if (write_green)
+ *reinterpret_cast<GLubyte*>(green_ptr) = float_to_u8(green);
+ if (write_blue)
+ *reinterpret_cast<GLubyte*>(blue_ptr) = float_to_u8(blue);
+ if (write_alpha)
+ *reinterpret_cast<GLubyte*>(alpha_ptr) = float_to_u8(alpha);
+ break;
+ case GL_SHORT:
+ if (write_red)
+ *reinterpret_cast<GLshort*>(red_ptr) = float_to_i16(red);
+ if (write_green)
+ *reinterpret_cast<GLshort*>(green_ptr) = float_to_i16(green);
+ if (write_blue)
+ *reinterpret_cast<GLshort*>(blue_ptr) = float_to_i16(blue);
+ if (write_alpha)
+ *reinterpret_cast<GLshort*>(alpha_ptr) = float_to_i16(alpha);
+ break;
+ case GL_UNSIGNED_SHORT:
+ if (write_red)
+ *reinterpret_cast<GLushort*>(red_ptr) = float_to_u16(red);
+ if (write_green)
+ *reinterpret_cast<GLushort*>(green_ptr) = float_to_u16(green);
+ if (write_blue)
+ *reinterpret_cast<GLushort*>(blue_ptr) = float_to_u16(blue);
+ if (write_alpha)
+ *reinterpret_cast<GLushort*>(alpha_ptr) = float_to_u16(alpha);
+ break;
+ case GL_INT:
+ if (write_red)
+ *reinterpret_cast<GLint*>(red_ptr) = float_to_i32(red);
+ if (write_green)
+ *reinterpret_cast<GLint*>(green_ptr) = float_to_i32(green);
+ if (write_blue)
+ *reinterpret_cast<GLint*>(blue_ptr) = float_to_i32(blue);
+ if (write_alpha)
+ *reinterpret_cast<GLint*>(alpha_ptr) = float_to_i32(alpha);
+ break;
+ case GL_UNSIGNED_INT:
+ if (write_red)
+ *reinterpret_cast<GLuint*>(red_ptr) = float_to_u32(red);
+ if (write_green)
+ *reinterpret_cast<GLuint*>(green_ptr) = float_to_u32(green);
+ if (write_blue)
+ *reinterpret_cast<GLuint*>(blue_ptr) = float_to_u32(blue);
+ if (write_alpha)
+ *reinterpret_cast<GLuint*>(alpha_ptr) = float_to_u32(alpha);
+ break;
+ case GL_FLOAT:
+ if (write_red)
+ *reinterpret_cast<GLfloat*>(red_ptr) = min(max(red, 0.0f), 1.0f);
+ if (write_green)
+ *reinterpret_cast<GLfloat*>(green_ptr) = min(max(green, 0.0f), 1.0f);
+ if (write_blue)
+ *reinterpret_cast<GLfloat*>(blue_ptr) = min(max(blue, 0.0f), 1.0f);
+ if (write_alpha)
+ *reinterpret_cast<GLfloat*>(alpha_ptr) = min(max(alpha, 0.0f), 1.0f);
+ break;
+ }
+
+ out_ptr += pixel_bytes;
+ }
+
+ out_ptr += row_alignment_bytes;
+ }
+}
+
+void GLContext::gl_bind_texture(GLenum target, GLuint texture)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(target != GL_TEXTURE_1D
+ && target != GL_TEXTURE_2D
+ && target != GL_TEXTURE_3D
+ && target != GL_TEXTURE_1D_ARRAY
+ && target != GL_TEXTURE_2D_ARRAY
+ && target != GL_TEXTURE_CUBE_MAP,
+ GL_INVALID_ENUM);
+
+ // FIXME: We only support GL_TEXTURE_2D for now
+ if (target != GL_TEXTURE_2D) {
+ dbgln("gl_bind_texture(target = {:#x}): currently only GL_TEXTURE_2D is supported", target);
+ return;
+ }
+
+ RefPtr<Texture2D> texture_2d;
+
+ if (texture == 0) {
+ // Texture name 0 refers to the default texture
+ texture_2d = get_default_texture<Texture2D>(target);
+ } else {
+ // Find this texture name in our previously allocated textures
+ auto it = m_allocated_textures.find(texture);
+ if (it != m_allocated_textures.end()) {
+ auto texture_object = it->value;
+ if (!texture_object.is_null()) {
+ // Texture must have been created with the same target
+ RETURN_WITH_ERROR_IF(!texture_object->is_texture_2d(), GL_INVALID_OPERATION);
+ texture_2d = static_cast<Texture2D*>(texture_object.ptr());
+ }
+ }
+
+ // OpenGL 1.x supports binding texture names that were not previously generated by glGenTextures.
+ // If there is not an allocated texture, meaning it was not previously generated by glGenTextures,
+ // we can keep texture_object null to both allocate and bind the texture with the passed in texture name.
+ // FIXME: Later OpenGL versions such as 4.x enforce that texture names being bound were previously generated
+ // by glGenTextures.
+ if (!texture_2d) {
+ texture_2d = adopt_ref(*new Texture2D());
+ m_allocated_textures.set(texture, texture_2d);
+ }
+ }
+
+ m_active_texture_unit->set_texture_2d_target_texture(texture_2d);
+ m_sampler_config_is_dirty = true;
+}
+
+GLboolean GLContext::gl_is_texture(GLuint texture)
+{
+ RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, GL_FALSE);
+
+ if (texture == 0)
+ return GL_FALSE;
+
+ auto it = m_allocated_textures.find(texture);
+ if (it == m_allocated_textures.end())
+ return GL_FALSE;
+
+ return it->value.is_null() ? GL_FALSE : GL_TRUE;
+}
+
+void GLContext::gl_active_texture(GLenum texture)
+{
+ RETURN_WITH_ERROR_IF(texture < GL_TEXTURE0 || texture >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
+
+ m_active_texture_unit_index = texture - GL_TEXTURE0;
+ m_active_texture_unit = &m_texture_units.at(m_active_texture_unit_index);
+}
+
+void GLContext::gl_get_booleanv(GLenum pname, GLboolean* data)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto optional_parameter = get_context_parameter(pname);
+ RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM);
+ auto parameter = optional_parameter.release_value();
+
+ switch (parameter.type) {
+ case GL_BOOL:
+ *data = parameter.value.boolean_value ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_DOUBLE:
+ *data = (parameter.value.double_value == 0.0) ? GL_FALSE : GL_TRUE;
+ break;
+ case GL_INT:
+ *data = (parameter.value.integer_value == 0) ? GL_FALSE : GL_TRUE;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+}
+
+void GLContext::gl_get_doublev(GLenum pname, GLdouble* params)
+{
+ get_floating_point(pname, params);
+}
+
+void GLContext::gl_get_floatv(GLenum pname, GLfloat* params)
+{
+ get_floating_point(pname, params);
+}
+
+template<typename T>
+void GLContext::get_floating_point(GLenum pname, T* params)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // Handle matrix retrieval first
+ auto flatten_and_assign_matrix = [&params](FloatMatrix4x4 const& matrix) {
+ auto elements = matrix.elements();
+ for (size_t i = 0; i < 4; ++i) {
+ for (size_t j = 0; j < 4; ++j) {
+ // Return transposed matrix since OpenGL defines them as column-major
+ params[i * 4 + j] = static_cast<T>(elements[j][i]);
+ }
+ }
+ };
+ switch (pname) {
+ case GL_MODELVIEW_MATRIX:
+ flatten_and_assign_matrix(m_model_view_matrix);
+ return;
+ case GL_PROJECTION_MATRIX:
+ flatten_and_assign_matrix(m_projection_matrix);
+ return;
+ }
+
+ // Regular parameters
+ auto optional_parameter = get_context_parameter(pname);
+ RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM);
+ auto parameter = optional_parameter.release_value();
+
+ switch (parameter.type) {
+ case GL_BOOL:
+ *params = parameter.value.boolean_value ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_DOUBLE:
+ for (size_t i = 0; i < parameter.count; ++i)
+ params[i] = parameter.value.double_list[i];
+ break;
+ case GL_INT:
+ for (size_t i = 0; i < parameter.count; ++i)
+ params[i] = parameter.value.integer_list[i];
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+}
+
+void GLContext::gl_get_integerv(GLenum pname, GLint* data)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto optional_parameter = get_context_parameter(pname);
+ RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM);
+ auto parameter = optional_parameter.release_value();
+
+ switch (parameter.type) {
+ case GL_BOOL:
+ *data = parameter.value.boolean_value ? GL_TRUE : GL_FALSE;
+ break;
+ case GL_DOUBLE: {
+ double const int_range = static_cast<double>(NumericLimits<GLint>::max()) - NumericLimits<GLint>::min();
+ for (size_t i = 0; i < parameter.count; ++i) {
+ double const result_factor = (clamp(parameter.value.double_list[i], -1.0, 1.0) + 1.0) / 2.0;
+ data[i] = static_cast<GLint>(NumericLimits<GLint>::min() + result_factor * int_range);
+ }
+ break;
+ }
+ case GL_INT:
+ for (size_t i = 0; i < parameter.count; ++i)
+ data[i] = parameter.value.integer_list[i];
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+}
+
+void GLContext::gl_depth_mask(GLboolean flag)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_mask, flag);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto options = m_rasterizer.options();
+ options.enable_depth_write = (flag != GL_FALSE);
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_enable_client_state(GLenum cap)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ switch (cap) {
+ case GL_COLOR_ARRAY:
+ m_client_side_color_array_enabled = true;
+ break;
+ case GL_NORMAL_ARRAY:
+ m_client_side_normal_array_enabled = true;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ m_client_side_texture_coord_array_enabled[m_client_active_texture] = true;
+ break;
+ case GL_VERTEX_ARRAY:
+ m_client_side_vertex_array_enabled = true;
+ break;
+ default:
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+}
+
+void GLContext::gl_disable_client_state(GLenum cap)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ switch (cap) {
+ case GL_COLOR_ARRAY:
+ m_client_side_color_array_enabled = false;
+ break;
+ case GL_NORMAL_ARRAY:
+ m_client_side_normal_array_enabled = false;
+ break;
+ case GL_TEXTURE_COORD_ARRAY:
+ m_client_side_texture_coord_array_enabled[m_client_active_texture] = false;
+ break;
+ case GL_VERTEX_ARRAY:
+ m_client_side_vertex_array_enabled = false;
+ break;
+ default:
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+}
+
+void GLContext::gl_client_active_texture(GLenum target)
+{
+ RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
+
+ m_client_active_texture = target - GL_TEXTURE0;
+}
+
+void GLContext::gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(!(size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
+
+ m_client_vertex_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
+}
+
+void GLContext::gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(!(size == 3 || size == 4), GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(type != GL_BYTE
+ && type != GL_UNSIGNED_BYTE
+ && type != GL_SHORT
+ && type != GL_UNSIGNED_SHORT
+ && type != GL_INT
+ && type != GL_UNSIGNED_INT
+ && type != GL_FLOAT
+ && type != GL_DOUBLE,
+ GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
+
+ m_client_color_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
+}
+
+void GLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(!(size == 1 || size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
+
+ auto& tex_coord_pointer = m_client_tex_coord_pointer[m_client_active_texture];
+ tex_coord_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
+}
+
+void GLContext::gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(type != GL_BYTE
+ && type != GL_SHORT
+ && type != GL_INT
+ && type != GL_FLOAT
+ && type != GL_DOUBLE,
+ GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
+
+ m_client_normal_pointer = { .size = 3, .type = type, .stride = stride, .pointer = pointer };
+}
+
+void GLContext::gl_tex_env(GLenum target, GLenum pname, GLfloat param)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_env, target, pname, param);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: We currently only support a subset of possible target values. Implement the rest!
+ RETURN_WITH_ERROR_IF(target != GL_TEXTURE_ENV, GL_INVALID_ENUM);
+
+ // FIXME: We currently only support a subset of possible pname values. Implement the rest!
+ RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_ENV_MODE, GL_INVALID_ENUM);
+
+ auto param_enum = static_cast<GLenum>(param);
+
+ switch (param_enum) {
+ case GL_MODULATE:
+ case GL_REPLACE:
+ case GL_DECAL:
+ m_active_texture_unit->set_env_mode(param_enum);
+ m_sampler_config_is_dirty = true;
+ break;
+ default:
+ // FIXME: We currently only support a subset of possible param values. Implement the rest!
+ dbgln_if(GL_DEBUG, "gl_tex_env({:#x}, {:#x}, {}): param unimplemented", target, pname, param);
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+}
+
+void GLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_arrays, mode, first, count);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
+ RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
+ || mode == GL_TRIANGLE_FAN
+ || mode == GL_TRIANGLES
+ || mode == GL_QUADS
+ || mode == GL_QUAD_STRIP
+ || mode == GL_POLYGON),
+ GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
+
+ // At least the vertex array needs to be enabled
+ if (!m_client_side_vertex_array_enabled)
+ return;
+
+ auto last = first + count;
+ gl_begin(mode);
+ for (int i = first; i < last; i++) {
+ if (m_client_side_color_array_enabled) {
+ float color[4] { 0, 0, 0, 1 };
+ read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
+ gl_color(color[0], color[1], color[2], color[3]);
+ }
+
+ for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
+ if (m_client_side_texture_coord_array_enabled[t]) {
+ float tex_coords[4] { 0, 0, 0, 0 };
+ read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
+ gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
+ }
+ }
+
+ if (m_client_side_normal_array_enabled) {
+ float normal[3];
+ read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false);
+ gl_normal(normal[0], normal[1], normal[2]);
+ }
+
+ float vertex[4] { 0, 0, 0, 1 };
+ read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
+ gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
+ }
+ gl_end();
+}
+
+void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_elements, mode, count, type, indices);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES)
+ RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP
+ || mode == GL_TRIANGLE_FAN
+ || mode == GL_TRIANGLES
+ || mode == GL_QUADS
+ || mode == GL_QUAD_STRIP
+ || mode == GL_POLYGON),
+ GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE
+ || type == GL_UNSIGNED_SHORT
+ || type == GL_UNSIGNED_INT),
+ GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE);
+
+ // At least the vertex array needs to be enabled
+ if (!m_client_side_vertex_array_enabled)
+ return;
+
+ gl_begin(mode);
+ for (int index = 0; index < count; index++) {
+ int i = 0;
+ switch (type) {
+ case GL_UNSIGNED_BYTE:
+ i = reinterpret_cast<const GLubyte*>(indices)[index];
+ break;
+ case GL_UNSIGNED_SHORT:
+ i = reinterpret_cast<const GLushort*>(indices)[index];
+ break;
+ case GL_UNSIGNED_INT:
+ i = reinterpret_cast<const GLuint*>(indices)[index];
+ break;
+ }
+
+ if (m_client_side_color_array_enabled) {
+ float color[4] { 0, 0, 0, 1 };
+ read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
+ gl_color(color[0], color[1], color[2], color[3]);
+ }
+
+ for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
+ if (m_client_side_texture_coord_array_enabled[t]) {
+ float tex_coords[4] { 0, 0, 0, 0 };
+ read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
+ gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
+ }
+ }
+
+ if (m_client_side_normal_array_enabled) {
+ float normal[3];
+ read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false);
+ gl_normal(normal[0], normal[1], normal[2]);
+ }
+
+ float vertex[4] { 0, 0, 0, 1 };
+ read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
+ gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
+ }
+ gl_end();
+}
+
+void GLContext::gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_pixels, width, height, format, type, data);
+
+ RETURN_WITH_ERROR_IF(format < GL_COLOR_INDEX || format > GL_BGRA, GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF((type < GL_BYTE || type > GL_FLOAT)
+ && (type < GL_UNSIGNED_BYTE_3_3_2 || type > GL_UNSIGNED_INT_10_10_10_2)
+ && (type < GL_UNSIGNED_BYTE_2_3_3_REV || type > GL_UNSIGNED_INT_2_10_10_10_REV),
+ GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(type == GL_BITMAP && !(format == GL_COLOR_INDEX || format == GL_STENCIL_INDEX), GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
+
+ // FIXME: GL_INVALID_OPERATION is generated if format is GL_STENCIL_INDEX and there is no stencil buffer
+ // FIXME: GL_INVALID_OPERATION is generated if format is GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA,
+ // GL_BGR, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA, and the GL is in color index mode
+
+ RETURN_WITH_ERROR_IF(format != GL_RGB
+ && (type == GL_UNSIGNED_BYTE_3_3_2
+ || type == GL_UNSIGNED_BYTE_2_3_3_REV
+ || type == GL_UNSIGNED_SHORT_5_6_5
+ || type == GL_UNSIGNED_SHORT_5_6_5_REV),
+ GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(!(format == GL_RGBA || format == GL_BGRA)
+ && (type == GL_UNSIGNED_SHORT_4_4_4_4
+ || type == GL_UNSIGNED_SHORT_4_4_4_4_REV
+ || type == GL_UNSIGNED_SHORT_5_5_5_1
+ || type == GL_UNSIGNED_SHORT_1_5_5_5_REV
+ || type == GL_UNSIGNED_INT_8_8_8_8
+ || type == GL_UNSIGNED_INT_8_8_8_8_REV
+ || type == GL_UNSIGNED_INT_10_10_10_2
+ || type == GL_UNSIGNED_INT_2_10_10_10_REV),
+ GL_INVALID_OPERATION);
+
+ // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
+ // target and the buffer object's data store is currently mapped.
+ // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
+ // target and the data would be unpacked from the buffer object such that the memory reads required would
+ // exceed the data store size.
+ // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER
+ // target and data is not evenly divisible into the number of bytes needed to store in memory a datum
+ // indicated by type.
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: we only support RGBA + UNSIGNED_BYTE and DEPTH_COMPONENT + UNSIGNED_SHORT, implement all combinations!
+ if (!((format == GL_RGBA && type == GL_UNSIGNED_BYTE) || (format == GL_DEPTH_COMPONENT && type == GL_UNSIGNED_SHORT))) {
+ dbgln_if(GL_DEBUG, "gl_draw_pixels(): support for format {:#x} and/or type {:#x} not implemented", format, type);
+ return;
+ }
+
+ // FIXME: implement support for pixel parameters such as GL_UNPACK_ALIGNMENT
+
+ if (format == GL_RGBA) {
+ auto bitmap_or_error = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, { width, height });
+ RETURN_WITH_ERROR_IF(bitmap_or_error.is_error(), GL_OUT_OF_MEMORY);
+ auto bitmap = bitmap_or_error.release_value();
+
+ auto pixel_data = static_cast<u32 const*>(data);
+ for (int y = 0; y < height; ++y)
+ for (int x = 0; x < width; ++x)
+ bitmap->set_pixel(x, y, Color::from_argb(*(pixel_data++)));
+
+ m_rasterizer.blit_to_color_buffer_at_raster_position(bitmap);
+ } else if (format == GL_DEPTH_COMPONENT) {
+ Vector<float> depth_values;
+ depth_values.ensure_capacity(width * height);
+
+ auto depth_data = static_cast<u16 const*>(data);
+ for (int y = 0; y < height; ++y) {
+ for (int x = 0; x < width; ++x) {
+ auto u16_value = *(depth_data++);
+ auto float_value = static_cast<float>(u16_value) / NumericLimits<u16>::max();
+ depth_values.append(float_value);
+ }
+ }
+
+ m_rasterizer.blit_to_depth_buffer_at_raster_position(depth_values, width, height);
+ } else {
+ VERIFY_NOT_REACHED();
+ }
+}
+
+void GLContext::gl_depth_range(GLdouble min, GLdouble max)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_range, min, max);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto options = m_rasterizer.options();
+ options.depth_min = clamp<float>(min, 0.f, 1.f);
+ options.depth_max = clamp<float>(max, 0.f, 1.f);
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_depth_func(GLenum func)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_func, func);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(!(func == GL_NEVER
+ || func == GL_LESS
+ || func == GL_EQUAL
+ || func == GL_LEQUAL
+ || func == GL_GREATER
+ || func == GL_NOTEQUAL
+ || func == GL_GEQUAL
+ || func == GL_ALWAYS),
+ GL_INVALID_ENUM);
+
+ auto options = m_rasterizer.options();
+
+ switch (func) {
+ case GL_NEVER:
+ options.depth_func = SoftGPU::DepthTestFunction::Never;
+ break;
+ case GL_ALWAYS:
+ options.depth_func = SoftGPU::DepthTestFunction::Always;
+ break;
+ case GL_LESS:
+ options.depth_func = SoftGPU::DepthTestFunction::Less;
+ break;
+ case GL_LEQUAL:
+ options.depth_func = SoftGPU::DepthTestFunction::LessOrEqual;
+ break;
+ case GL_EQUAL:
+ options.depth_func = SoftGPU::DepthTestFunction::Equal;
+ break;
+ case GL_NOTEQUAL:
+ options.depth_func = SoftGPU::DepthTestFunction::NotEqual;
+ break;
+ case GL_GEQUAL:
+ options.depth_func = SoftGPU::DepthTestFunction::GreaterOrEqual;
+ break;
+ case GL_GREATER:
+ options.depth_func = SoftGPU::DepthTestFunction::Greater;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_rasterizer.set_options(options);
+}
+
+// General helper function to read arbitrary vertex attribute data into a float array
+void GLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements, bool normalize)
+{
+ auto byte_ptr = reinterpret_cast<const char*>(attrib.pointer);
+ size_t stride = attrib.stride;
+
+ switch (attrib.type) {
+ case GL_BYTE: {
+ if (stride == 0)
+ stride = sizeof(GLbyte) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++) {
+ elements[i] = *(reinterpret_cast<const GLbyte*>(byte_ptr + stride * index) + i);
+ if (normalize)
+ elements[i] /= 0x80;
+ }
+ break;
+ }
+ case GL_UNSIGNED_BYTE: {
+ if (stride == 0)
+ stride = sizeof(GLubyte) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++) {
+ elements[i] = *(reinterpret_cast<const GLubyte*>(byte_ptr + stride * index) + i);
+ if (normalize)
+ elements[i] /= 0xff;
+ }
+ break;
+ }
+ case GL_SHORT: {
+ if (stride == 0)
+ stride = sizeof(GLshort) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++) {
+ elements[i] = *(reinterpret_cast<const GLshort*>(byte_ptr + stride * index) + i);
+ if (normalize)
+ elements[i] /= 0x8000;
+ }
+ break;
+ }
+ case GL_UNSIGNED_SHORT: {
+ if (stride == 0)
+ stride = sizeof(GLushort) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++) {
+ elements[i] = *(reinterpret_cast<const GLushort*>(byte_ptr + stride * index) + i);
+ if (normalize)
+ elements[i] /= 0xffff;
+ }
+ break;
+ }
+ case GL_INT: {
+ if (stride == 0)
+ stride = sizeof(GLint) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++) {
+ elements[i] = *(reinterpret_cast<const GLint*>(byte_ptr + stride * index) + i);
+ if (normalize)
+ elements[i] /= 0x80000000;
+ }
+ break;
+ }
+ case GL_UNSIGNED_INT: {
+ if (stride == 0)
+ stride = sizeof(GLuint) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++) {
+ elements[i] = *(reinterpret_cast<const GLuint*>(byte_ptr + stride * index) + i);
+ if (normalize)
+ elements[i] /= 0xffffffff;
+ }
+ break;
+ }
+ case GL_FLOAT: {
+ if (stride == 0)
+ stride = sizeof(GLfloat) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++)
+ elements[i] = *(reinterpret_cast<const GLfloat*>(byte_ptr + stride * index) + i);
+ break;
+ }
+ case GL_DOUBLE: {
+ if (stride == 0)
+ stride = sizeof(GLdouble) * attrib.size;
+
+ for (int i = 0; i < attrib.size; i++)
+ elements[i] = static_cast<float>(*(reinterpret_cast<const GLdouble*>(byte_ptr + stride * index) + i));
+ break;
+ }
+ }
+}
+
+void GLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
+{
+ auto options = m_rasterizer.options();
+ auto mask = options.color_mask;
+
+ if (!red)
+ mask &= ~0x000000ff;
+ else
+ mask |= 0x000000ff;
+
+ if (!green)
+ mask &= ~0x0000ff00;
+ else
+ mask |= 0x0000ff00;
+
+ if (!blue)
+ mask &= ~0x00ff0000;
+ else
+ mask |= 0x00ff0000;
+
+ if (!alpha)
+ mask &= ~0xff000000;
+ else
+ mask |= 0xff000000;
+
+ options.color_mask = mask;
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_polygon_mode(GLenum face, GLenum mode)
+{
+ RETURN_WITH_ERROR_IF(!(face == GL_BACK || face == GL_FRONT || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(mode == GL_POINT || mode == GL_LINE || mode == GL_FILL), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto options = m_rasterizer.options();
+
+ // FIXME: This must support different polygon modes for front- and backside
+ if (face == GL_BACK) {
+ dbgln_if(GL_DEBUG, "gl_polygon_mode(GL_BACK, {:#x}): unimplemented", mode);
+ return;
+ }
+
+ auto map_mode = [](GLenum mode) -> SoftGPU::PolygonMode {
+ switch (mode) {
+ case GL_FILL:
+ return SoftGPU::PolygonMode::Fill;
+ case GL_LINE:
+ return SoftGPU::PolygonMode::Line;
+ case GL_POINT:
+ return SoftGPU::PolygonMode::Point;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+ };
+
+ options.polygon_mode = map_mode(mode);
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_polygon_offset(GLfloat factor, GLfloat units)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_polygon_offset, factor, units);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto rasterizer_options = m_rasterizer.options();
+ rasterizer_options.depth_offset_factor = factor;
+ rasterizer_options.depth_offset_constant = units;
+ m_rasterizer.set_options(rasterizer_options);
+}
+
+void GLContext::gl_fogfv(GLenum pname, GLfloat* params)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogfv, pname, params);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ auto options = m_rasterizer.options();
+
+ switch (pname) {
+ case GL_FOG_COLOR:
+ options.fog_color = { params[0], params[1], params[2], params[3] };
+ break;
+ default:
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_fogf(GLenum pname, GLfloat param)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogf, pname, param);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(param < 0.0f, GL_INVALID_VALUE);
+
+ auto options = m_rasterizer.options();
+
+ switch (pname) {
+ case GL_FOG_DENSITY:
+ options.fog_density = param;
+ break;
+ case GL_FOG_END:
+ options.fog_end = param;
+ break;
+ case GL_FOG_START:
+ options.fog_start = param;
+ break;
+ default:
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_fogi(GLenum pname, GLint param)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogi, pname, param);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(param != GL_LINEAR && param != GL_EXP && param != GL_EXP2, GL_INVALID_ENUM);
+
+ auto options = m_rasterizer.options();
+
+ switch (pname) {
+ case GL_FOG_MODE:
+ switch (param) {
+ case GL_LINEAR:
+ options.fog_mode = SoftGPU::FogMode::Linear;
+ break;
+ case GL_EXP:
+ options.fog_mode = SoftGPU::FogMode::Exp;
+ break;
+ case GL_EXP2:
+ options.fog_mode = SoftGPU::FogMode::Exp2;
+ break;
+ }
+ break;
+ default:
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ }
+
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_pixel_storei(GLenum pname, GLint param)
+{
+ // FIXME: Implement missing parameters
+ switch (pname) {
+ case GL_PACK_ALIGNMENT:
+ RETURN_WITH_ERROR_IF(param != 1 && param != 2 && param != 4 && param != 8, GL_INVALID_VALUE);
+ m_pack_alignment = param;
+ break;
+ case GL_UNPACK_ROW_LENGTH:
+ RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE);
+ m_unpack_row_length = static_cast<size_t>(param);
+ break;
+ case GL_UNPACK_ALIGNMENT:
+ RETURN_WITH_ERROR_IF(param != 1 && param != 2 && param != 4 && param != 8, GL_INVALID_VALUE);
+ m_unpack_alignment = param;
+ break;
+ default:
+ RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
+ break;
+ }
+}
+
+void GLContext::gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scissor, x, y, width, height);
+ RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
+
+ auto options = m_rasterizer.options();
+ options.scissor_box = { x, y, width, height };
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_func_separate, face, func, ref, mask);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+
+ RETURN_WITH_ERROR_IF(!(func == GL_NEVER
+ || func == GL_LESS
+ || func == GL_LEQUAL
+ || func == GL_GREATER
+ || func == GL_GEQUAL
+ || func == GL_EQUAL
+ || func == GL_NOTEQUAL
+ || func == GL_ALWAYS),
+ GL_INVALID_ENUM);
+
+ ref = clamp(ref, 0, (1 << m_device_info.stencil_bits) - 1);
+
+ StencilFunctionOptions new_options = { func, ref, mask };
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ m_stencil_function[Face::Front] = new_options;
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ m_stencil_function[Face::Back] = new_options;
+
+ m_stencil_configuration_dirty = true;
+}
+
+void GLContext::gl_stencil_mask_separate(GLenum face, GLuint mask)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_mask_separate, face, mask);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ m_stencil_operation[Face::Front].write_mask = mask;
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ m_stencil_operation[Face::Back].write_mask = mask;
+
+ m_stencil_configuration_dirty = true;
+}
+
+void GLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_op_separate, face, sfail, dpfail, dppass);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+
+ auto is_valid_op = [](GLenum op) -> bool {
+ return op == GL_KEEP || op == GL_ZERO || op == GL_REPLACE || op == GL_INCR || op == GL_INCR_WRAP
+ || op == GL_DECR || op == GL_DECR_WRAP || op == GL_INVERT;
+ };
+ RETURN_WITH_ERROR_IF(!is_valid_op(sfail), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!is_valid_op(dpfail), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!is_valid_op(dppass), GL_INVALID_ENUM);
+
+ auto update_stencil_operation = [&](Face face, GLenum sfail, GLenum dpfail, GLenum dppass) {
+ auto& stencil_operation = m_stencil_operation[face];
+ stencil_operation.op_fail = sfail;
+ stencil_operation.op_depth_fail = dpfail;
+ stencil_operation.op_pass = dppass;
+ };
+ if (face == GL_FRONT || face == GL_FRONT_AND_BACK)
+ update_stencil_operation(Face::Front, sfail, dpfail, dppass);
+ if (face == GL_BACK || face == GL_FRONT_AND_BACK)
+ update_stencil_operation(Face::Back, sfail, dpfail, dppass);
+
+ m_stencil_configuration_dirty = true;
+}
+
+void GLContext::gl_normal(GLfloat nx, GLfloat ny, GLfloat nz)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_normal, nx, ny, nz);
+
+ m_current_vertex_normal = { nx, ny, nz };
+}
+
+void GLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_raster_pos, x, y, z, w);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ m_rasterizer.set_raster_position({ x, y, z, w }, m_model_view_matrix, m_projection_matrix);
+}
+
+void GLContext::gl_line_width(GLfloat width)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_line_width, width);
+
+ RETURN_WITH_ERROR_IF(width <= 0, GL_INVALID_VALUE);
+
+ m_line_width = width;
+}
+
+void GLContext::gl_push_attrib(GLbitfield mask)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_attrib, mask);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: implement
+ dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_push_attrib({})", mask);
+}
+
+void GLContext::gl_pop_attrib()
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_attrib);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: implement
+ dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_pop_attrib()");
+}
+
+void GLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_light_model, pname, x, y, z, w);
+
+ RETURN_WITH_ERROR_IF(pname != GL_LIGHT_MODEL_LOCAL_VIEWER
+ && pname != GL_LIGHT_MODEL_TWO_SIDE
+ && pname != GL_LIGHT_MODEL_AMBIENT,
+ GL_INVALID_ENUM);
+
+ auto lighting_params = m_rasterizer.light_model();
+ bool update_lighting_model = false;
+
+ switch (pname) {
+ case GL_LIGHT_MODEL_AMBIENT:
+ lighting_params.scene_ambient_color = { x, y, z, w };
+ update_lighting_model = true;
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ VERIFY(y == 0.0f && z == 0.0f && w == 0.0f);
+ lighting_params.two_sided_lighting = x;
+ update_lighting_model = true;
+ break;
+ case GL_LIGHT_MODEL_LOCAL_VIEWER:
+ // 0 means the viewer is at infinity
+ // 1 means they're in local (eye) space
+ lighting_params.viewer_at_infinity = (x != 1.0f);
+ update_lighting_model = true;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ if (update_lighting_model)
+ m_rasterizer.set_light_model_params(lighting_params);
+}
+
+void GLContext::gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_bitmap, width, height, xorig, yorig, xmove, ymove, bitmap);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ if (bitmap != nullptr) {
+ // FIXME: implement
+ dbgln_if(GL_DEBUG, "gl_bitmap({}, {}, {}, {}, {}, {}, {}): unimplemented", width, height, xorig, yorig, xmove, ymove, bitmap);
+ }
+
+ auto raster_position = m_rasterizer.raster_position();
+ raster_position.window_coordinates += { xmove, ymove, 0.f, 0.f };
+ m_rasterizer.set_raster_position(raster_position);
+}
+
+void GLContext::gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_copy_tex_image_2d, target, level, internalformat, x, y, width, height, border);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: implement
+ dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_copy_tex_image_2d({:#x}, {}, {:#x}, {}, {}, {}, {}, {})",
+ target, level, internalformat, x, y, width, height, border);
+}
+
+void GLContext::gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params)
+{
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ // FIXME: support targets other than GL_TEXTURE_2D
+ RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
+ // FIXME: support other parameter names
+ RETURN_WITH_ERROR_IF(pname < GL_TEXTURE_WIDTH || pname > GL_TEXTURE_HEIGHT, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
+ // FIXME: GL_INVALID_VALUE is generated if target is GL_TEXTURE_BUFFER and level is not zero
+ // FIXME: GL_INVALID_OPERATION is generated if GL_TEXTURE_COMPRESSED_IMAGE_SIZE is queried on texture images with an uncompressed internal format or on proxy targets
+
+ VERIFY(!m_active_texture_unit->texture_2d_target_texture().is_null());
+ auto const texture_2d = m_active_texture_unit->texture_2d_target_texture();
+
+ switch (pname) {
+ case GL_TEXTURE_HEIGHT:
+ *params = texture_2d->height_at_lod(level);
+ break;
+ case GL_TEXTURE_WIDTH:
+ *params = texture_2d->width_at_lod(level);
+ break;
+ }
+}
+
+void GLContext::gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rect, x1, y1, x2, y2);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ gl_begin(GL_POLYGON);
+ gl_vertex(x1, y1, 0.0, 0.0);
+ gl_vertex(x2, y1, 0.0, 0.0);
+ gl_vertex(x2, y2, 0.0, 0.0);
+ gl_vertex(x1, y2, 0.0, 0.0);
+ gl_end();
+}
+
+void GLContext::gl_tex_gen(GLenum coord, GLenum pname, GLint param)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen, coord, pname, param);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR
+ && param != GL_OBJECT_LINEAR
+ && param != GL_SPHERE_MAP
+ && param != GL_NORMAL_MAP
+ && param != GL_REFLECTION_MAP,
+ GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM);
+
+ GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S);
+ texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param;
+ m_texcoord_generation_dirty = true;
+}
+
+void GLContext::gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen_floatv, coord, pname, params);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE
+ && pname != GL_OBJECT_PLANE
+ && pname != GL_EYE_PLANE,
+ GL_INVALID_ENUM);
+
+ GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S);
+
+ switch (pname) {
+ case GL_TEXTURE_GEN_MODE: {
+ auto param = static_cast<GLenum>(params[0]);
+ RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR
+ && param != GL_OBJECT_LINEAR
+ && param != GL_SPHERE_MAP
+ && param != GL_NORMAL_MAP
+ && param != GL_REFLECTION_MAP,
+ GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM);
+
+ texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param;
+ break;
+ }
+ case GL_OBJECT_PLANE:
+ texture_coordinate_generation(m_active_texture_unit_index, capability).object_plane_coefficients = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_EYE_PLANE: {
+ auto const& inverse_model_view = m_model_view_matrix.inverse();
+ auto input_coefficients = FloatVector4 { params[0], params[1], params[2], params[3] };
+
+ // Note: we are allowed to store transformed coefficients here, according to the documentation on
+ // `glGetTexGen`:
+ //
+ // "The returned values are those maintained in eye coordinates. They are not equal to the values
+ // specified using glTexGen, unless the modelview matrix was identity when glTexGen was called."
+
+ texture_coordinate_generation(m_active_texture_unit_index, capability).eye_plane_coefficients = inverse_model_view * input_coefficients;
+ break;
+ }
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_texcoord_generation_dirty = true;
+}
+
+void GLContext::present()
+{
+ m_rasterizer.blit_color_buffer_to(*m_frontbuffer);
+}
+
+void GLContext::sync_device_config()
+{
+ sync_device_sampler_config();
+ sync_device_texcoord_config();
+ sync_light_state();
+ sync_stencil_configuration();
+}
+
+void GLContext::sync_device_sampler_config()
+{
+ if (!m_sampler_config_is_dirty)
+ return;
+
+ m_sampler_config_is_dirty = false;
+
+ for (unsigned i = 0; i < m_texture_units.size(); ++i) {
+ auto const& texture_unit = m_texture_units[i];
+
+ if (!texture_unit.texture_2d_enabled())
+ continue;
+
+ SoftGPU::SamplerConfig config;
+
+ auto texture_2d = texture_unit.texture_2d_target_texture();
+ if (texture_2d.is_null()) {
+ config.bound_image = nullptr;
+ m_rasterizer.set_sampler_config(i, config);
+ continue;
+ }
+
+ config.bound_image = texture_2d->device_image();
+
+ auto const& sampler = texture_2d->sampler();
+
+ switch (sampler.min_filter()) {
+ case GL_NEAREST:
+ config.texture_min_filter = SoftGPU::TextureFilter::Nearest;
+ config.mipmap_filter = SoftGPU::MipMapFilter::None;
+ break;
+ case GL_LINEAR:
+ config.texture_min_filter = SoftGPU::TextureFilter::Linear;
+ config.mipmap_filter = SoftGPU::MipMapFilter::None;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ config.texture_min_filter = SoftGPU::TextureFilter::Nearest;
+ config.mipmap_filter = SoftGPU::MipMapFilter::Nearest;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ config.texture_min_filter = SoftGPU::TextureFilter::Linear;
+ config.mipmap_filter = SoftGPU::MipMapFilter::Nearest;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ config.texture_min_filter = SoftGPU::TextureFilter::Nearest;
+ config.mipmap_filter = SoftGPU::MipMapFilter::Linear;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ config.texture_min_filter = SoftGPU::TextureFilter::Linear;
+ config.mipmap_filter = SoftGPU::MipMapFilter::Linear;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (sampler.mag_filter()) {
+ case GL_NEAREST:
+ config.texture_mag_filter = SoftGPU::TextureFilter::Nearest;
+ break;
+ case GL_LINEAR:
+ config.texture_mag_filter = SoftGPU::TextureFilter::Linear;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (sampler.wrap_s_mode()) {
+ case GL_CLAMP:
+ config.texture_wrap_u = SoftGPU::TextureWrapMode::Clamp;
+ break;
+ case GL_CLAMP_TO_BORDER:
+ config.texture_wrap_u = SoftGPU::TextureWrapMode::ClampToBorder;
+ break;
+ case GL_CLAMP_TO_EDGE:
+ config.texture_wrap_u = SoftGPU::TextureWrapMode::ClampToEdge;
+ break;
+ case GL_REPEAT:
+ config.texture_wrap_u = SoftGPU::TextureWrapMode::Repeat;
+ break;
+ case GL_MIRRORED_REPEAT:
+ config.texture_wrap_u = SoftGPU::TextureWrapMode::MirroredRepeat;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (sampler.wrap_t_mode()) {
+ case GL_CLAMP:
+ config.texture_wrap_v = SoftGPU::TextureWrapMode::Clamp;
+ break;
+ case GL_CLAMP_TO_BORDER:
+ config.texture_wrap_v = SoftGPU::TextureWrapMode::ClampToBorder;
+ break;
+ case GL_CLAMP_TO_EDGE:
+ config.texture_wrap_v = SoftGPU::TextureWrapMode::ClampToEdge;
+ break;
+ case GL_REPEAT:
+ config.texture_wrap_v = SoftGPU::TextureWrapMode::Repeat;
+ break;
+ case GL_MIRRORED_REPEAT:
+ config.texture_wrap_v = SoftGPU::TextureWrapMode::MirroredRepeat;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (texture_unit.env_mode()) {
+ case GL_MODULATE:
+ config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Modulate;
+ break;
+ case GL_REPLACE:
+ config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Replace;
+ break;
+ case GL_DECAL:
+ config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Decal;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_rasterizer.set_sampler_config(i, config);
+ }
+}
+
+void GLContext::sync_light_state()
+{
+ if (!m_light_state_is_dirty)
+ return;
+
+ m_light_state_is_dirty = false;
+
+ auto options = m_rasterizer.options();
+ options.color_material_enabled = m_color_material_enabled;
+ switch (m_color_material_face) {
+ case GL_BACK:
+ options.color_material_face = SoftGPU::ColorMaterialFace::Back;
+ break;
+ case GL_FRONT:
+ options.color_material_face = SoftGPU::ColorMaterialFace::Front;
+ break;
+ case GL_FRONT_AND_BACK:
+ options.color_material_face = SoftGPU::ColorMaterialFace::FrontAndBack;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+ switch (m_color_material_mode) {
+ case GL_AMBIENT:
+ options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient;
+ break;
+ case GL_AMBIENT_AND_DIFFUSE:
+ options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient;
+ options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse;
+ break;
+ case GL_DIFFUSE:
+ options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse;
+ break;
+ case GL_EMISSION:
+ options.color_material_mode = SoftGPU::ColorMaterialMode::Emissive;
+ break;
+ case GL_SPECULAR:
+ options.color_material_mode = SoftGPU::ColorMaterialMode::Specular;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+ m_rasterizer.set_options(options);
+
+ for (auto light_id = 0u; light_id < SoftGPU::NUM_LIGHTS; light_id++) {
+ auto const& current_light_state = m_light_states.at(light_id);
+ m_rasterizer.set_light_state(light_id, current_light_state);
+ }
+
+ m_rasterizer.set_material_state(SoftGPU::Face::Front, m_material_states[Face::Front]);
+ m_rasterizer.set_material_state(SoftGPU::Face::Back, m_material_states[Face::Back]);
+}
+
+void GLContext::sync_device_texcoord_config()
+{
+ if (!m_texcoord_generation_dirty)
+ return;
+ m_texcoord_generation_dirty = false;
+
+ auto options = m_rasterizer.options();
+
+ for (size_t i = 0; i < m_device_info.num_texture_units; ++i) {
+
+ u8 enabled_coordinates = SoftGPU::TexCoordGenerationCoordinate::None;
+ for (GLenum capability = GL_TEXTURE_GEN_S; capability <= GL_TEXTURE_GEN_Q; ++capability) {
+ auto const context_coordinate_config = texture_coordinate_generation(i, capability);
+ if (!context_coordinate_config.enabled)
+ continue;
+
+ SoftGPU::TexCoordGenerationConfig* texcoord_generation_config;
+ switch (capability) {
+ case GL_TEXTURE_GEN_S:
+ enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::S;
+ texcoord_generation_config = &options.texcoord_generation_config[i][0];
+ break;
+ case GL_TEXTURE_GEN_T:
+ enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::T;
+ texcoord_generation_config = &options.texcoord_generation_config[i][1];
+ break;
+ case GL_TEXTURE_GEN_R:
+ enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::R;
+ texcoord_generation_config = &options.texcoord_generation_config[i][2];
+ break;
+ case GL_TEXTURE_GEN_Q:
+ enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::Q;
+ texcoord_generation_config = &options.texcoord_generation_config[i][3];
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (context_coordinate_config.generation_mode) {
+ case GL_OBJECT_LINEAR:
+ texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::ObjectLinear;
+ texcoord_generation_config->coefficients = context_coordinate_config.object_plane_coefficients;
+ break;
+ case GL_EYE_LINEAR:
+ texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::EyeLinear;
+ texcoord_generation_config->coefficients = context_coordinate_config.eye_plane_coefficients;
+ break;
+ case GL_SPHERE_MAP:
+ texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::SphereMap;
+ break;
+ case GL_REFLECTION_MAP:
+ texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::ReflectionMap;
+ break;
+ case GL_NORMAL_MAP:
+ texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::NormalMap;
+ break;
+ }
+ }
+ options.texcoord_generation_enabled_coordinates[i] = enabled_coordinates;
+ }
+
+ m_rasterizer.set_options(options);
+}
+
+void GLContext::sync_stencil_configuration()
+{
+ if (!m_stencil_configuration_dirty)
+ return;
+ m_stencil_configuration_dirty = false;
+
+ auto set_device_stencil = [&](SoftGPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
+ SoftGPU::StencilConfiguration device_configuration;
+
+ // Stencil test function
+ auto map_func = [](GLenum func) -> SoftGPU::StencilTestFunction {
+ switch (func) {
+ case GL_ALWAYS:
+ return SoftGPU::StencilTestFunction::Always;
+ case GL_EQUAL:
+ return SoftGPU::StencilTestFunction::Equal;
+ case GL_GEQUAL:
+ return SoftGPU::StencilTestFunction::GreaterOrEqual;
+ case GL_GREATER:
+ return SoftGPU::StencilTestFunction::Greater;
+ case GL_LESS:
+ return SoftGPU::StencilTestFunction::Less;
+ case GL_LEQUAL:
+ return SoftGPU::StencilTestFunction::LessOrEqual;
+ case GL_NEVER:
+ return SoftGPU::StencilTestFunction::Never;
+ case GL_NOTEQUAL:
+ return SoftGPU::StencilTestFunction::NotEqual;
+ }
+ VERIFY_NOT_REACHED();
+ };
+ device_configuration.test_function = map_func(func.func);
+ device_configuration.reference_value = func.reference_value;
+ device_configuration.test_mask = func.mask;
+
+ // Stencil operation
+ auto map_operation = [](GLenum operation) -> SoftGPU::StencilOperation {
+ switch (operation) {
+ case GL_DECR:
+ return SoftGPU::StencilOperation::Decrement;
+ case GL_DECR_WRAP:
+ return SoftGPU::StencilOperation::DecrementWrap;
+ case GL_INCR:
+ return SoftGPU::StencilOperation::Increment;
+ case GL_INCR_WRAP:
+ return SoftGPU::StencilOperation::IncrementWrap;
+ case GL_INVERT:
+ return SoftGPU::StencilOperation::Invert;
+ case GL_KEEP:
+ return SoftGPU::StencilOperation::Keep;
+ case GL_REPLACE:
+ return SoftGPU::StencilOperation::Replace;
+ case GL_ZERO:
+ return SoftGPU::StencilOperation::Zero;
+ }
+ VERIFY_NOT_REACHED();
+ };
+ device_configuration.on_stencil_test_fail = map_operation(op.op_fail);
+ device_configuration.on_depth_test_fail = map_operation(op.op_depth_fail);
+ device_configuration.on_pass = map_operation(op.op_pass);
+ device_configuration.write_mask = op.write_mask;
+
+ m_rasterizer.set_stencil_configuration(face, device_configuration);
+ };
+ set_device_stencil(SoftGPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
+ set_device_stencil(SoftGPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);
+}
+
+void GLContext::build_extension_string()
+{
+ Vector<StringView> extensions;
+
+ // FIXME: npot texture support became a required core feature starting with OpenGL 2.0 (https://www.khronos.org/opengl/wiki/NPOT_Texture)
+ // Ideally we would verify if the selected device adheres to the requested OpenGL context version before context creation
+ // and refuse to create a context if it doesn't.
+ if (m_device_info.supports_npot_textures)
+ extensions.append("GL_ARB_texture_non_power_of_two");
+
+ if (m_device_info.num_texture_units > 1)
+ extensions.append("GL_ARB_multitexture");
+
+ m_extensions = String::join(" ", extensions);
+}
+
+void GLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param);
+
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname != GL_SPOT_EXPONENT || pname != GL_SPOT_CUTOFF), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(param < 0.f, GL_INVALID_VALUE);
+
+ auto& light_state = m_light_states.at(light - GL_LIGHT0);
+
+ switch (pname) {
+ case GL_CONSTANT_ATTENUATION:
+ light_state.constant_attenuation = param;
+ break;
+ case GL_LINEAR_ATTENUATION:
+ light_state.linear_attenuation = param;
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ light_state.quadratic_attenuation = param;
+ break;
+ case GL_SPOT_EXPONENT:
+ RETURN_WITH_ERROR_IF(param > 128.f, GL_INVALID_VALUE);
+ light_state.spotlight_exponent = param;
+ break;
+ case GL_SPOT_CUTOFF:
+ RETURN_WITH_ERROR_IF(param > 90.f && param != 180.f, GL_INVALID_VALUE);
+ light_state.spotlight_cutoff_angle = param;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_light_state_is_dirty = true;
+}
+
+void GLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* params)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightfv, light, pname, params);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM);
+
+ auto& light_state = m_light_states.at(light - GL_LIGHT0);
+
+ switch (pname) {
+ case GL_AMBIENT:
+ light_state.ambient_intensity = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_DIFFUSE:
+ light_state.diffuse_intensity = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_SPECULAR:
+ light_state.specular_intensity = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_POSITION:
+ light_state.position = { params[0], params[1], params[2], params[3] };
+ light_state.position = m_model_view_matrix * light_state.position;
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
+ light_state.constant_attenuation = params[0];
+ break;
+ case GL_LINEAR_ATTENUATION:
+ RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
+ light_state.linear_attenuation = params[0];
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE);
+ light_state.quadratic_attenuation = params[0];
+ break;
+ case GL_SPOT_EXPONENT: {
+ auto exponent = params[0];
+ RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
+ light_state.spotlight_exponent = exponent;
+ break;
+ }
+ case GL_SPOT_CUTOFF: {
+ auto cutoff = params[0];
+ RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
+ light_state.spotlight_cutoff_angle = cutoff;
+ break;
+ }
+ case GL_SPOT_DIRECTION: {
+ FloatVector4 direction_vector = { params[0], params[1], params[2], 0.f };
+ direction_vector = m_model_view_matrix * direction_vector;
+ light_state.spotlight_direction = direction_vector.xyz();
+ break;
+ }
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_light_state_is_dirty = true;
+}
+
+void GLContext::gl_lightiv(GLenum light, GLenum pname, GLint const* params)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightiv, light, pname, params);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM);
+
+ auto& light_state = m_light_states[light - GL_LIGHT0];
+
+ auto const to_float_vector = [](GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
+ return FloatVector4(x, y, z, w);
+ };
+
+ switch (pname) {
+ case GL_AMBIENT:
+ light_state.ambient_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
+ break;
+ case GL_DIFFUSE:
+ light_state.diffuse_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
+ break;
+ case GL_SPECULAR:
+ light_state.specular_intensity = to_float_vector(params[0], params[1], params[2], params[3]);
+ break;
+ case GL_POSITION:
+ light_state.position = to_float_vector(params[0], params[1], params[2], params[3]);
+ light_state.position = m_model_view_matrix * light_state.position;
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
+ light_state.constant_attenuation = static_cast<float>(params[0]);
+ break;
+ case GL_LINEAR_ATTENUATION:
+ RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
+ light_state.linear_attenuation = static_cast<float>(params[0]);
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE);
+ light_state.quadratic_attenuation = static_cast<float>(params[0]);
+ break;
+ case GL_SPOT_EXPONENT: {
+ auto exponent = static_cast<float>(params[0]);
+ RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE);
+ light_state.spotlight_exponent = exponent;
+ break;
+ }
+ case GL_SPOT_CUTOFF: {
+ auto cutoff = static_cast<float>(params[0]);
+ RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE);
+ light_state.spotlight_cutoff_angle = cutoff;
+ break;
+ }
+ case GL_SPOT_DIRECTION: {
+ auto direction_vector = to_float_vector(params[0], params[1], params[2], 0.0f);
+ direction_vector = m_model_view_matrix * direction_vector;
+ light_state.spotlight_direction = direction_vector.xyz();
+ break;
+ }
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_light_state_is_dirty = true;
+}
+
+void GLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param);
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(pname != GL_SHININESS, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(param > 128.0f, GL_INVALID_VALUE);
+
+ switch (face) {
+ case GL_FRONT:
+ m_material_states[Face::Front].shininess = param;
+ break;
+ case GL_BACK:
+ m_material_states[Face::Back].shininess = param;
+ break;
+ case GL_FRONT_AND_BACK:
+ m_material_states[Face::Front].shininess = param;
+ m_material_states[Face::Back].shininess = param;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_light_state_is_dirty = true;
+}
+
+void GLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const* params)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialfv, face, pname, params);
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION || pname == GL_SHININESS || pname == GL_AMBIENT_AND_DIFFUSE), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128.0f), GL_INVALID_VALUE);
+
+ auto update_material = [](SoftGPU::Material& material, GLenum pname, GLfloat const* params) {
+ switch (pname) {
+ case GL_AMBIENT:
+ material.ambient = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_DIFFUSE:
+ material.diffuse = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_SPECULAR:
+ material.specular = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_EMISSION:
+ material.emissive = { params[0], params[1], params[2], params[3] };
+ break;
+ case GL_SHININESS:
+ material.shininess = *params;
+ break;
+ case GL_AMBIENT_AND_DIFFUSE:
+ material.ambient = { params[0], params[1], params[2], params[3] };
+ material.diffuse = { params[0], params[1], params[2], params[3] };
+ break;
+ }
+ };
+
+ switch (face) {
+ case GL_FRONT:
+ update_material(m_material_states[Face::Front], pname, params);
+ break;
+ case GL_BACK:
+ update_material(m_material_states[Face::Back], pname, params);
+ break;
+ case GL_FRONT_AND_BACK:
+ update_material(m_material_states[Face::Front], pname, params);
+ update_material(m_material_states[Face::Back], pname, params);
+ break;
+ }
+
+ m_light_state_is_dirty = true;
+}
+
+void GLContext::gl_materialiv(GLenum face, GLenum pname, GLint const* params)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialiv, face, pname, params);
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION || pname == GL_SHININESS || pname == GL_AMBIENT_AND_DIFFUSE), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128), GL_INVALID_VALUE);
+
+ auto update_material = [](SoftGPU::Material& material, GLenum pname, GLint const* params) {
+ switch (pname) {
+ case GL_AMBIENT:
+ material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
+ break;
+ case GL_DIFFUSE:
+ material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
+ break;
+ case GL_SPECULAR:
+ material.specular = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
+ break;
+ case GL_EMISSION:
+ material.emissive = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
+ break;
+ case GL_SHININESS:
+ material.shininess = static_cast<float>(params[0]);
+ break;
+ case GL_AMBIENT_AND_DIFFUSE:
+ material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
+ material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) };
+ break;
+ }
+ };
+
+ switch (face) {
+ case GL_FRONT:
+ update_material(m_material_states[Face::Front], pname, params);
+ break;
+ case GL_BACK:
+ update_material(m_material_states[Face::Back], pname, params);
+ break;
+ case GL_FRONT_AND_BACK:
+ update_material(m_material_states[Face::Front], pname, params);
+ update_material(m_material_states[Face::Back], pname, params);
+ break;
+ }
+
+ m_light_state_is_dirty = true;
+}
+
+void GLContext::gl_color_material(GLenum face, GLenum mode)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color_material, face, mode);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ RETURN_WITH_ERROR_IF(face != GL_FRONT
+ && face != GL_BACK
+ && face != GL_FRONT_AND_BACK,
+ GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(mode != GL_EMISSION
+ && mode != GL_AMBIENT
+ && mode != GL_DIFFUSE
+ && mode != GL_SPECULAR
+ && mode != GL_AMBIENT_AND_DIFFUSE,
+ GL_INVALID_ENUM);
+
+ m_color_material_face = face;
+ m_color_material_mode = mode;
+
+ m_light_state_is_dirty = true;
+}
+
+void GLContext::gl_get_light(GLenum light, GLenum pname, void* params, GLenum type)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_light, light, pname, params, type);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light > GL_LIGHT0 + m_device_info.num_lights, GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_SPOT_DIRECTION || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_CUTOFF || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION), GL_INVALID_ENUM);
+
+ if (type == GL_FLOAT)
+ get_light_param<GLfloat>(light, pname, static_cast<GLfloat*>(params));
+ else if (type == GL_INT)
+ get_light_param<GLint>(light, pname, static_cast<GLint*>(params));
+ else
+ VERIFY_NOT_REACHED();
+}
+
+template<typename T>
+void GLContext::get_light_param(GLenum light, GLenum pname, T* params)
+{
+ auto const& light_state = m_light_states[light - GL_LIGHT0];
+ switch (pname) {
+ case GL_AMBIENT:
+ params[0] = light_state.ambient_intensity.x();
+ params[1] = light_state.ambient_intensity.y();
+ params[2] = light_state.ambient_intensity.z();
+ params[3] = light_state.ambient_intensity.w();
+ break;
+ case GL_DIFFUSE:
+ params[0] = light_state.diffuse_intensity.x();
+ params[1] = light_state.diffuse_intensity.y();
+ params[2] = light_state.diffuse_intensity.z();
+ params[3] = light_state.diffuse_intensity.w();
+ break;
+ case GL_SPECULAR:
+ params[0] = light_state.specular_intensity.x();
+ params[1] = light_state.specular_intensity.y();
+ params[2] = light_state.specular_intensity.z();
+ params[3] = light_state.specular_intensity.w();
+ break;
+ case GL_SPOT_DIRECTION:
+ params[0] = light_state.spotlight_direction.x();
+ params[1] = light_state.spotlight_direction.y();
+ params[2] = light_state.spotlight_direction.z();
+ break;
+ case GL_SPOT_EXPONENT:
+ *params = light_state.spotlight_exponent;
+ break;
+ case GL_SPOT_CUTOFF:
+ *params = light_state.spotlight_cutoff_angle;
+ break;
+ case GL_CONSTANT_ATTENUATION:
+ *params = light_state.constant_attenuation;
+ break;
+ case GL_LINEAR_ATTENUATION:
+ *params = light_state.linear_attenuation;
+ break;
+ case GL_QUADRATIC_ATTENUATION:
+ *params = light_state.quadratic_attenuation;
+ break;
+ }
+}
+
+void GLContext::gl_get_material(GLenum face, GLenum pname, void* params, GLenum type)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_material, face, pname, params, type);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+ RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK), GL_INVALID_ENUM);
+
+ Face material_face = Front;
+ switch (face) {
+ case GL_FRONT:
+ material_face = Front;
+ break;
+ case GL_BACK:
+ material_face = Back;
+ break;
+ }
+
+ if (type == GL_FLOAT)
+ get_material_param<GLfloat>(material_face, pname, static_cast<GLfloat*>(params));
+ else if (type == GL_INT)
+ get_material_param<GLint>(material_face, pname, static_cast<GLint*>(params));
+ else
+ VERIFY_NOT_REACHED();
+}
+
+template<typename T>
+void GLContext::get_material_param(Face face, GLenum pname, T* params)
+{
+ auto const& material = m_material_states[face];
+ switch (pname) {
+ case GL_AMBIENT:
+ params[0] = static_cast<T>(material.ambient.x());
+ params[1] = static_cast<T>(material.ambient.y());
+ params[2] = static_cast<T>(material.ambient.z());
+ params[3] = static_cast<T>(material.ambient.w());
+ break;
+ case GL_DIFFUSE:
+ params[0] = static_cast<T>(material.diffuse.x());
+ params[1] = static_cast<T>(material.diffuse.y());
+ params[2] = static_cast<T>(material.diffuse.z());
+ params[3] = static_cast<T>(material.diffuse.w());
+ break;
+ case GL_SPECULAR:
+ params[0] = static_cast<T>(material.specular.x());
+ params[1] = static_cast<T>(material.specular.y());
+ params[2] = static_cast<T>(material.specular.z());
+ params[3] = static_cast<T>(material.specular.w());
+ break;
+ case GL_EMISSION:
+ params[0] = static_cast<T>(material.emissive.x());
+ params[1] = static_cast<T>(material.emissive.y());
+ params[2] = static_cast<T>(material.emissive.z());
+ params[3] = static_cast<T>(material.emissive.w());
+ break;
+ case GL_SHININESS:
+ *params = material.shininess;
+ break;
+ }
+}
+
NonnullOwnPtr<GLContext> create_context(Gfx::Bitmap& bitmap)
{
- auto context = make<SoftwareGLContext>(bitmap);
+ auto context = make<GLContext>(bitmap);
dbgln_if(GL_DEBUG, "GL::create_context({}) -> {:p}", bitmap.size(), context.ptr());
if (!g_gl_context)