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authorJelle Raaijmakers <jelle@gmta.nl>2022-05-01 02:30:32 +0200
committerAndreas Kling <kling@serenityos.org>2022-05-05 20:50:14 +0200
commit365fb36108b986509c38f188177755a2f971a292 (patch)
treeb30f0e616be050b8fee8cf60e93d1000c9ffae82 /Userland
parent4ace97c550c04041faf5276818e2e628bdbabdba (diff)
downloadserenity-365fb36108b986509c38f188177755a2f971a292.zip
LibGL: Split up GLContext implementation into logical units
This allows for faster rebuilds when the implementation changes.
Diffstat (limited to 'Userland')
-rw-r--r--Userland/Libraries/LibGL/CMakeLists.txt7
-rw-r--r--Userland/Libraries/LibGL/ContextParameter.cpp535
-rw-r--r--Userland/Libraries/LibGL/GLContext.cpp2514
-rw-r--r--Userland/Libraries/LibGL/GLContext.h35
-rw-r--r--Userland/Libraries/LibGL/Lighting.cpp539
-rw-r--r--Userland/Libraries/LibGL/Lists.cpp164
-rw-r--r--Userland/Libraries/LibGL/Matrix.cpp171
-rw-r--r--Userland/Libraries/LibGL/Stencil.cpp160
-rw-r--r--Userland/Libraries/LibGL/Textures.cpp666
-rw-r--r--Userland/Libraries/LibGL/Vertex.cpp336
10 files changed, 2614 insertions, 2513 deletions
diff --git a/Userland/Libraries/LibGL/CMakeLists.txt b/Userland/Libraries/LibGL/CMakeLists.txt
index b0347cbb4a..e4bfda9114 100644
--- a/Userland/Libraries/LibGL/CMakeLists.txt
+++ b/Userland/Libraries/LibGL/CMakeLists.txt
@@ -1,8 +1,15 @@
set(SOURCES
+ ContextParameter.cpp
GLAPI.cpp
GLContext.cpp
+ Matrix.cpp
+ Lighting.cpp
+ Lists.cpp
+ Stencil.cpp
Tex/NameAllocator.cpp
Tex/Texture2D.cpp
+ Textures.cpp
+ Vertex.cpp
)
serenity_lib(LibGL gl)
diff --git a/Userland/Libraries/LibGL/ContextParameter.cpp b/Userland/Libraries/LibGL/ContextParameter.cpp
new file mode 100644
index 0000000000..758760de58
--- /dev/null
+++ b/Userland/Libraries/LibGL/ContextParameter.cpp
@@ -0,0 +1,535 @@
+/*
+ * 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 <AK/Debug.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+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_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);
+}
+
+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_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_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_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);
+}
+
+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_floatv(GLenum pname, GLfloat* params)
+{
+ get_floating_point(pname, params);
+}
+
+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();
+ }
+}
+
+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;
+}
+
+}
diff --git a/Userland/Libraries/LibGL/GLContext.cpp b/Userland/Libraries/LibGL/GLContext.cpp
index 4618383689..77f70936cc 100644
--- a/Userland/Libraries/LibGL/GLContext.cpp
+++ b/Userland/Libraries/LibGL/GLContext.cpp
@@ -9,58 +9,18 @@
#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 <LibGPU/Device.h>
#include <LibGPU/Enums.h>
#include <LibGPU/ImageFormat.h>
#include <LibGfx/Bitmap.h>
-#include <LibGfx/Painter.h>
-#include <LibGfx/Vector4.h>
+#include <LibGfx/Vector3.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(RefPtr<GPU::Driver> driver, NonnullOwnPtr<GPU::Device> device, Gfx::Bitmap& frontbuffer)
: m_viewport { frontbuffer.rect() }
, m_frontbuffer { frontbuffer }
@@ -120,148 +80,6 @@ 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);
@@ -309,27 +127,6 @@ void GLContext::gl_clear_depth(GLdouble depth)
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);
@@ -385,52 +182,6 @@ void GLContext::gl_end()
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
- };
- *m_current_matrix = *m_current_matrix * frustum;
-}
-
-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
- };
- *m_current_matrix = *m_current_matrix * projection;
-}
-
GLenum GLContext::gl_get_error()
{
if (m_in_draw_state)
@@ -464,147 +215,6 @@ GLubyte* GLContext::gl_get_string(GLenum name)
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);
-
- *m_current_matrix = FloatMatrix4x4::identity();
-}
-
-void GLContext::gl_load_matrix(FloatMatrix4x4 const& 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);
-
- *m_current_matrix = matrix;
-}
-
-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;
- switch (mode) {
- case GL_MODELVIEW:
- m_current_matrix = &m_model_view_matrix;
- m_current_matrix_stack = &m_model_view_matrix_stack;
- break;
- case GL_PROJECTION:
- m_current_matrix = &m_projection_matrix;
- m_current_matrix_stack = &m_projection_matrix_stack;
- break;
- case GL_TEXTURE:
- m_current_matrix = &m_texture_matrix;
- m_current_matrix_stack = &m_texture_matrix_stack;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
-}
-
-static constexpr size_t matrix_stack_limit(GLenum matrix_mode)
-{
- switch (matrix_mode) {
- case GL_MODELVIEW:
- return MODELVIEW_MATRIX_STACK_LIMIT;
- case GL_PROJECTION:
- return PROJECTION_MATRIX_STACK_LIMIT;
- case GL_TEXTURE:
- return TEXTURE_MATRIX_STACK_LIMIT;
- }
- VERIFY_NOT_REACHED();
-}
-
-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);
- RETURN_WITH_ERROR_IF((*m_current_matrix_stack).size() >= matrix_stack_limit(m_current_matrix_mode), GL_STACK_OVERFLOW);
-
- (*m_current_matrix_stack).append(*m_current_matrix);
-}
-
-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);
- RETURN_WITH_ERROR_IF((*m_current_matrix_stack).is_empty(), GL_STACK_UNDERFLOW);
-
- *m_current_matrix = (*m_current_matrix_stack).take_last();
-}
-
-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);
-
- *m_current_matrix = *m_current_matrix * matrix;
-}
-
-void GLContext::gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat 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 = { x, y, z };
- if (axis.length() > 0.f)
- axis.normalize();
- auto rotation_mat = Gfx::rotation_matrix(axis, angle * static_cast<float>(M_PI * 2 / 360));
- *m_current_matrix = *m_current_matrix * rotation_mat;
-}
-
-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) });
- *m_current_matrix = *m_current_matrix * scale_matrix;
-}
-
-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) });
- *m_current_matrix = *m_current_matrix * translation_matrix;
-}
-
-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);
-
- GPU::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);
@@ -619,442 +229,6 @@ void GLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)
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, GLuint const* 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(GPU::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_tex_parameterfv(GLenum target, GLenum pname, GLfloat const* params)
-{
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameterfv, target, pname, params);
-
- 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_BORDER_COLOR), GL_INVALID_ENUM);
-
- // We assume GL_TEXTURE_2D (see above)
- auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
- RETURN_WITH_ERROR_IF(texture_2d.is_null(), GL_INVALID_OPERATION);
-
- switch (pname) {
- case GL_TEXTURE_BORDER_COLOR:
- texture_2d->sampler().set_border_color(params[0], params[1], params[2], params[3]);
- 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);
@@ -1082,155 +256,6 @@ void GLContext::gl_cull_face(GLenum cull_mode)
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);
@@ -1326,18 +351,6 @@ void GLContext::gl_blend_func(GLenum src_factor, GLenum dst_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);
@@ -1773,185 +786,6 @@ void GLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height,
}
}
-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);
@@ -1973,255 +807,6 @@ void GLContext::gl_clip_plane(GLenum plane, [[maybe_unused]] GLdouble const* equ
dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_clip_plane() (equation = [{} {} {} {}])", equation[0], equation[1], equation[2], equation[3]);
}
-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, void const* 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, void const* 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, void const* 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:
- case GL_ADD:
- 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);
- 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);
- 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);
- 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);
- gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
- }
- gl_end();
-}
-
-void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* 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<GLubyte const*>(indices)[index];
- break;
- case GL_UNSIGNED_SHORT:
- i = reinterpret_cast<GLushort const*>(indices)[index];
- break;
- case GL_UNSIGNED_INT:
- i = reinterpret_cast<GLuint const*>(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);
- 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);
- 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);
- 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);
- 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, void const* data)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_pixels, width, height, format, type, data);
@@ -2308,41 +893,6 @@ void GLContext::gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLe
}
}
-void GLContext::gl_array_element(GLint i)
-{
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_array_element, i);
- RETURN_WITH_ERROR_IF(i < 0, GL_INVALID_VALUE);
-
- // This is effectively the same as `gl_draw_elements`, except we only output a single
- // vertex (this is done between a `gl_begin/end` call) that is to be rendered.
- if (!m_client_side_vertex_array_enabled)
- return;
-
- 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);
- 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);
- 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);
- 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);
- gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
-}
-
void GLContext::gl_depth_range(GLdouble min, GLdouble max)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_range, min, max);
@@ -2405,99 +955,6 @@ void GLContext::gl_depth_func(GLenum func)
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)
-{
- auto byte_ptr = reinterpret_cast<char const*>(attrib.pointer);
- auto normalize = attrib.normalize;
- 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<GLbyte const*>(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<GLubyte const*>(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<GLshort const*>(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<GLushort const*>(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<GLint const*>(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<GLuint const*>(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<GLfloat const*>(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<GLdouble const*>(byte_ptr + stride * index) + i));
- break;
- }
- }
-}
-
void GLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)
{
auto options = m_rasterizer->options();
@@ -2659,7 +1116,6 @@ void GLContext::gl_pixel_storei(GLenum pname, GLint param)
break;
default:
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
- break;
}
}
@@ -2673,83 +1129,6 @@ void GLContext::gl_scissor(GLint x, GLint y, GLsizei width, GLsizei 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);
@@ -2785,44 +1164,6 @@ void GLContext::gl_pop_attrib()
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_AMBIENT
- && pname != GL_LIGHT_MODEL_COLOR_CONTROL
- && pname != GL_LIGHT_MODEL_LOCAL_VIEWER
- && pname != GL_LIGHT_MODEL_TWO_SIDE,
- GL_INVALID_ENUM);
-
- auto lighting_params = m_rasterizer->light_model();
-
- switch (pname) {
- case GL_LIGHT_MODEL_AMBIENT:
- lighting_params.scene_ambient_color = { x, y, z, w };
- break;
- case GL_LIGHT_MODEL_COLOR_CONTROL: {
- GLenum color_control = static_cast<GLenum>(x);
- RETURN_WITH_ERROR_IF(color_control != GL_SINGLE_COLOR && color_control != GL_SEPARATE_SPECULAR_COLOR, GL_INVALID_ENUM);
- lighting_params.color_control = (color_control == GL_SINGLE_COLOR) ? GPU::ColorControl::SingleColor : GPU::ColorControl::SeparateSpecularColor;
- 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);
- break;
- case GL_LIGHT_MODEL_TWO_SIDE:
- VERIFY(y == 0.0f && z == 0.0f && w == 0.0f);
- lighting_params.two_sided_lighting = x;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
-
- 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);
@@ -2838,40 +1179,6 @@ void GLContext::gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat
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);
@@ -2885,78 +1192,6 @@ void GLContext::gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2)
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);
@@ -2970,319 +1205,6 @@ void GLContext::sync_device_config()
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;
-
- GPU::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 = GPU::TextureFilter::Nearest;
- config.mipmap_filter = GPU::MipMapFilter::None;
- break;
- case GL_LINEAR:
- config.texture_min_filter = GPU::TextureFilter::Linear;
- config.mipmap_filter = GPU::MipMapFilter::None;
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- config.texture_min_filter = GPU::TextureFilter::Nearest;
- config.mipmap_filter = GPU::MipMapFilter::Nearest;
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- config.texture_min_filter = GPU::TextureFilter::Linear;
- config.mipmap_filter = GPU::MipMapFilter::Nearest;
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- config.texture_min_filter = GPU::TextureFilter::Nearest;
- config.mipmap_filter = GPU::MipMapFilter::Linear;
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- config.texture_min_filter = GPU::TextureFilter::Linear;
- config.mipmap_filter = GPU::MipMapFilter::Linear;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
-
- switch (sampler.mag_filter()) {
- case GL_NEAREST:
- config.texture_mag_filter = GPU::TextureFilter::Nearest;
- break;
- case GL_LINEAR:
- config.texture_mag_filter = GPU::TextureFilter::Linear;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
-
- switch (sampler.wrap_s_mode()) {
- case GL_CLAMP:
- config.texture_wrap_u = GPU::TextureWrapMode::Clamp;
- break;
- case GL_CLAMP_TO_BORDER:
- config.texture_wrap_u = GPU::TextureWrapMode::ClampToBorder;
- break;
- case GL_CLAMP_TO_EDGE:
- config.texture_wrap_u = GPU::TextureWrapMode::ClampToEdge;
- break;
- case GL_REPEAT:
- config.texture_wrap_u = GPU::TextureWrapMode::Repeat;
- break;
- case GL_MIRRORED_REPEAT:
- config.texture_wrap_u = GPU::TextureWrapMode::MirroredRepeat;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
-
- switch (sampler.wrap_t_mode()) {
- case GL_CLAMP:
- config.texture_wrap_v = GPU::TextureWrapMode::Clamp;
- break;
- case GL_CLAMP_TO_BORDER:
- config.texture_wrap_v = GPU::TextureWrapMode::ClampToBorder;
- break;
- case GL_CLAMP_TO_EDGE:
- config.texture_wrap_v = GPU::TextureWrapMode::ClampToEdge;
- break;
- case GL_REPEAT:
- config.texture_wrap_v = GPU::TextureWrapMode::Repeat;
- break;
- case GL_MIRRORED_REPEAT:
- config.texture_wrap_v = GPU::TextureWrapMode::MirroredRepeat;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
-
- switch (texture_unit.env_mode()) {
- case GL_MODULATE:
- config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Modulate;
- break;
- case GL_REPLACE:
- config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Replace;
- break;
- case GL_DECAL:
- config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Decal;
- break;
- case GL_ADD:
- config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Add;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
-
- config.border_color = sampler.border_color();
- 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 = GPU::ColorMaterialFace::Back;
- break;
- case GL_FRONT:
- options.color_material_face = GPU::ColorMaterialFace::Front;
- break;
- case GL_FRONT_AND_BACK:
- options.color_material_face = GPU::ColorMaterialFace::FrontAndBack;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
- switch (m_color_material_mode) {
- case GL_AMBIENT:
- options.color_material_mode = GPU::ColorMaterialMode::Ambient;
- break;
- case GL_AMBIENT_AND_DIFFUSE:
- options.color_material_mode = GPU::ColorMaterialMode::Ambient;
- options.color_material_mode = GPU::ColorMaterialMode::Diffuse;
- break;
- case GL_DIFFUSE:
- options.color_material_mode = GPU::ColorMaterialMode::Diffuse;
- break;
- case GL_EMISSION:
- options.color_material_mode = GPU::ColorMaterialMode::Emissive;
- break;
- case GL_SPECULAR:
- options.color_material_mode = GPU::ColorMaterialMode::Specular;
- break;
- default:
- VERIFY_NOT_REACHED();
- }
- m_rasterizer->set_options(options);
-
- for (auto light_id = 0u; light_id < m_device_info.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(GPU::Face::Front, m_material_states[Face::Front]);
- m_rasterizer->set_material_state(GPU::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 = GPU::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;
-
- GPU::TexCoordGenerationConfig* texcoord_generation_config;
- switch (capability) {
- case GL_TEXTURE_GEN_S:
- enabled_coordinates |= GPU::TexCoordGenerationCoordinate::S;
- texcoord_generation_config = &options.texcoord_generation_config[i][0];
- break;
- case GL_TEXTURE_GEN_T:
- enabled_coordinates |= GPU::TexCoordGenerationCoordinate::T;
- texcoord_generation_config = &options.texcoord_generation_config[i][1];
- break;
- case GL_TEXTURE_GEN_R:
- enabled_coordinates |= GPU::TexCoordGenerationCoordinate::R;
- texcoord_generation_config = &options.texcoord_generation_config[i][2];
- break;
- case GL_TEXTURE_GEN_Q:
- enabled_coordinates |= GPU::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 = GPU::TexCoordGenerationMode::ObjectLinear;
- texcoord_generation_config->coefficients = context_coordinate_config.object_plane_coefficients;
- break;
- case GL_EYE_LINEAR:
- texcoord_generation_config->mode = GPU::TexCoordGenerationMode::EyeLinear;
- texcoord_generation_config->coefficients = context_coordinate_config.eye_plane_coefficients;
- break;
- case GL_SPHERE_MAP:
- texcoord_generation_config->mode = GPU::TexCoordGenerationMode::SphereMap;
- break;
- case GL_REFLECTION_MAP:
- texcoord_generation_config->mode = GPU::TexCoordGenerationMode::ReflectionMap;
- break;
- case GL_NORMAL_MAP:
- texcoord_generation_config->mode = GPU::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 = [&](GPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
- GPU::StencilConfiguration device_configuration;
-
- // Stencil test function
- auto map_func = [](GLenum func) -> GPU::StencilTestFunction {
- switch (func) {
- case GL_ALWAYS:
- return GPU::StencilTestFunction::Always;
- case GL_EQUAL:
- return GPU::StencilTestFunction::Equal;
- case GL_GEQUAL:
- return GPU::StencilTestFunction::GreaterOrEqual;
- case GL_GREATER:
- return GPU::StencilTestFunction::Greater;
- case GL_LESS:
- return GPU::StencilTestFunction::Less;
- case GL_LEQUAL:
- return GPU::StencilTestFunction::LessOrEqual;
- case GL_NEVER:
- return GPU::StencilTestFunction::Never;
- case GL_NOTEQUAL:
- return GPU::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) -> GPU::StencilOperation {
- switch (operation) {
- case GL_DECR:
- return GPU::StencilOperation::Decrement;
- case GL_DECR_WRAP:
- return GPU::StencilOperation::DecrementWrap;
- case GL_INCR:
- return GPU::StencilOperation::Increment;
- case GL_INCR_WRAP:
- return GPU::StencilOperation::IncrementWrap;
- case GL_INVERT:
- return GPU::StencilOperation::Invert;
- case GL_KEEP:
- return GPU::StencilOperation::Keep;
- case GL_REPLACE:
- return GPU::StencilOperation::Replace;
- case GL_ZERO:
- return GPU::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(GPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
- set_device_stencil(GPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);
-}
-
void GLContext::build_extension_string()
{
Vector<StringView> extensions;
@@ -3299,440 +1221,6 @@ void GLContext::build_extension_string()
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 = [](GPU::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 = [](GPU::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;
- }
-}
-
-void GLContext::gl_copy_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
-{
- APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_copy_tex_sub_image_2d, target, level, xoffset, yoffset, x, y, width, height);
- RETURN_WITH_ERROR_IF(!(target == GL_TEXTURE_2D || target == GL_TEXTURE_1D_ARRAY), GL_INVALID_ENUM);
- RETURN_WITH_ERROR_IF(level < 0, GL_INVALID_VALUE);
- RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
-
- // FIXME: implement
- dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_copy_tex_sub_image_2d({:#x}, {}, {}, {}, {}, {}, {}, {})",
- target, level, xoffset, yoffset, x, y, width, height);
-}
-
NonnullOwnPtr<GLContext> create_context(Gfx::Bitmap& bitmap)
{
// FIXME: Make driver selectable. This is currently hardcoded to LibSoftGPU
diff --git a/Userland/Libraries/LibGL/GLContext.h b/Userland/Libraries/LibGL/GLContext.h
index 8404fa9fa1..8ed5b14ee6 100644
--- a/Userland/Libraries/LibGL/GLContext.h
+++ b/Userland/Libraries/LibGL/GLContext.h
@@ -30,6 +30,41 @@
namespace GL {
+#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; \
+ }
+
+constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64;
+constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8;
+constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8;
+
struct ContextParameter {
GLenum type;
bool is_capability { false };
diff --git a/Userland/Libraries/LibGL/Lighting.cpp b/Userland/Libraries/LibGL/Lighting.cpp
new file mode 100644
index 0000000000..f79f3e17bf
--- /dev/null
+++ b/Userland/Libraries/LibGL/Lighting.cpp
@@ -0,0 +1,539 @@
+/*
+ * 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 <AK/Debug.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+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;
+ }
+}
+
+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;
+ }
+}
+
+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();
+}
+
+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();
+}
+
+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_AMBIENT
+ && pname != GL_LIGHT_MODEL_COLOR_CONTROL
+ && pname != GL_LIGHT_MODEL_LOCAL_VIEWER
+ && pname != GL_LIGHT_MODEL_TWO_SIDE,
+ GL_INVALID_ENUM);
+
+ auto lighting_params = m_rasterizer->light_model();
+
+ switch (pname) {
+ case GL_LIGHT_MODEL_AMBIENT:
+ lighting_params.scene_ambient_color = { x, y, z, w };
+ break;
+ case GL_LIGHT_MODEL_COLOR_CONTROL: {
+ GLenum color_control = static_cast<GLenum>(x);
+ RETURN_WITH_ERROR_IF(color_control != GL_SINGLE_COLOR && color_control != GL_SEPARATE_SPECULAR_COLOR, GL_INVALID_ENUM);
+ lighting_params.color_control = (color_control == GL_SINGLE_COLOR) ? GPU::ColorControl::SingleColor : GPU::ColorControl::SeparateSpecularColor;
+ 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);
+ break;
+ case GL_LIGHT_MODEL_TWO_SIDE:
+ VERIFY(y == 0.0f && z == 0.0f && w == 0.0f);
+ lighting_params.two_sided_lighting = x;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_rasterizer->set_light_model_params(lighting_params);
+}
+
+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 = [](GPU::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 = [](GPU::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_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::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 = GPU::ColorMaterialFace::Back;
+ break;
+ case GL_FRONT:
+ options.color_material_face = GPU::ColorMaterialFace::Front;
+ break;
+ case GL_FRONT_AND_BACK:
+ options.color_material_face = GPU::ColorMaterialFace::FrontAndBack;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+ switch (m_color_material_mode) {
+ case GL_AMBIENT:
+ options.color_material_mode = GPU::ColorMaterialMode::Ambient;
+ break;
+ case GL_AMBIENT_AND_DIFFUSE:
+ options.color_material_mode = GPU::ColorMaterialMode::Ambient;
+ options.color_material_mode = GPU::ColorMaterialMode::Diffuse;
+ break;
+ case GL_DIFFUSE:
+ options.color_material_mode = GPU::ColorMaterialMode::Diffuse;
+ break;
+ case GL_EMISSION:
+ options.color_material_mode = GPU::ColorMaterialMode::Emissive;
+ break;
+ case GL_SPECULAR:
+ options.color_material_mode = GPU::ColorMaterialMode::Specular;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+ m_rasterizer->set_options(options);
+
+ for (auto light_id = 0u; light_id < m_device_info.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(GPU::Face::Front, m_material_states[Face::Front]);
+ m_rasterizer->set_material_state(GPU::Face::Back, m_material_states[Face::Back]);
+}
+
+}
diff --git a/Userland/Libraries/LibGL/Lists.cpp b/Userland/Libraries/LibGL/Lists.cpp
new file mode 100644
index 0000000000..c8d9dcb2bc
--- /dev/null
+++ b/Userland/Libraries/LibGL/Lists.cpp
@@ -0,0 +1,164 @@
+/*
+ * 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 <AK/Debug.h>
+#include <AK/TemporaryChange.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+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_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();
+}
+
+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;
+}
+
+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_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_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 };
+}
+
+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);
+ });
+ });
+ }
+}
+
+}
diff --git a/Userland/Libraries/LibGL/Matrix.cpp b/Userland/Libraries/LibGL/Matrix.cpp
new file mode 100644
index 0000000000..186661c777
--- /dev/null
+++ b/Userland/Libraries/LibGL/Matrix.cpp
@@ -0,0 +1,171 @@
+/*
+ * 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 <AK/Assertions.h>
+#include <AK/Debug.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+static constexpr size_t matrix_stack_limit(GLenum matrix_mode)
+{
+ switch (matrix_mode) {
+ case GL_MODELVIEW:
+ return MODELVIEW_MATRIX_STACK_LIMIT;
+ case GL_PROJECTION:
+ return PROJECTION_MATRIX_STACK_LIMIT;
+ case GL_TEXTURE:
+ return TEXTURE_MATRIX_STACK_LIMIT;
+ }
+ VERIFY_NOT_REACHED();
+}
+
+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
+ };
+ *m_current_matrix = *m_current_matrix * frustum;
+}
+
+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);
+
+ *m_current_matrix = FloatMatrix4x4::identity();
+}
+
+void GLContext::gl_load_matrix(FloatMatrix4x4 const& 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);
+
+ *m_current_matrix = matrix;
+}
+
+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;
+ switch (mode) {
+ case GL_MODELVIEW:
+ m_current_matrix = &m_model_view_matrix;
+ m_current_matrix_stack = &m_model_view_matrix_stack;
+ break;
+ case GL_PROJECTION:
+ m_current_matrix = &m_projection_matrix;
+ m_current_matrix_stack = &m_projection_matrix_stack;
+ break;
+ case GL_TEXTURE:
+ m_current_matrix = &m_texture_matrix;
+ m_current_matrix_stack = &m_texture_matrix_stack;
+ 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);
+
+ *m_current_matrix = *m_current_matrix * matrix;
+}
+
+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
+ };
+ *m_current_matrix = *m_current_matrix * projection;
+}
+
+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);
+ RETURN_WITH_ERROR_IF((*m_current_matrix_stack).is_empty(), GL_STACK_UNDERFLOW);
+
+ *m_current_matrix = (*m_current_matrix_stack).take_last();
+}
+
+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);
+ RETURN_WITH_ERROR_IF((*m_current_matrix_stack).size() >= matrix_stack_limit(m_current_matrix_mode), GL_STACK_OVERFLOW);
+
+ (*m_current_matrix_stack).append(*m_current_matrix);
+}
+
+void GLContext::gl_rotate(GLfloat angle, GLfloat x, GLfloat y, GLfloat 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 = { x, y, z };
+ if (axis.length() > 0.f)
+ axis.normalize();
+ auto rotation_mat = Gfx::rotation_matrix(axis, angle * static_cast<float>(M_PI * 2 / 360));
+ *m_current_matrix = *m_current_matrix * rotation_mat;
+}
+
+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) });
+ *m_current_matrix = *m_current_matrix * scale_matrix;
+}
+
+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) });
+ *m_current_matrix = *m_current_matrix * translation_matrix;
+}
+
+}
diff --git a/Userland/Libraries/LibGL/Stencil.cpp b/Userland/Libraries/LibGL/Stencil.cpp
new file mode 100644
index 0000000000..c2ea1988a4
--- /dev/null
+++ b/Userland/Libraries/LibGL/Stencil.cpp
@@ -0,0 +1,160 @@
+/*
+ * 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 <AK/Debug.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+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_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::sync_stencil_configuration()
+{
+ if (!m_stencil_configuration_dirty)
+ return;
+ m_stencil_configuration_dirty = false;
+
+ auto set_device_stencil = [&](GPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) {
+ GPU::StencilConfiguration device_configuration;
+
+ // Stencil test function
+ auto map_func = [](GLenum func) -> GPU::StencilTestFunction {
+ switch (func) {
+ case GL_ALWAYS:
+ return GPU::StencilTestFunction::Always;
+ case GL_EQUAL:
+ return GPU::StencilTestFunction::Equal;
+ case GL_GEQUAL:
+ return GPU::StencilTestFunction::GreaterOrEqual;
+ case GL_GREATER:
+ return GPU::StencilTestFunction::Greater;
+ case GL_LESS:
+ return GPU::StencilTestFunction::Less;
+ case GL_LEQUAL:
+ return GPU::StencilTestFunction::LessOrEqual;
+ case GL_NEVER:
+ return GPU::StencilTestFunction::Never;
+ case GL_NOTEQUAL:
+ return GPU::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) -> GPU::StencilOperation {
+ switch (operation) {
+ case GL_DECR:
+ return GPU::StencilOperation::Decrement;
+ case GL_DECR_WRAP:
+ return GPU::StencilOperation::DecrementWrap;
+ case GL_INCR:
+ return GPU::StencilOperation::Increment;
+ case GL_INCR_WRAP:
+ return GPU::StencilOperation::IncrementWrap;
+ case GL_INVERT:
+ return GPU::StencilOperation::Invert;
+ case GL_KEEP:
+ return GPU::StencilOperation::Keep;
+ case GL_REPLACE:
+ return GPU::StencilOperation::Replace;
+ case GL_ZERO:
+ return GPU::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(GPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]);
+ set_device_stencil(GPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]);
+}
+
+}
diff --git a/Userland/Libraries/LibGL/Textures.cpp b/Userland/Libraries/LibGL/Textures.cpp
new file mode 100644
index 0000000000..dab82c0804
--- /dev/null
+++ b/Userland/Libraries/LibGL/Textures.cpp
@@ -0,0 +1,666 @@
+/*
+ * 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 <AK/Debug.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+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_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;
+}
+
+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_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_copy_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_copy_tex_sub_image_2d, target, level, xoffset, yoffset, x, y, width, height);
+ RETURN_WITH_ERROR_IF(!(target == GL_TEXTURE_2D || target == GL_TEXTURE_1D_ARRAY), GL_INVALID_ENUM);
+ RETURN_WITH_ERROR_IF(level < 0, GL_INVALID_VALUE);
+ RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
+
+ // FIXME: implement
+ dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_copy_tex_sub_image_2d({:#x}, {}, {}, {}, {}, {}, {}, {})",
+ target, level, xoffset, yoffset, x, y, width, height);
+}
+
+void GLContext::gl_delete_textures(GLsizei n, GLuint const* 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_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_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;
+ }
+}
+
+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_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_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_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, void const* 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_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:
+ case GL_ADD:
+ 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_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::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(GPU::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_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_tex_parameterfv(GLenum target, GLenum pname, GLfloat const* params)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameterfv, target, pname, params);
+
+ 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_BORDER_COLOR), GL_INVALID_ENUM);
+
+ // We assume GL_TEXTURE_2D (see above)
+ auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
+ RETURN_WITH_ERROR_IF(texture_2d.is_null(), GL_INVALID_OPERATION);
+
+ switch (pname) {
+ case GL_TEXTURE_BORDER_COLOR:
+ texture_2d->sampler().set_border_color(params[0], params[1], params[2], params[3]);
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ m_sampler_config_is_dirty = true;
+}
+
+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::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;
+
+ GPU::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 = GPU::TextureFilter::Nearest;
+ config.mipmap_filter = GPU::MipMapFilter::None;
+ break;
+ case GL_LINEAR:
+ config.texture_min_filter = GPU::TextureFilter::Linear;
+ config.mipmap_filter = GPU::MipMapFilter::None;
+ break;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ config.texture_min_filter = GPU::TextureFilter::Nearest;
+ config.mipmap_filter = GPU::MipMapFilter::Nearest;
+ break;
+ case GL_LINEAR_MIPMAP_NEAREST:
+ config.texture_min_filter = GPU::TextureFilter::Linear;
+ config.mipmap_filter = GPU::MipMapFilter::Nearest;
+ break;
+ case GL_NEAREST_MIPMAP_LINEAR:
+ config.texture_min_filter = GPU::TextureFilter::Nearest;
+ config.mipmap_filter = GPU::MipMapFilter::Linear;
+ break;
+ case GL_LINEAR_MIPMAP_LINEAR:
+ config.texture_min_filter = GPU::TextureFilter::Linear;
+ config.mipmap_filter = GPU::MipMapFilter::Linear;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (sampler.mag_filter()) {
+ case GL_NEAREST:
+ config.texture_mag_filter = GPU::TextureFilter::Nearest;
+ break;
+ case GL_LINEAR:
+ config.texture_mag_filter = GPU::TextureFilter::Linear;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (sampler.wrap_s_mode()) {
+ case GL_CLAMP:
+ config.texture_wrap_u = GPU::TextureWrapMode::Clamp;
+ break;
+ case GL_CLAMP_TO_BORDER:
+ config.texture_wrap_u = GPU::TextureWrapMode::ClampToBorder;
+ break;
+ case GL_CLAMP_TO_EDGE:
+ config.texture_wrap_u = GPU::TextureWrapMode::ClampToEdge;
+ break;
+ case GL_REPEAT:
+ config.texture_wrap_u = GPU::TextureWrapMode::Repeat;
+ break;
+ case GL_MIRRORED_REPEAT:
+ config.texture_wrap_u = GPU::TextureWrapMode::MirroredRepeat;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (sampler.wrap_t_mode()) {
+ case GL_CLAMP:
+ config.texture_wrap_v = GPU::TextureWrapMode::Clamp;
+ break;
+ case GL_CLAMP_TO_BORDER:
+ config.texture_wrap_v = GPU::TextureWrapMode::ClampToBorder;
+ break;
+ case GL_CLAMP_TO_EDGE:
+ config.texture_wrap_v = GPU::TextureWrapMode::ClampToEdge;
+ break;
+ case GL_REPEAT:
+ config.texture_wrap_v = GPU::TextureWrapMode::Repeat;
+ break;
+ case GL_MIRRORED_REPEAT:
+ config.texture_wrap_v = GPU::TextureWrapMode::MirroredRepeat;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ switch (texture_unit.env_mode()) {
+ case GL_MODULATE:
+ config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Modulate;
+ break;
+ case GL_REPLACE:
+ config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Replace;
+ break;
+ case GL_DECAL:
+ config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Decal;
+ break;
+ case GL_ADD:
+ config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Add;
+ break;
+ default:
+ VERIFY_NOT_REACHED();
+ }
+
+ config.border_color = sampler.border_color();
+ m_rasterizer->set_sampler_config(i, config);
+ }
+}
+
+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 = GPU::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;
+
+ GPU::TexCoordGenerationConfig* texcoord_generation_config;
+ switch (capability) {
+ case GL_TEXTURE_GEN_S:
+ enabled_coordinates |= GPU::TexCoordGenerationCoordinate::S;
+ texcoord_generation_config = &options.texcoord_generation_config[i][0];
+ break;
+ case GL_TEXTURE_GEN_T:
+ enabled_coordinates |= GPU::TexCoordGenerationCoordinate::T;
+ texcoord_generation_config = &options.texcoord_generation_config[i][1];
+ break;
+ case GL_TEXTURE_GEN_R:
+ enabled_coordinates |= GPU::TexCoordGenerationCoordinate::R;
+ texcoord_generation_config = &options.texcoord_generation_config[i][2];
+ break;
+ case GL_TEXTURE_GEN_Q:
+ enabled_coordinates |= GPU::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 = GPU::TexCoordGenerationMode::ObjectLinear;
+ texcoord_generation_config->coefficients = context_coordinate_config.object_plane_coefficients;
+ break;
+ case GL_EYE_LINEAR:
+ texcoord_generation_config->mode = GPU::TexCoordGenerationMode::EyeLinear;
+ texcoord_generation_config->coefficients = context_coordinate_config.eye_plane_coefficients;
+ break;
+ case GL_SPHERE_MAP:
+ texcoord_generation_config->mode = GPU::TexCoordGenerationMode::SphereMap;
+ break;
+ case GL_REFLECTION_MAP:
+ texcoord_generation_config->mode = GPU::TexCoordGenerationMode::ReflectionMap;
+ break;
+ case GL_NORMAL_MAP:
+ texcoord_generation_config->mode = GPU::TexCoordGenerationMode::NormalMap;
+ break;
+ }
+ }
+ options.texcoord_generation_enabled_coordinates[i] = enabled_coordinates;
+ }
+
+ m_rasterizer->set_options(options);
+}
+
+}
diff --git a/Userland/Libraries/LibGL/Vertex.cpp b/Userland/Libraries/LibGL/Vertex.cpp
new file mode 100644
index 0000000000..e6bb923b74
--- /dev/null
+++ b/Userland/Libraries/LibGL/Vertex.cpp
@@ -0,0 +1,336 @@
+/*
+ * 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 <AK/Assertions.h>
+#include <AK/Debug.h>
+#include <LibGL/GLContext.h>
+
+namespace GL {
+
+void GLContext::gl_array_element(GLint i)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_array_element, i);
+ RETURN_WITH_ERROR_IF(i < 0, GL_INVALID_VALUE);
+
+ // This is effectively the same as `gl_draw_elements`, except we only output a single
+ // vertex (this is done between a `gl_begin/end` call) that is to be rendered.
+ if (!m_client_side_vertex_array_enabled)
+ return;
+
+ 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);
+ 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);
+ 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);
+ 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);
+ gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
+}
+
+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_color_pointer(GLint size, GLenum type, GLsizei stride, void const* 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_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);
+ 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);
+ 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);
+ 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);
+ gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
+ }
+ gl_end();
+}
+
+void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, void const* 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<GLubyte const*>(indices)[index];
+ break;
+ case GL_UNSIGNED_SHORT:
+ i = reinterpret_cast<GLushort const*>(indices)[index];
+ break;
+ case GL_UNSIGNED_INT:
+ i = reinterpret_cast<GLuint const*>(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);
+ 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);
+ 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);
+ 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);
+ gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
+ }
+ gl_end();
+}
+
+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_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_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w)
+{
+ APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w);
+
+ GPU::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_vertex_pointer(GLint size, GLenum type, GLsizei stride, void const* 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 };
+}
+
+// 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)
+{
+ auto byte_ptr = reinterpret_cast<char const*>(attrib.pointer);
+ auto normalize = attrib.normalize;
+ 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<GLbyte const*>(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<GLubyte const*>(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<GLshort const*>(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<GLushort const*>(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<GLint const*>(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<GLuint const*>(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<GLfloat const*>(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<GLdouble const*>(byte_ptr + stride * index) + i));
+ break;
+ }
+ }
+}
+
+}