diff options
Diffstat (limited to 'Userland/Libraries/LibGL/GLContext.cpp')
-rw-r--r-- | Userland/Libraries/LibGL/GLContext.cpp | 3703 |
1 files changed, 3700 insertions, 3 deletions
diff --git a/Userland/Libraries/LibGL/GLContext.cpp b/Userland/Libraries/LibGL/GLContext.cpp index f49d90e4b7..82c4ff8483 100644 --- a/Userland/Libraries/LibGL/GLContext.cpp +++ b/Userland/Libraries/LibGL/GLContext.cpp @@ -1,19 +1,117 @@ /* * Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com> * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org> + * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl> * * SPDX-License-Identifier: BSD-2-Clause */ -#include "GLContext.h" -#include "SoftwareGLContext.h" +#include <AK/Assertions.h> #include <AK/Debug.h> +#include <AK/Format.h> +#include <AK/QuickSort.h> +#include <AK/StringBuilder.h> +#include <AK/TemporaryChange.h> +#include <AK/Variant.h> +#include <AK/Vector.h> +#include <LibGL/GLContext.h> #include <LibGfx/Bitmap.h> +#include <LibGfx/Painter.h> +#include <LibGfx/Vector4.h> +#include <LibSoftGPU/Device.h> +#include <LibSoftGPU/Enums.h> +#include <LibSoftGPU/ImageFormat.h> __attribute__((visibility("hidden"))) GL::GLContext* g_gl_context; namespace GL { +static constexpr size_t MODELVIEW_MATRIX_STACK_LIMIT = 64; +static constexpr size_t PROJECTION_MATRIX_STACK_LIMIT = 8; +static constexpr size_t TEXTURE_MATRIX_STACK_LIMIT = 8; + +#define APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(name, ...) \ + if (should_append_to_listing()) { \ + append_to_listing<&GLContext::name>(__VA_ARGS__); \ + if (!should_execute_after_appending_to_listing()) \ + return; \ + } + +#define APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(name, arg) \ + if (should_append_to_listing()) { \ + auto ptr = store_in_listing(arg); \ + append_to_listing<&GLContext::name>(*ptr); \ + if (!should_execute_after_appending_to_listing()) \ + return; \ + } + +#define RETURN_WITH_ERROR_IF(condition, error) \ + if (condition) { \ + dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \ + if (m_error == GL_NO_ERROR) \ + m_error = error; \ + return; \ + } + +#define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \ + if (condition) { \ + dbgln_if(GL_DEBUG, "{}(): error {:#x}", __func__, error); \ + if (m_error == GL_NO_ERROR) \ + m_error = error; \ + return return_value; \ + } + +GLContext::GLContext(Gfx::Bitmap& frontbuffer) + : m_viewport(frontbuffer.rect()) + , m_frontbuffer(frontbuffer) + , m_rasterizer(frontbuffer.size()) + , m_device_info(m_rasterizer.info()) +{ + m_texture_units.resize(m_device_info.num_texture_units); + m_active_texture_unit = &m_texture_units[0]; + + // All texture units are initialized with default textures for all targets; these + // can be referenced later on with texture name 0 in operations like glBindTexture(). + auto default_texture_2d = adopt_ref(*new Texture2D()); + m_default_textures.set(GL_TEXTURE_2D, default_texture_2d); + for (auto& texture_unit : m_texture_units) + texture_unit.set_texture_2d_target_texture(default_texture_2d); + + // Query the number lights from the device and set set up their state + // locally in the GL + m_light_states.resize(m_device_info.num_lights); + + // Set-up light0's state, as it has a different default state + // to the other lights, as per the OpenGL 1.5 spec + auto& light0 = m_light_states.at(0); + light0.diffuse_intensity = { 1.0f, 1.0f, 1.0f, 1.0f }; + light0.specular_intensity = { 1.0f, 1.0f, 1.0f, 1.0f }; + m_light_state_is_dirty = true; + + m_client_side_texture_coord_array_enabled.resize(m_device_info.num_texture_units); + m_client_tex_coord_pointer.resize(m_device_info.num_texture_units); + m_current_vertex_tex_coord.resize(m_device_info.num_texture_units); + for (auto& tex_coord : m_current_vertex_tex_coord) + tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f }; + + // Initialize the texture coordinate generation coefficients + // Indices 0,1,2,3 refer to the S,T,R and Q coordinate of the respective texture + // coordinate generation config. + m_texture_coordinate_generation.resize(m_device_info.num_texture_units); + for (auto& texture_coordinate_generation : m_texture_coordinate_generation) { + texture_coordinate_generation[0].object_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f }; + texture_coordinate_generation[0].eye_plane_coefficients = { 1.0f, 0.0f, 0.0f, 0.0f }; + texture_coordinate_generation[1].object_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f }; + texture_coordinate_generation[1].eye_plane_coefficients = { 0.0f, 1.0f, 0.0f, 0.0f }; + texture_coordinate_generation[2].object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f }; + texture_coordinate_generation[2].eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f }; + texture_coordinate_generation[3].object_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f }; + texture_coordinate_generation[3].eye_plane_coefficients = { 0.0f, 0.0f, 0.0f, 0.0f }; + } + + build_extension_string(); +} + GLContext::~GLContext() { dbgln_if(GL_DEBUG, "GLContext::~GLContext() {:p}", this); @@ -21,9 +119,3608 @@ GLContext::~GLContext() make_context_current(nullptr); } +Optional<ContextParameter> GLContext::get_context_parameter(GLenum name) +{ + switch (name) { + case GL_ALPHA_BITS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } }; + case GL_ALPHA_TEST: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_alpha_test_enabled } }; + case GL_BLEND: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_blend_enabled } }; + case GL_BLEND_DST_ALPHA: + return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_blend_destination_factor) } }; + case GL_BLEND_SRC_ALPHA: + return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_blend_source_factor) } }; + case GL_BLUE_BITS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } }; + case GL_COLOR_MATERIAL: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_color_material_enabled } }; + case GL_COLOR_MATERIAL_FACE: + return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_face) } }; + case GL_COLOR_MATERIAL_MODE: + return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_color_material_mode) } }; + case GL_CULL_FACE: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_cull_faces } }; + case GL_DEPTH_BITS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } }; + case GL_DEPTH_TEST: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_test_enabled } }; + case GL_DITHER: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_dither_enabled } }; + case GL_DOUBLEBUFFER: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = true } }; + case GL_FOG: { + auto fog_enabled = m_rasterizer.options().fog_enabled; + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = fog_enabled } }; + } + case GL_GREEN_BITS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } }; + case GL_LIGHTING: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_lighting_enabled } }; + case GL_MAX_LIGHTS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_device_info.num_lights) } }; + case GL_MAX_MODELVIEW_STACK_DEPTH: + return ContextParameter { .type = GL_INT, .value = { .integer_value = MODELVIEW_MATRIX_STACK_LIMIT } }; + case GL_MAX_PROJECTION_STACK_DEPTH: + return ContextParameter { .type = GL_INT, .value = { .integer_value = PROJECTION_MATRIX_STACK_LIMIT } }; + case GL_MAX_TEXTURE_SIZE: + return ContextParameter { .type = GL_INT, .value = { .integer_value = 4096 } }; + case GL_MAX_TEXTURE_STACK_DEPTH: + return ContextParameter { .type = GL_INT, .value = { .integer_value = TEXTURE_MATRIX_STACK_LIMIT } }; + case GL_MAX_TEXTURE_UNITS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = static_cast<GLint>(m_texture_units.size()) } }; + case GL_NORMALIZE: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_normalize } }; + case GL_PACK_ALIGNMENT: + return ContextParameter { .type = GL_INT, .value = { .integer_value = m_pack_alignment } }; + case GL_PACK_IMAGE_HEIGHT: + return ContextParameter { .type = GL_BOOL, .value = { .integer_value = 0 } }; + case GL_PACK_LSB_FIRST: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } }; + case GL_PACK_ROW_LENGTH: + return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } }; + case GL_PACK_SKIP_PIXELS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } }; + case GL_PACK_SKIP_ROWS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } }; + case GL_PACK_SWAP_BYTES: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } }; + case GL_POLYGON_OFFSET_FILL: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_depth_offset_enabled } }; + case GL_RED_BITS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = sizeof(float) * 8 } }; + case GL_SCISSOR_BOX: { + auto scissor_box = m_rasterizer.options().scissor_box; + return ContextParameter { + .type = GL_INT, + .count = 4, + .value = { + .integer_list = { + scissor_box.x(), + scissor_box.y(), + scissor_box.width(), + scissor_box.height(), + } } + }; + } break; + case GL_SCISSOR_TEST: { + auto scissor_enabled = m_rasterizer.options().scissor_enabled; + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = scissor_enabled } }; + } + case GL_STENCIL_BITS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = m_device_info.stencil_bits } }; + case GL_STENCIL_CLEAR_VALUE: + return ContextParameter { .type = GL_INT, .value = { .integer_value = m_clear_stencil } }; + case GL_STENCIL_TEST: + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = m_stencil_test_enabled } }; + case GL_TEXTURE_1D: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_1d_enabled() } }; + case GL_TEXTURE_2D: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_2d_enabled() } }; + case GL_TEXTURE_3D: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_3d_enabled() } }; + case GL_TEXTURE_CUBE_MAP: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = m_active_texture_unit->texture_cube_map_enabled() } }; + case GL_TEXTURE_GEN_Q: + case GL_TEXTURE_GEN_R: + case GL_TEXTURE_GEN_S: + case GL_TEXTURE_GEN_T: { + auto generation_enabled = texture_coordinate_generation(m_active_texture_unit_index, name).enabled; + return ContextParameter { .type = GL_BOOL, .is_capability = true, .value = { .boolean_value = generation_enabled } }; + } + case GL_UNPACK_ALIGNMENT: + return ContextParameter { .type = GL_INT, .value = { .integer_value = m_unpack_alignment } }; + case GL_UNPACK_IMAGE_HEIGHT: + return ContextParameter { .type = GL_BOOL, .value = { .integer_value = 0 } }; + case GL_UNPACK_LSB_FIRST: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } }; + case GL_UNPACK_ROW_LENGTH: + return ContextParameter { .type = GL_INT, .value = { .integer_value = m_unpack_row_length } }; + case GL_UNPACK_SKIP_PIXELS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } }; + case GL_UNPACK_SKIP_ROWS: + return ContextParameter { .type = GL_INT, .value = { .integer_value = 0 } }; + case GL_UNPACK_SWAP_BYTES: + return ContextParameter { .type = GL_BOOL, .value = { .boolean_value = false } }; + case GL_VIEWPORT: + return ContextParameter { + .type = GL_INT, + .count = 4, + .value = { + .integer_list = { + m_viewport.x(), + m_viewport.y(), + m_viewport.width(), + m_viewport.height(), + } } + }; + default: + dbgln_if(GL_DEBUG, "get_context_parameter({:#x}): unknown context parameter", name); + return {}; + } +} + +void GLContext::gl_begin(GLenum mode) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_begin, mode); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(mode > GL_POLYGON, GL_INVALID_ENUM); + + m_current_draw_mode = mode; + m_in_draw_state = true; // Certain commands will now generate an error +} + +void GLContext::gl_clear(GLbitfield mask) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear, mask); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT), GL_INVALID_ENUM); + + if (mask & GL_COLOR_BUFFER_BIT) + m_rasterizer.clear_color(m_clear_color); + + if (mask & GL_DEPTH_BUFFER_BIT) + m_rasterizer.clear_depth(m_clear_depth); + + if (mask & GL_STENCIL_BUFFER_BIT) + m_rasterizer.clear_stencil(m_clear_stencil); +} + +void GLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_color, red, green, blue, alpha); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + m_clear_color = { red, green, blue, alpha }; + m_clear_color.clamp(0.f, 1.f); +} + +void GLContext::gl_clear_depth(GLdouble depth) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_depth, depth); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + m_clear_depth = clamp(static_cast<float>(depth), 0.f, 1.f); +} + +void GLContext::gl_clear_stencil(GLint s) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_stencil, s); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + m_clear_stencil = static_cast<u8>(s & ((1 << m_device_info.stencil_bits) - 1)); +} + +void GLContext::gl_color(GLdouble r, GLdouble g, GLdouble b, GLdouble a) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color, r, g, b, a); + + m_current_vertex_color = { + static_cast<float>(r), + static_cast<float>(g), + static_cast<float>(b), + static_cast<float>(a), + }; +} + +void GLContext::gl_end() +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_end); + + // Make sure we had a `glBegin` before this call... + RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION); + + m_in_draw_state = false; + + // FIXME: Add support for the remaining primitive types. + if (m_current_draw_mode != GL_TRIANGLES + && m_current_draw_mode != GL_TRIANGLE_FAN + && m_current_draw_mode != GL_TRIANGLE_STRIP + && m_current_draw_mode != GL_QUADS + && m_current_draw_mode != GL_QUAD_STRIP + && m_current_draw_mode != GL_POLYGON) { + + m_vertex_list.clear_with_capacity(); + dbgln_if(GL_DEBUG, "gl_end(): draw mode {:#x} unsupported", m_current_draw_mode); + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } + + Vector<size_t, 32> enabled_texture_units; + for (size_t i = 0; i < m_texture_units.size(); ++i) { + if (m_texture_units[i].texture_2d_enabled()) + enabled_texture_units.append(i); + } + + sync_device_config(); + + SoftGPU::PrimitiveType primitive_type; + switch (m_current_draw_mode) { + case GL_TRIANGLES: + primitive_type = SoftGPU::PrimitiveType::Triangles; + break; + case GL_TRIANGLE_STRIP: + case GL_QUAD_STRIP: + primitive_type = SoftGPU::PrimitiveType::TriangleStrip; + break; + case GL_TRIANGLE_FAN: + case GL_POLYGON: + primitive_type = SoftGPU::PrimitiveType::TriangleFan; + break; + case GL_QUADS: + primitive_type = SoftGPU::PrimitiveType::Quads; + break; + default: + VERIFY_NOT_REACHED(); + } + + // Set up normals transform by taking the upper left 3x3 elements from the model view matrix + // See section 2.11.3 of the OpenGL 1.5 spec + auto const& mv_elements = m_model_view_matrix.elements(); + auto const model_view_transposed = FloatMatrix3x3( + mv_elements[0][0], mv_elements[1][0], mv_elements[2][0], + mv_elements[0][1], mv_elements[1][1], mv_elements[2][1], + mv_elements[0][2], mv_elements[1][2], mv_elements[2][2]); + auto const& normal_transform = model_view_transposed.inverse(); + + m_rasterizer.draw_primitives(primitive_type, m_model_view_matrix, normal_transform, m_projection_matrix, m_texture_matrix, m_vertex_list, enabled_texture_units); + + m_vertex_list.clear_with_capacity(); +} + +void GLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(near_val < 0 || far_val < 0, GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE); + + // Let's do some math! + auto a = static_cast<float>((right + left) / (right - left)); + auto b = static_cast<float>((top + bottom) / (top - bottom)); + auto c = static_cast<float>(-((far_val + near_val) / (far_val - near_val))); + auto d = static_cast<float>(-((2 * far_val * near_val) / (far_val - near_val))); + + FloatMatrix4x4 frustum { + static_cast<float>(2 * near_val / (right - left)), 0, a, 0, + 0, static_cast<float>(2 * near_val / (top - bottom)), b, 0, + 0, 0, c, d, + 0, 0, -1, 0 + }; + + if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = m_projection_matrix * frustum; + else if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = m_model_view_matrix * frustum; + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = m_texture_matrix * frustum; + else + VERIFY_NOT_REACHED(); +} + +void GLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble near_val, GLdouble far_val) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(left == right || bottom == top || near_val == far_val, GL_INVALID_VALUE); + + auto rl = right - left; + auto tb = top - bottom; + auto fn = far_val - near_val; + auto tx = -(right + left) / rl; + auto ty = -(top + bottom) / tb; + auto tz = -(far_val + near_val) / fn; + + FloatMatrix4x4 projection { + static_cast<float>(2 / rl), 0, 0, static_cast<float>(tx), + 0, static_cast<float>(2 / tb), 0, static_cast<float>(ty), + 0, 0, static_cast<float>(-2 / fn), static_cast<float>(tz), + 0, 0, 0, 1 + }; + + if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = m_projection_matrix * projection; + else if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = m_model_view_matrix * projection; + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = m_texture_matrix * projection; + else + VERIFY_NOT_REACHED(); +} + +GLenum GLContext::gl_get_error() +{ + if (m_in_draw_state) + return GL_INVALID_OPERATION; + + auto last_error = m_error; + m_error = GL_NO_ERROR; + return last_error; +} + +GLubyte* GLContext::gl_get_string(GLenum name) +{ + RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, nullptr); + + switch (name) { + case GL_VENDOR: + return reinterpret_cast<GLubyte*>(const_cast<char*>(m_device_info.vendor_name.characters())); + case GL_RENDERER: + return reinterpret_cast<GLubyte*>(const_cast<char*>(m_device_info.device_name.characters())); + case GL_VERSION: + return reinterpret_cast<GLubyte*>(const_cast<char*>("1.5")); + case GL_EXTENSIONS: + return reinterpret_cast<GLubyte*>(const_cast<char*>(m_extensions.characters())); + case GL_SHADING_LANGUAGE_VERSION: + return reinterpret_cast<GLubyte*>(const_cast<char*>("0.0")); + default: + dbgln_if(GL_DEBUG, "gl_get_string({:#x}): unknown name", name); + break; + } + + RETURN_VALUE_WITH_ERROR_IF(true, GL_INVALID_ENUM, nullptr); +} + +void GLContext::gl_load_identity() +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = FloatMatrix4x4::identity(); + else if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = FloatMatrix4x4::identity(); + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = FloatMatrix4x4::identity(); + else + VERIFY_NOT_REACHED(); +} + +void GLContext::gl_load_matrix(const FloatMatrix4x4& matrix) +{ + APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_load_matrix, matrix); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = matrix; + else if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = matrix; + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = matrix; + else + VERIFY_NOT_REACHED(); +} + +void GLContext::gl_matrix_mode(GLenum mode) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_TEXTURE, GL_INVALID_ENUM); + + m_current_matrix_mode = mode; +} + +void GLContext::gl_push_matrix() +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + switch (m_current_matrix_mode) { + case GL_PROJECTION: + RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() >= PROJECTION_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW); + m_projection_matrix_stack.append(m_projection_matrix); + break; + case GL_MODELVIEW: + RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() >= MODELVIEW_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW); + m_model_view_matrix_stack.append(m_model_view_matrix); + break; + case GL_TEXTURE: + RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() >= TEXTURE_MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW); + m_texture_matrix_stack.append(m_texture_matrix); + break; + default: + VERIFY_NOT_REACHED(); + } +} + +void GLContext::gl_pop_matrix() +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + switch (m_current_matrix_mode) { + case GL_PROJECTION: + RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() == 0, GL_STACK_UNDERFLOW); + m_projection_matrix = m_projection_matrix_stack.take_last(); + break; + case GL_MODELVIEW: + RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() == 0, GL_STACK_UNDERFLOW); + m_model_view_matrix = m_model_view_matrix_stack.take_last(); + break; + case GL_TEXTURE: + RETURN_WITH_ERROR_IF(m_texture_matrix_stack.size() == 0, GL_STACK_UNDERFLOW); + m_texture_matrix = m_texture_matrix_stack.take_last(); + break; + default: + VERIFY_NOT_REACHED(); + } +} + +void GLContext::gl_mult_matrix(FloatMatrix4x4 const& matrix) +{ + APPEND_TO_CALL_LIST_WITH_ARG_AND_RETURN_IF_NEEDED(gl_mult_matrix, matrix); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = m_model_view_matrix * matrix; + else if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = m_projection_matrix * matrix; + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = m_texture_matrix * matrix; + else + VERIFY_NOT_REACHED(); +} + +void GLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdouble z) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + FloatVector3 axis = { (float)x, (float)y, (float)z }; + axis.normalize(); + auto rotation_mat = Gfx::rotation_matrix(axis, static_cast<float>(angle * M_PI * 2 / 360)); + + if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = m_model_view_matrix * rotation_mat; + else if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = m_projection_matrix * rotation_mat; + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = m_texture_matrix * rotation_mat; + else + VERIFY_NOT_REACHED(); +} + +void GLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto scale_matrix = Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) }); + + if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = m_model_view_matrix * scale_matrix; + else if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = m_projection_matrix * scale_matrix; + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = m_texture_matrix * scale_matrix; + else + VERIFY_NOT_REACHED(); +} + +void GLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto translation_matrix = Gfx::translation_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) }); + + if (m_current_matrix_mode == GL_MODELVIEW) + m_model_view_matrix = m_model_view_matrix * translation_matrix; + else if (m_current_matrix_mode == GL_PROJECTION) + m_projection_matrix = m_projection_matrix * translation_matrix; + else if (m_current_matrix_mode == GL_TEXTURE) + m_texture_matrix = m_texture_matrix * translation_matrix; + else + VERIFY_NOT_REACHED(); +} + +void GLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_vertex, x, y, z, w); + + SoftGPU::Vertex vertex; + + vertex.position = { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(w) }; + vertex.color = m_current_vertex_color; + for (size_t i = 0; i < m_device_info.num_texture_units; ++i) + vertex.tex_coords[i] = m_current_vertex_tex_coord[i]; + vertex.normal = m_current_vertex_normal; + + m_vertex_list.append(vertex); +} + +void GLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_coord, s, t, r, q); + + m_current_vertex_tex_coord[0] = { s, t, r, q }; +} + +void GLContext::gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_multi_tex_coord, target, s, t, r, q); + + RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM); + + m_current_vertex_tex_coord[target - GL_TEXTURE0] = { s, t, r, q }; +} + +void GLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE); + + m_viewport = { x, y, width, height }; + + auto rasterizer_options = m_rasterizer.options(); + rasterizer_options.viewport = m_viewport; + m_rasterizer.set_options(rasterizer_options); +} + +void GLContext::gl_enable(GLenum capability) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_enable, capability); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto rasterizer_options = m_rasterizer.options(); + bool update_rasterizer_options = false; + + switch (capability) { + case GL_COLOR_MATERIAL: + m_color_material_enabled = true; + break; + case GL_CULL_FACE: + m_cull_faces = true; + rasterizer_options.enable_culling = true; + update_rasterizer_options = true; + break; + case GL_DEPTH_TEST: + m_depth_test_enabled = true; + rasterizer_options.enable_depth_test = true; + update_rasterizer_options = true; + break; + case GL_BLEND: + m_blend_enabled = true; + rasterizer_options.enable_blending = true; + update_rasterizer_options = true; + break; + case GL_ALPHA_TEST: + m_alpha_test_enabled = true; + rasterizer_options.enable_alpha_test = true; + update_rasterizer_options = true; + break; + case GL_DITHER: + m_dither_enabled = true; + break; + case GL_FOG: + rasterizer_options.fog_enabled = true; + update_rasterizer_options = true; + break; + case GL_LIGHTING: + m_lighting_enabled = true; + rasterizer_options.lighting_enabled = true; + update_rasterizer_options = true; + break; + case GL_NORMALIZE: + m_normalize = true; + rasterizer_options.normalization_enabled = true; + update_rasterizer_options = true; + break; + case GL_POLYGON_OFFSET_FILL: + m_depth_offset_enabled = true; + rasterizer_options.depth_offset_enabled = true; + update_rasterizer_options = true; + break; + case GL_SCISSOR_TEST: + rasterizer_options.scissor_enabled = true; + update_rasterizer_options = true; + break; + case GL_STENCIL_TEST: + m_stencil_test_enabled = true; + rasterizer_options.enable_stencil_test = true; + update_rasterizer_options = true; + break; + case GL_TEXTURE_1D: + m_active_texture_unit->set_texture_1d_enabled(true); + m_sampler_config_is_dirty = true; + break; + case GL_TEXTURE_2D: + m_active_texture_unit->set_texture_2d_enabled(true); + m_sampler_config_is_dirty = true; + break; + case GL_TEXTURE_3D: + m_active_texture_unit->set_texture_3d_enabled(true); + m_sampler_config_is_dirty = true; + break; + case GL_TEXTURE_CUBE_MAP: + m_active_texture_unit->set_texture_cube_map_enabled(true); + m_sampler_config_is_dirty = true; + break; + case GL_LIGHT0: + case GL_LIGHT1: + case GL_LIGHT2: + case GL_LIGHT3: + case GL_LIGHT4: + case GL_LIGHT5: + case GL_LIGHT6: + case GL_LIGHT7: + m_light_states.at(capability - GL_LIGHT0).is_enabled = true; + m_light_state_is_dirty = true; + break; + case GL_TEXTURE_GEN_Q: + case GL_TEXTURE_GEN_R: + case GL_TEXTURE_GEN_S: + case GL_TEXTURE_GEN_T: + texture_coordinate_generation(m_active_texture_unit_index, capability).enabled = true; + m_texcoord_generation_dirty = true; + break; + default: + dbgln_if(GL_DEBUG, "gl_enable({:#x}): unknown parameter", capability); + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } + + if (update_rasterizer_options) + m_rasterizer.set_options(rasterizer_options); +} + +void GLContext::gl_disable(GLenum capability) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_disable, capability); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto rasterizer_options = m_rasterizer.options(); + bool update_rasterizer_options = false; + + switch (capability) { + case GL_COLOR_MATERIAL: + m_color_material_enabled = false; + break; + case GL_CULL_FACE: + m_cull_faces = false; + rasterizer_options.enable_culling = false; + update_rasterizer_options = true; + break; + case GL_DEPTH_TEST: + m_depth_test_enabled = false; + rasterizer_options.enable_depth_test = false; + update_rasterizer_options = true; + break; + case GL_BLEND: + m_blend_enabled = false; + rasterizer_options.enable_blending = false; + update_rasterizer_options = true; + break; + case GL_ALPHA_TEST: + m_alpha_test_enabled = false; + rasterizer_options.enable_alpha_test = false; + update_rasterizer_options = true; + break; + case GL_DITHER: + m_dither_enabled = false; + break; + case GL_FOG: + rasterizer_options.fog_enabled = false; + update_rasterizer_options = true; + break; + case GL_LIGHTING: + m_lighting_enabled = false; + rasterizer_options.lighting_enabled = false; + update_rasterizer_options = true; + break; + case GL_LIGHT0: + case GL_LIGHT1: + case GL_LIGHT2: + case GL_LIGHT3: + case GL_LIGHT4: + case GL_LIGHT5: + case GL_LIGHT6: + case GL_LIGHT7: + m_light_states.at(capability - GL_LIGHT0).is_enabled = false; + m_light_state_is_dirty = true; + break; + case GL_NORMALIZE: + m_normalize = false; + rasterizer_options.normalization_enabled = false; + update_rasterizer_options = true; + break; + case GL_POLYGON_OFFSET_FILL: + m_depth_offset_enabled = false; + rasterizer_options.depth_offset_enabled = false; + update_rasterizer_options = true; + break; + case GL_SCISSOR_TEST: + rasterizer_options.scissor_enabled = false; + update_rasterizer_options = true; + break; + case GL_STENCIL_TEST: + m_stencil_test_enabled = false; + rasterizer_options.enable_stencil_test = false; + update_rasterizer_options = true; + break; + case GL_TEXTURE_1D: + m_active_texture_unit->set_texture_1d_enabled(false); + m_sampler_config_is_dirty = true; + break; + case GL_TEXTURE_2D: + m_active_texture_unit->set_texture_2d_enabled(false); + m_sampler_config_is_dirty = true; + break; + case GL_TEXTURE_3D: + m_active_texture_unit->set_texture_3d_enabled(false); + m_sampler_config_is_dirty = true; + break; + case GL_TEXTURE_CUBE_MAP: + m_active_texture_unit->set_texture_cube_map_enabled(false); + m_sampler_config_is_dirty = true; + break; + case GL_TEXTURE_GEN_Q: + case GL_TEXTURE_GEN_R: + case GL_TEXTURE_GEN_S: + case GL_TEXTURE_GEN_T: + texture_coordinate_generation(m_active_texture_unit_index, capability).enabled = false; + m_texcoord_generation_dirty = true; + break; + default: + dbgln_if(GL_DEBUG, "gl_disable({:#x}): unknown parameter", capability); + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } + + if (update_rasterizer_options) + m_rasterizer.set_options(rasterizer_options); +} + +GLboolean GLContext::gl_is_enabled(GLenum capability) +{ + RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 0); + + auto optional_parameter = get_context_parameter(capability); + RETURN_VALUE_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM, 0); + + auto parameter = optional_parameter.release_value(); + RETURN_VALUE_WITH_ERROR_IF(!parameter.is_capability, GL_INVALID_ENUM, 0); + + return parameter.value.boolean_value; +} + +void GLContext::gl_gen_textures(GLsizei n, GLuint* textures) +{ + RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + m_name_allocator.allocate(n, textures); + + // Initialize all texture names with a nullptr + for (auto i = 0; i < n; ++i) { + GLuint name = textures[i]; + m_allocated_textures.set(name, nullptr); + } +} + +void GLContext::gl_delete_textures(GLsizei n, const GLuint* textures) +{ + RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + for (auto i = 0; i < n; i++) { + GLuint name = textures[i]; + if (name == 0) + continue; + + m_name_allocator.free(name); + + auto texture_object = m_allocated_textures.find(name); + if (texture_object == m_allocated_textures.end() || texture_object->value.is_null()) + continue; + auto texture = texture_object->value; + + // Check all texture units + for (auto& texture_unit : m_texture_units) { + if (texture->is_texture_2d() && texture_unit.texture_2d_target_texture() == texture) { + // If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture) + texture_unit.set_texture_2d_target_texture(get_default_texture<Texture2D>(GL_TEXTURE_2D)); + } + } + + m_allocated_textures.remove(name); + } +} + +void GLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid const* data) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // We only support GL_TEXTURE_2D for now + RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM); + + // Internal format can also be a number between 1 and 4. Symbolic formats were only added with EXT_texture, promoted to core in OpenGL 1.1 + if (internal_format == 1) + internal_format = GL_ALPHA; + else if (internal_format == 2) + internal_format = GL_LUMINANCE_ALPHA; + else if (internal_format == 3) + internal_format = GL_RGB; + else if (internal_format == 4) + internal_format = GL_RGBA; + + // We only support symbolic constants for now + RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA || internal_format == GL_LUMINANCE8 || internal_format == GL_LUMINANCE8_ALPHA8), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5), GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE); + // Check if width and height are a power of 2 + if (!m_device_info.supports_npot_textures) { + RETURN_WITH_ERROR_IF(!is_power_of_two(width), GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(!is_power_of_two(height), GL_INVALID_VALUE); + } + RETURN_WITH_ERROR_IF(border != 0, GL_INVALID_VALUE); + + auto texture_2d = m_active_texture_unit->texture_2d_target_texture(); + VERIFY(!texture_2d.is_null()); + + if (level == 0) { + // FIXME: OpenGL has the concept of texture and mipmap completeness. A texture has to fulfill certain criteria to be considered complete. + // Trying to render while an incomplete texture is bound will result in an error. + // Here we simply create a complete device image when mipmap level 0 is attached to the texture object. This has the unfortunate side effect + // that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized. + // To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time. + // All images that were attached before the device image was created need to be stored somewhere to be used to initialize the device image once complete. + texture_2d->set_device_image(m_rasterizer.create_image(SoftGPU::ImageFormat::BGRA8888, width, height, 1, 999, 1)); + m_sampler_config_is_dirty = true; + } + + texture_2d->upload_texture_data(level, internal_format, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment); +} + +void GLContext::gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // We only support GL_TEXTURE_2D for now + RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM); + + // We only support symbolic constants for now + RETURN_WITH_ERROR_IF(!(format == GL_RGBA || format == GL_RGB), GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5), GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE); + + // A 2D texture array must have been defined by a previous glTexImage2D operation + auto texture_2d = m_active_texture_unit->texture_2d_target_texture(); + RETURN_WITH_ERROR_IF(texture_2d.is_null(), GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(xoffset < 0 || yoffset < 0 || xoffset + width > texture_2d->width_at_lod(level) || yoffset + height > texture_2d->height_at_lod(level), GL_INVALID_VALUE); + + texture_2d->replace_sub_texture_data(level, xoffset, yoffset, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment); +} + +void GLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameter, target, pname, param); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter) + RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM); + + // FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter) + RETURN_WITH_ERROR_IF(!(pname == GL_TEXTURE_MIN_FILTER + || pname == GL_TEXTURE_MAG_FILTER + || pname == GL_TEXTURE_WRAP_S + || pname == GL_TEXTURE_WRAP_T), + GL_INVALID_ENUM); + + // We assume GL_TEXTURE_2D (see above) + auto texture_2d = m_active_texture_unit->texture_2d_target_texture(); + if (texture_2d.is_null()) + return; + + switch (pname) { + case GL_TEXTURE_MIN_FILTER: + RETURN_WITH_ERROR_IF(!(param == GL_NEAREST + || param == GL_LINEAR + || param == GL_NEAREST_MIPMAP_NEAREST + || param == GL_LINEAR_MIPMAP_NEAREST + || param == GL_NEAREST_MIPMAP_LINEAR + || param == GL_LINEAR_MIPMAP_LINEAR), + GL_INVALID_ENUM); + + texture_2d->sampler().set_min_filter(param); + break; + + case GL_TEXTURE_MAG_FILTER: + RETURN_WITH_ERROR_IF(!(param == GL_NEAREST + || param == GL_LINEAR), + GL_INVALID_ENUM); + + texture_2d->sampler().set_mag_filter(param); + break; + + case GL_TEXTURE_WRAP_S: + RETURN_WITH_ERROR_IF(!(param == GL_CLAMP + || param == GL_CLAMP_TO_BORDER + || param == GL_CLAMP_TO_EDGE + || param == GL_MIRRORED_REPEAT + || param == GL_REPEAT), + GL_INVALID_ENUM); + + texture_2d->sampler().set_wrap_s_mode(param); + break; + + case GL_TEXTURE_WRAP_T: + RETURN_WITH_ERROR_IF(!(param == GL_CLAMP + || param == GL_CLAMP_TO_BORDER + || param == GL_CLAMP_TO_EDGE + || param == GL_MIRRORED_REPEAT + || param == GL_REPEAT), + GL_INVALID_ENUM); + + texture_2d->sampler().set_wrap_t_mode(param); + break; + + default: + VERIFY_NOT_REACHED(); + } + + m_sampler_config_is_dirty = true; +} + +void GLContext::gl_front_face(GLenum face) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face); + + RETURN_WITH_ERROR_IF(face < GL_CW || face > GL_CCW, GL_INVALID_ENUM); + + m_front_face = face; + + auto rasterizer_options = m_rasterizer.options(); + rasterizer_options.front_face = (face == GL_CW) ? SoftGPU::WindingOrder::Clockwise : SoftGPU::WindingOrder::CounterClockwise; + m_rasterizer.set_options(rasterizer_options); +} + +void GLContext::gl_cull_face(GLenum cull_mode) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_cull_face, cull_mode); + + RETURN_WITH_ERROR_IF(cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK, GL_INVALID_ENUM); + + m_culled_sides = cull_mode; + + auto rasterizer_options = m_rasterizer.options(); + rasterizer_options.cull_back = cull_mode == GL_BACK || cull_mode == GL_FRONT_AND_BACK; + rasterizer_options.cull_front = cull_mode == GL_FRONT || cull_mode == GL_FRONT_AND_BACK; + m_rasterizer.set_options(rasterizer_options); +} + +GLuint GLContext::gl_gen_lists(GLsizei range) +{ + RETURN_VALUE_WITH_ERROR_IF(range <= 0, GL_INVALID_VALUE, 0); + RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, 0); + + auto initial_entry = m_listings.size(); + m_listings.resize(range + initial_entry); + return initial_entry + 1; +} + +void GLContext::invoke_list(size_t list_index) +{ + auto& listing = m_listings[list_index - 1]; + for (auto& entry : listing.entries) { + entry.function.visit([&](auto& function) { + entry.arguments.visit([&](auto& arguments) { + auto apply = [&]<typename... Args>(Args && ... args) + { + if constexpr (requires { (this->*function)(forward<Args>(args)...); }) + (this->*function)(forward<Args>(args)...); + }; + + arguments.apply_as_args(apply); + }); + }); + } +} + +void GLContext::gl_call_list(GLuint list) +{ + if (m_gl_call_depth > max_allowed_gl_call_depth) + return; + + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_list, list); + + if (m_listings.size() < list) + return; + + TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 }; + + invoke_list(list); +} + +void GLContext::gl_call_lists(GLsizei n, GLenum type, void const* lists) +{ + if (m_gl_call_depth > max_allowed_gl_call_depth) + return; + + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_call_lists, n, type, lists); + + RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(!(type == GL_BYTE + || type == GL_UNSIGNED_BYTE + || type == GL_SHORT + || type == GL_UNSIGNED_SHORT + || type == GL_INT + || type == GL_UNSIGNED_INT + || type == GL_FLOAT + || type == GL_2_BYTES + || type == GL_3_BYTES + || type == GL_4_BYTES), + GL_INVALID_ENUM); + + TemporaryChange change { m_gl_call_depth, m_gl_call_depth + 1 }; + + auto invoke_all_lists = [&]<typename T>(T const* lists) { + for (int i = 0; i < n; ++i) { + auto list = static_cast<size_t>(lists[i]); + invoke_list(m_list_base + list); + } + }; + switch (type) { + case GL_BYTE: + invoke_all_lists(static_cast<GLbyte const*>(lists)); + break; + case GL_UNSIGNED_BYTE: + invoke_all_lists(static_cast<GLubyte const*>(lists)); + break; + case GL_SHORT: + invoke_all_lists(static_cast<GLshort const*>(lists)); + break; + case GL_UNSIGNED_SHORT: + invoke_all_lists(static_cast<GLushort const*>(lists)); + break; + case GL_INT: + invoke_all_lists(static_cast<GLint const*>(lists)); + break; + case GL_UNSIGNED_INT: + invoke_all_lists(static_cast<GLuint const*>(lists)); + break; + case GL_FLOAT: + invoke_all_lists(static_cast<GLfloat const*>(lists)); + break; + case GL_2_BYTES: + case GL_3_BYTES: + case GL_4_BYTES: + dbgln("GLContext FIXME: unimplemented glCallLists() with type {}", type); + break; + default: + VERIFY_NOT_REACHED(); + } +} + +void GLContext::gl_delete_lists(GLuint list, GLsizei range) +{ + if (m_listings.size() < list || m_listings.size() <= list + range) + return; + + for (auto& entry : m_listings.span().slice(list - 1, range)) + entry.entries.clear_with_capacity(); +} + +void GLContext::gl_list_base(GLuint base) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_list_base, base); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + m_list_base = base; +} + +void GLContext::gl_end_list() +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(!m_current_listing_index.has_value(), GL_INVALID_OPERATION); + + m_listings[m_current_listing_index->index] = move(m_current_listing_index->listing); + m_current_listing_index.clear(); +} + +void GLContext::gl_new_list(GLuint list, GLenum mode) +{ + RETURN_WITH_ERROR_IF(list == 0, GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(mode != GL_COMPILE && mode != GL_COMPILE_AND_EXECUTE, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(m_current_listing_index.has_value(), GL_INVALID_OPERATION); + + if (m_listings.size() < list) + return; + + m_current_listing_index = CurrentListing { {}, static_cast<size_t>(list - 1), mode }; +} + +GLboolean GLContext::gl_is_list(GLuint list) +{ + RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, GL_FALSE); + + return list < m_listings.size() ? GL_TRUE : GL_FALSE; +} + +void GLContext::gl_flush() +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // No-op since GLContext is completely synchronous at the moment +} + +void GLContext::gl_finish() +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // No-op since GLContext is completely synchronous at the moment +} + +void GLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_blend_func, src_factor, dst_factor); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: The list of allowed enums differs between API versions + // This was taken from the 2.0 spec on https://docs.gl/gl2/glBlendFunc + + RETURN_WITH_ERROR_IF(!(src_factor == GL_ZERO + || src_factor == GL_ONE + || src_factor == GL_SRC_COLOR + || src_factor == GL_ONE_MINUS_SRC_COLOR + || src_factor == GL_DST_COLOR + || src_factor == GL_ONE_MINUS_DST_COLOR + || src_factor == GL_SRC_ALPHA + || src_factor == GL_ONE_MINUS_SRC_ALPHA + || src_factor == GL_DST_ALPHA + || src_factor == GL_ONE_MINUS_DST_ALPHA + || src_factor == GL_CONSTANT_COLOR + || src_factor == GL_ONE_MINUS_CONSTANT_COLOR + || src_factor == GL_CONSTANT_ALPHA + || src_factor == GL_ONE_MINUS_CONSTANT_ALPHA + || src_factor == GL_SRC_ALPHA_SATURATE), + GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(!(dst_factor == GL_ZERO + || dst_factor == GL_ONE + || dst_factor == GL_SRC_COLOR + || dst_factor == GL_ONE_MINUS_SRC_COLOR + || dst_factor == GL_DST_COLOR + || dst_factor == GL_ONE_MINUS_DST_COLOR + || dst_factor == GL_SRC_ALPHA + || dst_factor == GL_ONE_MINUS_SRC_ALPHA + || dst_factor == GL_DST_ALPHA + || dst_factor == GL_ONE_MINUS_DST_ALPHA + || dst_factor == GL_CONSTANT_COLOR + || dst_factor == GL_ONE_MINUS_CONSTANT_COLOR + || dst_factor == GL_CONSTANT_ALPHA + || dst_factor == GL_ONE_MINUS_CONSTANT_ALPHA), + GL_INVALID_ENUM); + + m_blend_source_factor = src_factor; + m_blend_destination_factor = dst_factor; + + auto map_gl_blend_factor_to_device = [](GLenum factor) constexpr + { + switch (factor) { + case GL_ZERO: + return SoftGPU::BlendFactor::Zero; + case GL_ONE: + return SoftGPU::BlendFactor::One; + case GL_SRC_ALPHA: + return SoftGPU::BlendFactor::SrcAlpha; + case GL_ONE_MINUS_SRC_ALPHA: + return SoftGPU::BlendFactor::OneMinusSrcAlpha; + case GL_SRC_COLOR: + return SoftGPU::BlendFactor::SrcColor; + case GL_ONE_MINUS_SRC_COLOR: + return SoftGPU::BlendFactor::OneMinusSrcColor; + case GL_DST_ALPHA: + return SoftGPU::BlendFactor::DstAlpha; + case GL_ONE_MINUS_DST_ALPHA: + return SoftGPU::BlendFactor::OneMinusDstAlpha; + case GL_DST_COLOR: + return SoftGPU::BlendFactor::DstColor; + case GL_ONE_MINUS_DST_COLOR: + return SoftGPU::BlendFactor::OneMinusDstColor; + case GL_SRC_ALPHA_SATURATE: + return SoftGPU::BlendFactor::SrcAlphaSaturate; + default: + VERIFY_NOT_REACHED(); + } + }; + + auto options = m_rasterizer.options(); + options.blend_source_factor = map_gl_blend_factor_to_device(m_blend_source_factor); + options.blend_destination_factor = map_gl_blend_factor_to_device(m_blend_destination_factor); + m_rasterizer.set_options(options); +} + +void GLContext::gl_shade_model(GLenum mode) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(mode != GL_FLAT && mode != GL_SMOOTH, GL_INVALID_ENUM); + + auto options = m_rasterizer.options(); + options.shade_smooth = (mode == GL_SMOOTH); + m_rasterizer.set_options(options); +} + +void GLContext::gl_alpha_func(GLenum func, GLclampf ref) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_alpha_func, func, ref); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(func < GL_NEVER || func > GL_ALWAYS, GL_INVALID_ENUM); + + m_alpha_test_func = func; + m_alpha_test_ref_value = ref; + + auto options = m_rasterizer.options(); + + switch (func) { + case GL_NEVER: + options.alpha_test_func = SoftGPU::AlphaTestFunction::Never; + break; + case GL_ALWAYS: + options.alpha_test_func = SoftGPU::AlphaTestFunction::Always; + break; + case GL_LESS: + options.alpha_test_func = SoftGPU::AlphaTestFunction::Less; + break; + case GL_LEQUAL: + options.alpha_test_func = SoftGPU::AlphaTestFunction::LessOrEqual; + break; + case GL_EQUAL: + options.alpha_test_func = SoftGPU::AlphaTestFunction::Equal; + break; + case GL_NOTEQUAL: + options.alpha_test_func = SoftGPU::AlphaTestFunction::NotEqual; + break; + case GL_GEQUAL: + options.alpha_test_func = SoftGPU::AlphaTestFunction::GreaterOrEqual; + break; + case GL_GREATER: + options.alpha_test_func = SoftGPU::AlphaTestFunction::Greater; + break; + default: + VERIFY_NOT_REACHED(); + } + + options.alpha_test_ref_value = m_alpha_test_ref_value; + m_rasterizer.set_options(options); +} + +void GLContext::gl_hint(GLenum target, GLenum mode) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_hint, target, mode); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(target != GL_PERSPECTIVE_CORRECTION_HINT + && target != GL_POINT_SMOOTH_HINT + && target != GL_LINE_SMOOTH_HINT + && target != GL_POLYGON_SMOOTH_HINT + && target != GL_FOG_HINT + && target != GL_GENERATE_MIPMAP_HINT + && target != GL_TEXTURE_COMPRESSION_HINT, + GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(mode != GL_DONT_CARE + && mode != GL_FASTEST + && mode != GL_NICEST, + GL_INVALID_ENUM); + + // According to the spec implementors are free to ignore glHint. So we do. +} + +void GLContext::gl_read_buffer(GLenum mode) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_read_buffer, mode); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here + // plus any aux buffer between 0 and GL_AUX_BUFFERS + RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT + && mode != GL_FRONT_RIGHT + && mode != GL_BACK_LEFT + && mode != GL_BACK_RIGHT + && mode != GL_FRONT + && mode != GL_BACK + && mode != GL_LEFT + && mode != GL_RIGHT, + GL_INVALID_ENUM); + + // FIXME: We do not currently have aux buffers, so make it an invalid + // operation to select anything but front or back buffers. Also we do + // not allow selecting the stereoscopic RIGHT buffers since we do not + // have them configured. + RETURN_WITH_ERROR_IF(mode != GL_FRONT_LEFT + && mode != GL_FRONT + && mode != GL_BACK_LEFT + && mode != GL_BACK + && mode != GL_FRONT + && mode != GL_BACK + && mode != GL_LEFT, + GL_INVALID_OPERATION); + + m_current_read_buffer = mode; +} + +void GLContext::gl_draw_buffer(GLenum buffer) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_buffer, buffer); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: Also allow aux buffers GL_AUX0 through GL_AUX3 here + // plus any aux buffer between 0 and GL_AUX_BUFFERS + RETURN_WITH_ERROR_IF(buffer != GL_NONE + && buffer != GL_FRONT_LEFT + && buffer != GL_FRONT_RIGHT + && buffer != GL_BACK_LEFT + && buffer != GL_BACK_RIGHT + && buffer != GL_FRONT + && buffer != GL_BACK + && buffer != GL_LEFT + && buffer != GL_RIGHT, + GL_INVALID_ENUM); + + // FIXME: We do not currently have aux buffers, so make it an invalid + // operation to select anything but front or back buffers. Also we do + // not allow selecting the stereoscopic RIGHT buffers since we do not + // have them configured. + RETURN_WITH_ERROR_IF(buffer != GL_NONE + && buffer != GL_FRONT_LEFT + && buffer != GL_FRONT + && buffer != GL_BACK_LEFT + && buffer != GL_BACK + && buffer != GL_FRONT + && buffer != GL_BACK + && buffer != GL_LEFT, + GL_INVALID_OPERATION); + + m_current_draw_buffer = buffer; + + auto rasterizer_options = m_rasterizer.options(); + // FIXME: We only have a single draw buffer in SoftGPU at the moment, + // so we simply disable color writes if GL_NONE is selected + rasterizer_options.enable_color_write = m_current_draw_buffer != GL_NONE; + m_rasterizer.set_options(rasterizer_options); +} + +void GLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE); + + RETURN_WITH_ERROR_IF(format != GL_COLOR_INDEX + && format != GL_STENCIL_INDEX + && format != GL_DEPTH_COMPONENT + && format != GL_RED + && format != GL_GREEN + && format != GL_BLUE + && format != GL_ALPHA + && format != GL_RGB + && format != GL_RGBA + && format != GL_LUMINANCE + && format != GL_LUMINANCE_ALPHA, + GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE + && type != GL_BYTE + && type != GL_BITMAP + && type != GL_UNSIGNED_SHORT + && type != GL_SHORT + && type != GL_BLUE + && type != GL_UNSIGNED_INT + && type != GL_INT + && type != GL_FLOAT, + GL_INVALID_ENUM); + + // FIXME: We only support RGBA buffers for now. + // Once we add support for indexed color modes do the correct check here + RETURN_WITH_ERROR_IF(format == GL_COLOR_INDEX, GL_INVALID_OPERATION); + + // FIXME: We do not have stencil buffers yet + // Once we add support for stencil buffers do the correct check here + RETURN_WITH_ERROR_IF(format == GL_STENCIL_INDEX, GL_INVALID_OPERATION); + + if (format == GL_DEPTH_COMPONENT) { + // FIXME: This check needs to be a bit more sophisticated. Currently the buffers + // are hardcoded. Once we add proper structures for them we need to correct this check + + // Error because only back buffer has a depth buffer + RETURN_WITH_ERROR_IF(m_current_read_buffer == GL_FRONT + || m_current_read_buffer == GL_FRONT_LEFT + || m_current_read_buffer == GL_FRONT_RIGHT, + GL_INVALID_OPERATION); + } + + // Some helper functions for converting float values to integer types + auto float_to_i8 = [](float f) -> GLchar { + return static_cast<GLchar>((0x7f * min(max(f, 0.0f), 1.0f) - 1) / 2); + }; + + auto float_to_i16 = [](float f) -> GLshort { + return static_cast<GLshort>((0x7fff * min(max(f, 0.0f), 1.0f) - 1) / 2); + }; + + auto float_to_i32 = [](float f) -> GLint { + return static_cast<GLint>((0x7fffffff * min(max(f, 0.0f), 1.0f) - 1) / 2); + }; + + auto float_to_u8 = [](float f) -> GLubyte { + return static_cast<GLubyte>(0xff * min(max(f, 0.0f), 1.0f)); + }; + + auto float_to_u16 = [](float f) -> GLushort { + return static_cast<GLushort>(0xffff * min(max(f, 0.0f), 1.0f)); + }; + + auto float_to_u32 = [](float f) -> GLuint { + return static_cast<GLuint>(0xffffffff * min(max(f, 0.0f), 1.0f)); + }; + + u8 component_size = 0; + switch (type) { + case GL_BYTE: + case GL_UNSIGNED_BYTE: + component_size = 1; + break; + case GL_SHORT: + case GL_UNSIGNED_SHORT: + component_size = 2; + break; + case GL_INT: + case GL_UNSIGNED_INT: + case GL_FLOAT: + component_size = 4; + break; + } + + if (format == GL_DEPTH_COMPONENT) { + auto const row_stride = (width * component_size + m_pack_alignment - 1) / m_pack_alignment * m_pack_alignment; + + // Read from depth buffer + for (GLsizei i = 0; i < height; ++i) { + for (GLsizei j = 0; j < width; ++j) { + float depth = m_rasterizer.get_depthbuffer_value(x + j, y + i); + auto char_ptr = reinterpret_cast<char*>(pixels) + i * row_stride + j * component_size; + + switch (type) { + case GL_BYTE: + *reinterpret_cast<GLchar*>(char_ptr) = float_to_i8(depth); + break; + case GL_SHORT: + *reinterpret_cast<GLshort*>(char_ptr) = float_to_i16(depth); + break; + case GL_INT: + *reinterpret_cast<GLint*>(char_ptr) = float_to_i32(depth); + break; + case GL_UNSIGNED_BYTE: + *reinterpret_cast<GLubyte*>(char_ptr) = float_to_u8(depth); + break; + case GL_UNSIGNED_SHORT: + *reinterpret_cast<GLushort*>(char_ptr) = float_to_u16(depth); + break; + case GL_UNSIGNED_INT: + *reinterpret_cast<GLuint*>(char_ptr) = float_to_u32(depth); + break; + case GL_FLOAT: + *reinterpret_cast<GLfloat*>(char_ptr) = min(max(depth, 0.0f), 1.0f); + break; + } + } + } + return; + } + + bool write_red = false; + bool write_green = false; + bool write_blue = false; + bool write_alpha = false; + size_t component_count = 0; + size_t red_offset = 0; + size_t green_offset = 0; + size_t blue_offset = 0; + size_t alpha_offset = 0; + char* red_ptr = nullptr; + char* green_ptr = nullptr; + char* blue_ptr = nullptr; + char* alpha_ptr = nullptr; + + switch (format) { + case GL_RGB: + write_red = true; + write_green = true; + write_blue = true; + component_count = 3; + red_offset = 2; + green_offset = 1; + blue_offset = 0; + break; + case GL_RGBA: + write_red = true; + write_green = true; + write_blue = true; + write_alpha = true; + component_count = 4; + red_offset = 3; + green_offset = 2; + blue_offset = 1; + alpha_offset = 0; + break; + case GL_RED: + write_red = true; + component_count = 1; + red_offset = 0; + break; + case GL_GREEN: + write_green = true; + component_count = 1; + green_offset = 0; + break; + case GL_BLUE: + write_blue = true; + component_count = 1; + blue_offset = 0; + break; + case GL_ALPHA: + write_alpha = true; + component_count = 1; + alpha_offset = 0; + break; + } + + auto const pixel_bytes = component_size * component_count; + auto const row_alignment_bytes = (m_pack_alignment - ((width * pixel_bytes) % m_pack_alignment)) % m_pack_alignment; + + char* out_ptr = reinterpret_cast<char*>(pixels); + for (int i = 0; i < (int)height; ++i) { + for (int j = 0; j < (int)width; ++j) { + Gfx::ARGB32 color {}; + if (m_current_read_buffer == GL_FRONT || m_current_read_buffer == GL_LEFT || m_current_read_buffer == GL_FRONT_LEFT) { + if (y + i >= m_frontbuffer->width() || x + j >= m_frontbuffer->height()) + color = 0; + else + color = m_frontbuffer->scanline(y + i)[x + j]; + } else { + color = m_rasterizer.get_color_buffer_pixel(x + j, y + i); + } + + float red = ((color >> 24) & 0xff) / 255.0f; + float green = ((color >> 16) & 0xff) / 255.0f; + float blue = ((color >> 8) & 0xff) / 255.0f; + float alpha = (color & 0xff) / 255.0f; + + // FIXME: Set up write pointers based on selected endianness (glPixelStore) + red_ptr = out_ptr + (component_size * red_offset); + green_ptr = out_ptr + (component_size * green_offset); + blue_ptr = out_ptr + (component_size * blue_offset); + alpha_ptr = out_ptr + (component_size * alpha_offset); + + switch (type) { + case GL_BYTE: + if (write_red) + *reinterpret_cast<GLchar*>(red_ptr) = float_to_i8(red); + if (write_green) + *reinterpret_cast<GLchar*>(green_ptr) = float_to_i8(green); + if (write_blue) + *reinterpret_cast<GLchar*>(blue_ptr) = float_to_i8(blue); + if (write_alpha) + *reinterpret_cast<GLchar*>(alpha_ptr) = float_to_i8(alpha); + break; + case GL_UNSIGNED_BYTE: + if (write_red) + *reinterpret_cast<GLubyte*>(red_ptr) = float_to_u8(red); + if (write_green) + *reinterpret_cast<GLubyte*>(green_ptr) = float_to_u8(green); + if (write_blue) + *reinterpret_cast<GLubyte*>(blue_ptr) = float_to_u8(blue); + if (write_alpha) + *reinterpret_cast<GLubyte*>(alpha_ptr) = float_to_u8(alpha); + break; + case GL_SHORT: + if (write_red) + *reinterpret_cast<GLshort*>(red_ptr) = float_to_i16(red); + if (write_green) + *reinterpret_cast<GLshort*>(green_ptr) = float_to_i16(green); + if (write_blue) + *reinterpret_cast<GLshort*>(blue_ptr) = float_to_i16(blue); + if (write_alpha) + *reinterpret_cast<GLshort*>(alpha_ptr) = float_to_i16(alpha); + break; + case GL_UNSIGNED_SHORT: + if (write_red) + *reinterpret_cast<GLushort*>(red_ptr) = float_to_u16(red); + if (write_green) + *reinterpret_cast<GLushort*>(green_ptr) = float_to_u16(green); + if (write_blue) + *reinterpret_cast<GLushort*>(blue_ptr) = float_to_u16(blue); + if (write_alpha) + *reinterpret_cast<GLushort*>(alpha_ptr) = float_to_u16(alpha); + break; + case GL_INT: + if (write_red) + *reinterpret_cast<GLint*>(red_ptr) = float_to_i32(red); + if (write_green) + *reinterpret_cast<GLint*>(green_ptr) = float_to_i32(green); + if (write_blue) + *reinterpret_cast<GLint*>(blue_ptr) = float_to_i32(blue); + if (write_alpha) + *reinterpret_cast<GLint*>(alpha_ptr) = float_to_i32(alpha); + break; + case GL_UNSIGNED_INT: + if (write_red) + *reinterpret_cast<GLuint*>(red_ptr) = float_to_u32(red); + if (write_green) + *reinterpret_cast<GLuint*>(green_ptr) = float_to_u32(green); + if (write_blue) + *reinterpret_cast<GLuint*>(blue_ptr) = float_to_u32(blue); + if (write_alpha) + *reinterpret_cast<GLuint*>(alpha_ptr) = float_to_u32(alpha); + break; + case GL_FLOAT: + if (write_red) + *reinterpret_cast<GLfloat*>(red_ptr) = min(max(red, 0.0f), 1.0f); + if (write_green) + *reinterpret_cast<GLfloat*>(green_ptr) = min(max(green, 0.0f), 1.0f); + if (write_blue) + *reinterpret_cast<GLfloat*>(blue_ptr) = min(max(blue, 0.0f), 1.0f); + if (write_alpha) + *reinterpret_cast<GLfloat*>(alpha_ptr) = min(max(alpha, 0.0f), 1.0f); + break; + } + + out_ptr += pixel_bytes; + } + + out_ptr += row_alignment_bytes; + } +} + +void GLContext::gl_bind_texture(GLenum target, GLuint texture) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(target != GL_TEXTURE_1D + && target != GL_TEXTURE_2D + && target != GL_TEXTURE_3D + && target != GL_TEXTURE_1D_ARRAY + && target != GL_TEXTURE_2D_ARRAY + && target != GL_TEXTURE_CUBE_MAP, + GL_INVALID_ENUM); + + // FIXME: We only support GL_TEXTURE_2D for now + if (target != GL_TEXTURE_2D) { + dbgln("gl_bind_texture(target = {:#x}): currently only GL_TEXTURE_2D is supported", target); + return; + } + + RefPtr<Texture2D> texture_2d; + + if (texture == 0) { + // Texture name 0 refers to the default texture + texture_2d = get_default_texture<Texture2D>(target); + } else { + // Find this texture name in our previously allocated textures + auto it = m_allocated_textures.find(texture); + if (it != m_allocated_textures.end()) { + auto texture_object = it->value; + if (!texture_object.is_null()) { + // Texture must have been created with the same target + RETURN_WITH_ERROR_IF(!texture_object->is_texture_2d(), GL_INVALID_OPERATION); + texture_2d = static_cast<Texture2D*>(texture_object.ptr()); + } + } + + // OpenGL 1.x supports binding texture names that were not previously generated by glGenTextures. + // If there is not an allocated texture, meaning it was not previously generated by glGenTextures, + // we can keep texture_object null to both allocate and bind the texture with the passed in texture name. + // FIXME: Later OpenGL versions such as 4.x enforce that texture names being bound were previously generated + // by glGenTextures. + if (!texture_2d) { + texture_2d = adopt_ref(*new Texture2D()); + m_allocated_textures.set(texture, texture_2d); + } + } + + m_active_texture_unit->set_texture_2d_target_texture(texture_2d); + m_sampler_config_is_dirty = true; +} + +GLboolean GLContext::gl_is_texture(GLuint texture) +{ + RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, GL_FALSE); + + if (texture == 0) + return GL_FALSE; + + auto it = m_allocated_textures.find(texture); + if (it == m_allocated_textures.end()) + return GL_FALSE; + + return it->value.is_null() ? GL_FALSE : GL_TRUE; +} + +void GLContext::gl_active_texture(GLenum texture) +{ + RETURN_WITH_ERROR_IF(texture < GL_TEXTURE0 || texture >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM); + + m_active_texture_unit_index = texture - GL_TEXTURE0; + m_active_texture_unit = &m_texture_units.at(m_active_texture_unit_index); +} + +void GLContext::gl_get_booleanv(GLenum pname, GLboolean* data) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto optional_parameter = get_context_parameter(pname); + RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM); + auto parameter = optional_parameter.release_value(); + + switch (parameter.type) { + case GL_BOOL: + *data = parameter.value.boolean_value ? GL_TRUE : GL_FALSE; + break; + case GL_DOUBLE: + *data = (parameter.value.double_value == 0.0) ? GL_FALSE : GL_TRUE; + break; + case GL_INT: + *data = (parameter.value.integer_value == 0) ? GL_FALSE : GL_TRUE; + break; + default: + VERIFY_NOT_REACHED(); + } +} + +void GLContext::gl_get_doublev(GLenum pname, GLdouble* params) +{ + get_floating_point(pname, params); +} + +void GLContext::gl_get_floatv(GLenum pname, GLfloat* params) +{ + get_floating_point(pname, params); +} + +template<typename T> +void GLContext::get_floating_point(GLenum pname, T* params) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // Handle matrix retrieval first + auto flatten_and_assign_matrix = [¶ms](FloatMatrix4x4 const& matrix) { + auto elements = matrix.elements(); + for (size_t i = 0; i < 4; ++i) { + for (size_t j = 0; j < 4; ++j) { + // Return transposed matrix since OpenGL defines them as column-major + params[i * 4 + j] = static_cast<T>(elements[j][i]); + } + } + }; + switch (pname) { + case GL_MODELVIEW_MATRIX: + flatten_and_assign_matrix(m_model_view_matrix); + return; + case GL_PROJECTION_MATRIX: + flatten_and_assign_matrix(m_projection_matrix); + return; + } + + // Regular parameters + auto optional_parameter = get_context_parameter(pname); + RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM); + auto parameter = optional_parameter.release_value(); + + switch (parameter.type) { + case GL_BOOL: + *params = parameter.value.boolean_value ? GL_TRUE : GL_FALSE; + break; + case GL_DOUBLE: + for (size_t i = 0; i < parameter.count; ++i) + params[i] = parameter.value.double_list[i]; + break; + case GL_INT: + for (size_t i = 0; i < parameter.count; ++i) + params[i] = parameter.value.integer_list[i]; + break; + default: + VERIFY_NOT_REACHED(); + } +} + +void GLContext::gl_get_integerv(GLenum pname, GLint* data) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto optional_parameter = get_context_parameter(pname); + RETURN_WITH_ERROR_IF(!optional_parameter.has_value(), GL_INVALID_ENUM); + auto parameter = optional_parameter.release_value(); + + switch (parameter.type) { + case GL_BOOL: + *data = parameter.value.boolean_value ? GL_TRUE : GL_FALSE; + break; + case GL_DOUBLE: { + double const int_range = static_cast<double>(NumericLimits<GLint>::max()) - NumericLimits<GLint>::min(); + for (size_t i = 0; i < parameter.count; ++i) { + double const result_factor = (clamp(parameter.value.double_list[i], -1.0, 1.0) + 1.0) / 2.0; + data[i] = static_cast<GLint>(NumericLimits<GLint>::min() + result_factor * int_range); + } + break; + } + case GL_INT: + for (size_t i = 0; i < parameter.count; ++i) + data[i] = parameter.value.integer_list[i]; + break; + default: + VERIFY_NOT_REACHED(); + } +} + +void GLContext::gl_depth_mask(GLboolean flag) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_mask, flag); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto options = m_rasterizer.options(); + options.enable_depth_write = (flag != GL_FALSE); + m_rasterizer.set_options(options); +} + +void GLContext::gl_enable_client_state(GLenum cap) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + switch (cap) { + case GL_COLOR_ARRAY: + m_client_side_color_array_enabled = true; + break; + case GL_NORMAL_ARRAY: + m_client_side_normal_array_enabled = true; + break; + case GL_TEXTURE_COORD_ARRAY: + m_client_side_texture_coord_array_enabled[m_client_active_texture] = true; + break; + case GL_VERTEX_ARRAY: + m_client_side_vertex_array_enabled = true; + break; + default: + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } +} + +void GLContext::gl_disable_client_state(GLenum cap) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + switch (cap) { + case GL_COLOR_ARRAY: + m_client_side_color_array_enabled = false; + break; + case GL_NORMAL_ARRAY: + m_client_side_normal_array_enabled = false; + break; + case GL_TEXTURE_COORD_ARRAY: + m_client_side_texture_coord_array_enabled[m_client_active_texture] = false; + break; + case GL_VERTEX_ARRAY: + m_client_side_vertex_array_enabled = false; + break; + default: + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } +} + +void GLContext::gl_client_active_texture(GLenum target) +{ + RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM); + + m_client_active_texture = target - GL_TEXTURE0; +} + +void GLContext::gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(!(size == 2 || size == 3 || size == 4), GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); + + m_client_vertex_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer }; +} + +void GLContext::gl_color_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(!(size == 3 || size == 4), GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(type != GL_BYTE + && type != GL_UNSIGNED_BYTE + && type != GL_SHORT + && type != GL_UNSIGNED_SHORT + && type != GL_INT + && type != GL_UNSIGNED_INT + && type != GL_FLOAT + && type != GL_DOUBLE, + GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); + + m_client_color_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer }; +} + +void GLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(!(size == 1 || size == 2 || size == 3 || size == 4), GL_INVALID_VALUE); + RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); + + auto& tex_coord_pointer = m_client_tex_coord_pointer[m_client_active_texture]; + tex_coord_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer }; +} + +void GLContext::gl_normal_pointer(GLenum type, GLsizei stride, void const* pointer) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(type != GL_BYTE + && type != GL_SHORT + && type != GL_INT + && type != GL_FLOAT + && type != GL_DOUBLE, + GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE); + + m_client_normal_pointer = { .size = 3, .type = type, .stride = stride, .pointer = pointer }; +} + +void GLContext::gl_tex_env(GLenum target, GLenum pname, GLfloat param) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_env, target, pname, param); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: We currently only support a subset of possible target values. Implement the rest! + RETURN_WITH_ERROR_IF(target != GL_TEXTURE_ENV, GL_INVALID_ENUM); + + // FIXME: We currently only support a subset of possible pname values. Implement the rest! + RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_ENV_MODE, GL_INVALID_ENUM); + + auto param_enum = static_cast<GLenum>(param); + + switch (param_enum) { + case GL_MODULATE: + case GL_REPLACE: + case GL_DECAL: + m_active_texture_unit->set_env_mode(param_enum); + m_sampler_config_is_dirty = true; + break; + default: + // FIXME: We currently only support a subset of possible param values. Implement the rest! + dbgln_if(GL_DEBUG, "gl_tex_env({:#x}, {:#x}, {}): param unimplemented", target, pname, param); + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } +} + +void GLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_arrays, mode, first, count); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES) + RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP + || mode == GL_TRIANGLE_FAN + || mode == GL_TRIANGLES + || mode == GL_QUADS + || mode == GL_QUAD_STRIP + || mode == GL_POLYGON), + GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE); + + // At least the vertex array needs to be enabled + if (!m_client_side_vertex_array_enabled) + return; + + auto last = first + count; + gl_begin(mode); + for (int i = first; i < last; i++) { + if (m_client_side_color_array_enabled) { + float color[4] { 0, 0, 0, 1 }; + read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true); + gl_color(color[0], color[1], color[2], color[3]); + } + + for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) { + if (m_client_side_texture_coord_array_enabled[t]) { + float tex_coords[4] { 0, 0, 0, 0 }; + read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false); + gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]); + } + } + + if (m_client_side_normal_array_enabled) { + float normal[3]; + read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false); + gl_normal(normal[0], normal[1], normal[2]); + } + + float vertex[4] { 0, 0, 0, 1 }; + read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false); + gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]); + } + gl_end(); +} + +void GLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_elements, mode, count, type, indices); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: Some modes are still missing (GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES) + RETURN_WITH_ERROR_IF(!(mode == GL_TRIANGLE_STRIP + || mode == GL_TRIANGLE_FAN + || mode == GL_TRIANGLES + || mode == GL_QUADS + || mode == GL_QUAD_STRIP + || mode == GL_POLYGON), + GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE + || type == GL_UNSIGNED_SHORT + || type == GL_UNSIGNED_INT), + GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(count < 0, GL_INVALID_VALUE); + + // At least the vertex array needs to be enabled + if (!m_client_side_vertex_array_enabled) + return; + + gl_begin(mode); + for (int index = 0; index < count; index++) { + int i = 0; + switch (type) { + case GL_UNSIGNED_BYTE: + i = reinterpret_cast<const GLubyte*>(indices)[index]; + break; + case GL_UNSIGNED_SHORT: + i = reinterpret_cast<const GLushort*>(indices)[index]; + break; + case GL_UNSIGNED_INT: + i = reinterpret_cast<const GLuint*>(indices)[index]; + break; + } + + if (m_client_side_color_array_enabled) { + float color[4] { 0, 0, 0, 1 }; + read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true); + gl_color(color[0], color[1], color[2], color[3]); + } + + for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) { + if (m_client_side_texture_coord_array_enabled[t]) { + float tex_coords[4] { 0, 0, 0, 0 }; + read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false); + gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]); + } + } + + if (m_client_side_normal_array_enabled) { + float normal[3]; + read_from_vertex_attribute_pointer(m_client_normal_pointer, i, normal, false); + gl_normal(normal[0], normal[1], normal[2]); + } + + float vertex[4] { 0, 0, 0, 1 }; + read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false); + gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]); + } + gl_end(); +} + +void GLContext::gl_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_pixels, width, height, format, type, data); + + RETURN_WITH_ERROR_IF(format < GL_COLOR_INDEX || format > GL_BGRA, GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF((type < GL_BYTE || type > GL_FLOAT) + && (type < GL_UNSIGNED_BYTE_3_3_2 || type > GL_UNSIGNED_INT_10_10_10_2) + && (type < GL_UNSIGNED_BYTE_2_3_3_REV || type > GL_UNSIGNED_INT_2_10_10_10_REV), + GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(type == GL_BITMAP && !(format == GL_COLOR_INDEX || format == GL_STENCIL_INDEX), GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE); + + // FIXME: GL_INVALID_OPERATION is generated if format is GL_STENCIL_INDEX and there is no stencil buffer + // FIXME: GL_INVALID_OPERATION is generated if format is GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA, + // GL_BGR, GL_BGRA, GL_LUMINANCE, or GL_LUMINANCE_ALPHA, and the GL is in color index mode + + RETURN_WITH_ERROR_IF(format != GL_RGB + && (type == GL_UNSIGNED_BYTE_3_3_2 + || type == GL_UNSIGNED_BYTE_2_3_3_REV + || type == GL_UNSIGNED_SHORT_5_6_5 + || type == GL_UNSIGNED_SHORT_5_6_5_REV), + GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(!(format == GL_RGBA || format == GL_BGRA) + && (type == GL_UNSIGNED_SHORT_4_4_4_4 + || type == GL_UNSIGNED_SHORT_4_4_4_4_REV + || type == GL_UNSIGNED_SHORT_5_5_5_1 + || type == GL_UNSIGNED_SHORT_1_5_5_5_REV + || type == GL_UNSIGNED_INT_8_8_8_8 + || type == GL_UNSIGNED_INT_8_8_8_8_REV + || type == GL_UNSIGNED_INT_10_10_10_2 + || type == GL_UNSIGNED_INT_2_10_10_10_REV), + GL_INVALID_OPERATION); + + // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER + // target and the buffer object's data store is currently mapped. + // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER + // target and the data would be unpacked from the buffer object such that the memory reads required would + // exceed the data store size. + // FIXME: GL_INVALID_OPERATION is generated if a non-zero buffer object name is bound to the GL_PIXEL_UNPACK_BUFFER + // target and data is not evenly divisible into the number of bytes needed to store in memory a datum + // indicated by type. + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: we only support RGBA + UNSIGNED_BYTE and DEPTH_COMPONENT + UNSIGNED_SHORT, implement all combinations! + if (!((format == GL_RGBA && type == GL_UNSIGNED_BYTE) || (format == GL_DEPTH_COMPONENT && type == GL_UNSIGNED_SHORT))) { + dbgln_if(GL_DEBUG, "gl_draw_pixels(): support for format {:#x} and/or type {:#x} not implemented", format, type); + return; + } + + // FIXME: implement support for pixel parameters such as GL_UNPACK_ALIGNMENT + + if (format == GL_RGBA) { + auto bitmap_or_error = Gfx::Bitmap::try_create(Gfx::BitmapFormat::BGRA8888, { width, height }); + RETURN_WITH_ERROR_IF(bitmap_or_error.is_error(), GL_OUT_OF_MEMORY); + auto bitmap = bitmap_or_error.release_value(); + + auto pixel_data = static_cast<u32 const*>(data); + for (int y = 0; y < height; ++y) + for (int x = 0; x < width; ++x) + bitmap->set_pixel(x, y, Color::from_argb(*(pixel_data++))); + + m_rasterizer.blit_to_color_buffer_at_raster_position(bitmap); + } else if (format == GL_DEPTH_COMPONENT) { + Vector<float> depth_values; + depth_values.ensure_capacity(width * height); + + auto depth_data = static_cast<u16 const*>(data); + for (int y = 0; y < height; ++y) { + for (int x = 0; x < width; ++x) { + auto u16_value = *(depth_data++); + auto float_value = static_cast<float>(u16_value) / NumericLimits<u16>::max(); + depth_values.append(float_value); + } + } + + m_rasterizer.blit_to_depth_buffer_at_raster_position(depth_values, width, height); + } else { + VERIFY_NOT_REACHED(); + } +} + +void GLContext::gl_depth_range(GLdouble min, GLdouble max) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_range, min, max); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto options = m_rasterizer.options(); + options.depth_min = clamp<float>(min, 0.f, 1.f); + options.depth_max = clamp<float>(max, 0.f, 1.f); + m_rasterizer.set_options(options); +} + +void GLContext::gl_depth_func(GLenum func) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_depth_func, func); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(!(func == GL_NEVER + || func == GL_LESS + || func == GL_EQUAL + || func == GL_LEQUAL + || func == GL_GREATER + || func == GL_NOTEQUAL + || func == GL_GEQUAL + || func == GL_ALWAYS), + GL_INVALID_ENUM); + + auto options = m_rasterizer.options(); + + switch (func) { + case GL_NEVER: + options.depth_func = SoftGPU::DepthTestFunction::Never; + break; + case GL_ALWAYS: + options.depth_func = SoftGPU::DepthTestFunction::Always; + break; + case GL_LESS: + options.depth_func = SoftGPU::DepthTestFunction::Less; + break; + case GL_LEQUAL: + options.depth_func = SoftGPU::DepthTestFunction::LessOrEqual; + break; + case GL_EQUAL: + options.depth_func = SoftGPU::DepthTestFunction::Equal; + break; + case GL_NOTEQUAL: + options.depth_func = SoftGPU::DepthTestFunction::NotEqual; + break; + case GL_GEQUAL: + options.depth_func = SoftGPU::DepthTestFunction::GreaterOrEqual; + break; + case GL_GREATER: + options.depth_func = SoftGPU::DepthTestFunction::Greater; + break; + default: + VERIFY_NOT_REACHED(); + } + + m_rasterizer.set_options(options); +} + +// General helper function to read arbitrary vertex attribute data into a float array +void GLContext::read_from_vertex_attribute_pointer(VertexAttribPointer const& attrib, int index, float* elements, bool normalize) +{ + auto byte_ptr = reinterpret_cast<const char*>(attrib.pointer); + size_t stride = attrib.stride; + + switch (attrib.type) { + case GL_BYTE: { + if (stride == 0) + stride = sizeof(GLbyte) * attrib.size; + + for (int i = 0; i < attrib.size; i++) { + elements[i] = *(reinterpret_cast<const GLbyte*>(byte_ptr + stride * index) + i); + if (normalize) + elements[i] /= 0x80; + } + break; + } + case GL_UNSIGNED_BYTE: { + if (stride == 0) + stride = sizeof(GLubyte) * attrib.size; + + for (int i = 0; i < attrib.size; i++) { + elements[i] = *(reinterpret_cast<const GLubyte*>(byte_ptr + stride * index) + i); + if (normalize) + elements[i] /= 0xff; + } + break; + } + case GL_SHORT: { + if (stride == 0) + stride = sizeof(GLshort) * attrib.size; + + for (int i = 0; i < attrib.size; i++) { + elements[i] = *(reinterpret_cast<const GLshort*>(byte_ptr + stride * index) + i); + if (normalize) + elements[i] /= 0x8000; + } + break; + } + case GL_UNSIGNED_SHORT: { + if (stride == 0) + stride = sizeof(GLushort) * attrib.size; + + for (int i = 0; i < attrib.size; i++) { + elements[i] = *(reinterpret_cast<const GLushort*>(byte_ptr + stride * index) + i); + if (normalize) + elements[i] /= 0xffff; + } + break; + } + case GL_INT: { + if (stride == 0) + stride = sizeof(GLint) * attrib.size; + + for (int i = 0; i < attrib.size; i++) { + elements[i] = *(reinterpret_cast<const GLint*>(byte_ptr + stride * index) + i); + if (normalize) + elements[i] /= 0x80000000; + } + break; + } + case GL_UNSIGNED_INT: { + if (stride == 0) + stride = sizeof(GLuint) * attrib.size; + + for (int i = 0; i < attrib.size; i++) { + elements[i] = *(reinterpret_cast<const GLuint*>(byte_ptr + stride * index) + i); + if (normalize) + elements[i] /= 0xffffffff; + } + break; + } + case GL_FLOAT: { + if (stride == 0) + stride = sizeof(GLfloat) * attrib.size; + + for (int i = 0; i < attrib.size; i++) + elements[i] = *(reinterpret_cast<const GLfloat*>(byte_ptr + stride * index) + i); + break; + } + case GL_DOUBLE: { + if (stride == 0) + stride = sizeof(GLdouble) * attrib.size; + + for (int i = 0; i < attrib.size; i++) + elements[i] = static_cast<float>(*(reinterpret_cast<const GLdouble*>(byte_ptr + stride * index) + i)); + break; + } + } +} + +void GLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) +{ + auto options = m_rasterizer.options(); + auto mask = options.color_mask; + + if (!red) + mask &= ~0x000000ff; + else + mask |= 0x000000ff; + + if (!green) + mask &= ~0x0000ff00; + else + mask |= 0x0000ff00; + + if (!blue) + mask &= ~0x00ff0000; + else + mask |= 0x00ff0000; + + if (!alpha) + mask &= ~0xff000000; + else + mask |= 0xff000000; + + options.color_mask = mask; + m_rasterizer.set_options(options); +} + +void GLContext::gl_polygon_mode(GLenum face, GLenum mode) +{ + RETURN_WITH_ERROR_IF(!(face == GL_BACK || face == GL_FRONT || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(mode == GL_POINT || mode == GL_LINE || mode == GL_FILL), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto options = m_rasterizer.options(); + + // FIXME: This must support different polygon modes for front- and backside + if (face == GL_BACK) { + dbgln_if(GL_DEBUG, "gl_polygon_mode(GL_BACK, {:#x}): unimplemented", mode); + return; + } + + auto map_mode = [](GLenum mode) -> SoftGPU::PolygonMode { + switch (mode) { + case GL_FILL: + return SoftGPU::PolygonMode::Fill; + case GL_LINE: + return SoftGPU::PolygonMode::Line; + case GL_POINT: + return SoftGPU::PolygonMode::Point; + default: + VERIFY_NOT_REACHED(); + } + }; + + options.polygon_mode = map_mode(mode); + m_rasterizer.set_options(options); +} + +void GLContext::gl_polygon_offset(GLfloat factor, GLfloat units) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_polygon_offset, factor, units); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto rasterizer_options = m_rasterizer.options(); + rasterizer_options.depth_offset_factor = factor; + rasterizer_options.depth_offset_constant = units; + m_rasterizer.set_options(rasterizer_options); +} + +void GLContext::gl_fogfv(GLenum pname, GLfloat* params) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogfv, pname, params); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + auto options = m_rasterizer.options(); + + switch (pname) { + case GL_FOG_COLOR: + options.fog_color = { params[0], params[1], params[2], params[3] }; + break; + default: + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } + + m_rasterizer.set_options(options); +} + +void GLContext::gl_fogf(GLenum pname, GLfloat param) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogf, pname, param); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(param < 0.0f, GL_INVALID_VALUE); + + auto options = m_rasterizer.options(); + + switch (pname) { + case GL_FOG_DENSITY: + options.fog_density = param; + break; + case GL_FOG_END: + options.fog_end = param; + break; + case GL_FOG_START: + options.fog_start = param; + break; + default: + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } + + m_rasterizer.set_options(options); +} + +void GLContext::gl_fogi(GLenum pname, GLint param) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_fogi, pname, param); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(param != GL_LINEAR && param != GL_EXP && param != GL_EXP2, GL_INVALID_ENUM); + + auto options = m_rasterizer.options(); + + switch (pname) { + case GL_FOG_MODE: + switch (param) { + case GL_LINEAR: + options.fog_mode = SoftGPU::FogMode::Linear; + break; + case GL_EXP: + options.fog_mode = SoftGPU::FogMode::Exp; + break; + case GL_EXP2: + options.fog_mode = SoftGPU::FogMode::Exp2; + break; + } + break; + default: + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + } + + m_rasterizer.set_options(options); +} + +void GLContext::gl_pixel_storei(GLenum pname, GLint param) +{ + // FIXME: Implement missing parameters + switch (pname) { + case GL_PACK_ALIGNMENT: + RETURN_WITH_ERROR_IF(param != 1 && param != 2 && param != 4 && param != 8, GL_INVALID_VALUE); + m_pack_alignment = param; + break; + case GL_UNPACK_ROW_LENGTH: + RETURN_WITH_ERROR_IF(param < 0, GL_INVALID_VALUE); + m_unpack_row_length = static_cast<size_t>(param); + break; + case GL_UNPACK_ALIGNMENT: + RETURN_WITH_ERROR_IF(param != 1 && param != 2 && param != 4 && param != 8, GL_INVALID_VALUE); + m_unpack_alignment = param; + break; + default: + RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); + break; + } +} + +void GLContext::gl_scissor(GLint x, GLint y, GLsizei width, GLsizei height) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scissor, x, y, width, height); + RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE); + + auto options = m_rasterizer.options(); + options.scissor_box = { x, y, width, height }; + m_rasterizer.set_options(options); +} + +void GLContext::gl_stencil_func_separate(GLenum face, GLenum func, GLint ref, GLuint mask) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_func_separate, face, func, ref, mask); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM); + + RETURN_WITH_ERROR_IF(!(func == GL_NEVER + || func == GL_LESS + || func == GL_LEQUAL + || func == GL_GREATER + || func == GL_GEQUAL + || func == GL_EQUAL + || func == GL_NOTEQUAL + || func == GL_ALWAYS), + GL_INVALID_ENUM); + + ref = clamp(ref, 0, (1 << m_device_info.stencil_bits) - 1); + + StencilFunctionOptions new_options = { func, ref, mask }; + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) + m_stencil_function[Face::Front] = new_options; + if (face == GL_BACK || face == GL_FRONT_AND_BACK) + m_stencil_function[Face::Back] = new_options; + + m_stencil_configuration_dirty = true; +} + +void GLContext::gl_stencil_mask_separate(GLenum face, GLuint mask) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_mask_separate, face, mask); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) + m_stencil_operation[Face::Front].write_mask = mask; + if (face == GL_BACK || face == GL_FRONT_AND_BACK) + m_stencil_operation[Face::Back].write_mask = mask; + + m_stencil_configuration_dirty = true; +} + +void GLContext::gl_stencil_op_separate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_stencil_op_separate, face, sfail, dpfail, dppass); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM); + + auto is_valid_op = [](GLenum op) -> bool { + return op == GL_KEEP || op == GL_ZERO || op == GL_REPLACE || op == GL_INCR || op == GL_INCR_WRAP + || op == GL_DECR || op == GL_DECR_WRAP || op == GL_INVERT; + }; + RETURN_WITH_ERROR_IF(!is_valid_op(sfail), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!is_valid_op(dpfail), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!is_valid_op(dppass), GL_INVALID_ENUM); + + auto update_stencil_operation = [&](Face face, GLenum sfail, GLenum dpfail, GLenum dppass) { + auto& stencil_operation = m_stencil_operation[face]; + stencil_operation.op_fail = sfail; + stencil_operation.op_depth_fail = dpfail; + stencil_operation.op_pass = dppass; + }; + if (face == GL_FRONT || face == GL_FRONT_AND_BACK) + update_stencil_operation(Face::Front, sfail, dpfail, dppass); + if (face == GL_BACK || face == GL_FRONT_AND_BACK) + update_stencil_operation(Face::Back, sfail, dpfail, dppass); + + m_stencil_configuration_dirty = true; +} + +void GLContext::gl_normal(GLfloat nx, GLfloat ny, GLfloat nz) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_normal, nx, ny, nz); + + m_current_vertex_normal = { nx, ny, nz }; +} + +void GLContext::gl_raster_pos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_raster_pos, x, y, z, w); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + m_rasterizer.set_raster_position({ x, y, z, w }, m_model_view_matrix, m_projection_matrix); +} + +void GLContext::gl_line_width(GLfloat width) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_line_width, width); + + RETURN_WITH_ERROR_IF(width <= 0, GL_INVALID_VALUE); + + m_line_width = width; +} + +void GLContext::gl_push_attrib(GLbitfield mask) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_attrib, mask); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: implement + dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_push_attrib({})", mask); +} + +void GLContext::gl_pop_attrib() +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_attrib); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: implement + dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_pop_attrib()"); +} + +void GLContext::gl_light_model(GLenum pname, GLfloat x, GLfloat y, GLfloat z, GLfloat w) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_light_model, pname, x, y, z, w); + + RETURN_WITH_ERROR_IF(pname != GL_LIGHT_MODEL_LOCAL_VIEWER + && pname != GL_LIGHT_MODEL_TWO_SIDE + && pname != GL_LIGHT_MODEL_AMBIENT, + GL_INVALID_ENUM); + + auto lighting_params = m_rasterizer.light_model(); + bool update_lighting_model = false; + + switch (pname) { + case GL_LIGHT_MODEL_AMBIENT: + lighting_params.scene_ambient_color = { x, y, z, w }; + update_lighting_model = true; + break; + case GL_LIGHT_MODEL_TWO_SIDE: + VERIFY(y == 0.0f && z == 0.0f && w == 0.0f); + lighting_params.two_sided_lighting = x; + update_lighting_model = true; + break; + case GL_LIGHT_MODEL_LOCAL_VIEWER: + // 0 means the viewer is at infinity + // 1 means they're in local (eye) space + lighting_params.viewer_at_infinity = (x != 1.0f); + update_lighting_model = true; + break; + default: + VERIFY_NOT_REACHED(); + } + + if (update_lighting_model) + m_rasterizer.set_light_model_params(lighting_params); +} + +void GLContext::gl_bitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, GLubyte const* bitmap) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_bitmap, width, height, xorig, yorig, xmove, ymove, bitmap); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + if (bitmap != nullptr) { + // FIXME: implement + dbgln_if(GL_DEBUG, "gl_bitmap({}, {}, {}, {}, {}, {}, {}): unimplemented", width, height, xorig, yorig, xmove, ymove, bitmap); + } + + auto raster_position = m_rasterizer.raster_position(); + raster_position.window_coordinates += { xmove, ymove, 0.f, 0.f }; + m_rasterizer.set_raster_position(raster_position); +} + +void GLContext::gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_copy_tex_image_2d, target, level, internalformat, x, y, width, height, border); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + // FIXME: implement + dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_copy_tex_image_2d({:#x}, {}, {:#x}, {}, {}, {}, {}, {})", + target, level, internalformat, x, y, width, height, border); +} + +void GLContext::gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params) +{ + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + // FIXME: support targets other than GL_TEXTURE_2D + RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM); + // FIXME: support other parameter names + RETURN_WITH_ERROR_IF(pname < GL_TEXTURE_WIDTH || pname > GL_TEXTURE_HEIGHT, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE); + // FIXME: GL_INVALID_VALUE is generated if target is GL_TEXTURE_BUFFER and level is not zero + // FIXME: GL_INVALID_OPERATION is generated if GL_TEXTURE_COMPRESSED_IMAGE_SIZE is queried on texture images with an uncompressed internal format or on proxy targets + + VERIFY(!m_active_texture_unit->texture_2d_target_texture().is_null()); + auto const texture_2d = m_active_texture_unit->texture_2d_target_texture(); + + switch (pname) { + case GL_TEXTURE_HEIGHT: + *params = texture_2d->height_at_lod(level); + break; + case GL_TEXTURE_WIDTH: + *params = texture_2d->width_at_lod(level); + break; + } +} + +void GLContext::gl_rect(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rect, x1, y1, x2, y2); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + gl_begin(GL_POLYGON); + gl_vertex(x1, y1, 0.0, 0.0); + gl_vertex(x2, y1, 0.0, 0.0); + gl_vertex(x2, y2, 0.0, 0.0); + gl_vertex(x1, y2, 0.0, 0.0); + gl_end(); +} + +void GLContext::gl_tex_gen(GLenum coord, GLenum pname, GLint param) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen, coord, pname, param); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR + && param != GL_OBJECT_LINEAR + && param != GL_SPHERE_MAP + && param != GL_NORMAL_MAP + && param != GL_REFLECTION_MAP, + GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM); + + GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S); + texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param; + m_texcoord_generation_dirty = true; +} + +void GLContext::gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen_floatv, coord, pname, params); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE + && pname != GL_OBJECT_PLANE + && pname != GL_EYE_PLANE, + GL_INVALID_ENUM); + + GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S); + + switch (pname) { + case GL_TEXTURE_GEN_MODE: { + auto param = static_cast<GLenum>(params[0]); + RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR + && param != GL_OBJECT_LINEAR + && param != GL_SPHERE_MAP + && param != GL_NORMAL_MAP + && param != GL_REFLECTION_MAP, + GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM); + + texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param; + break; + } + case GL_OBJECT_PLANE: + texture_coordinate_generation(m_active_texture_unit_index, capability).object_plane_coefficients = { params[0], params[1], params[2], params[3] }; + break; + case GL_EYE_PLANE: { + auto const& inverse_model_view = m_model_view_matrix.inverse(); + auto input_coefficients = FloatVector4 { params[0], params[1], params[2], params[3] }; + + // Note: we are allowed to store transformed coefficients here, according to the documentation on + // `glGetTexGen`: + // + // "The returned values are those maintained in eye coordinates. They are not equal to the values + // specified using glTexGen, unless the modelview matrix was identity when glTexGen was called." + + texture_coordinate_generation(m_active_texture_unit_index, capability).eye_plane_coefficients = inverse_model_view * input_coefficients; + break; + } + default: + VERIFY_NOT_REACHED(); + } + + m_texcoord_generation_dirty = true; +} + +void GLContext::present() +{ + m_rasterizer.blit_color_buffer_to(*m_frontbuffer); +} + +void GLContext::sync_device_config() +{ + sync_device_sampler_config(); + sync_device_texcoord_config(); + sync_light_state(); + sync_stencil_configuration(); +} + +void GLContext::sync_device_sampler_config() +{ + if (!m_sampler_config_is_dirty) + return; + + m_sampler_config_is_dirty = false; + + for (unsigned i = 0; i < m_texture_units.size(); ++i) { + auto const& texture_unit = m_texture_units[i]; + + if (!texture_unit.texture_2d_enabled()) + continue; + + SoftGPU::SamplerConfig config; + + auto texture_2d = texture_unit.texture_2d_target_texture(); + if (texture_2d.is_null()) { + config.bound_image = nullptr; + m_rasterizer.set_sampler_config(i, config); + continue; + } + + config.bound_image = texture_2d->device_image(); + + auto const& sampler = texture_2d->sampler(); + + switch (sampler.min_filter()) { + case GL_NEAREST: + config.texture_min_filter = SoftGPU::TextureFilter::Nearest; + config.mipmap_filter = SoftGPU::MipMapFilter::None; + break; + case GL_LINEAR: + config.texture_min_filter = SoftGPU::TextureFilter::Linear; + config.mipmap_filter = SoftGPU::MipMapFilter::None; + break; + case GL_NEAREST_MIPMAP_NEAREST: + config.texture_min_filter = SoftGPU::TextureFilter::Nearest; + config.mipmap_filter = SoftGPU::MipMapFilter::Nearest; + break; + case GL_LINEAR_MIPMAP_NEAREST: + config.texture_min_filter = SoftGPU::TextureFilter::Linear; + config.mipmap_filter = SoftGPU::MipMapFilter::Nearest; + break; + case GL_NEAREST_MIPMAP_LINEAR: + config.texture_min_filter = SoftGPU::TextureFilter::Nearest; + config.mipmap_filter = SoftGPU::MipMapFilter::Linear; + break; + case GL_LINEAR_MIPMAP_LINEAR: + config.texture_min_filter = SoftGPU::TextureFilter::Linear; + config.mipmap_filter = SoftGPU::MipMapFilter::Linear; + break; + default: + VERIFY_NOT_REACHED(); + } + + switch (sampler.mag_filter()) { + case GL_NEAREST: + config.texture_mag_filter = SoftGPU::TextureFilter::Nearest; + break; + case GL_LINEAR: + config.texture_mag_filter = SoftGPU::TextureFilter::Linear; + break; + default: + VERIFY_NOT_REACHED(); + } + + switch (sampler.wrap_s_mode()) { + case GL_CLAMP: + config.texture_wrap_u = SoftGPU::TextureWrapMode::Clamp; + break; + case GL_CLAMP_TO_BORDER: + config.texture_wrap_u = SoftGPU::TextureWrapMode::ClampToBorder; + break; + case GL_CLAMP_TO_EDGE: + config.texture_wrap_u = SoftGPU::TextureWrapMode::ClampToEdge; + break; + case GL_REPEAT: + config.texture_wrap_u = SoftGPU::TextureWrapMode::Repeat; + break; + case GL_MIRRORED_REPEAT: + config.texture_wrap_u = SoftGPU::TextureWrapMode::MirroredRepeat; + break; + default: + VERIFY_NOT_REACHED(); + } + + switch (sampler.wrap_t_mode()) { + case GL_CLAMP: + config.texture_wrap_v = SoftGPU::TextureWrapMode::Clamp; + break; + case GL_CLAMP_TO_BORDER: + config.texture_wrap_v = SoftGPU::TextureWrapMode::ClampToBorder; + break; + case GL_CLAMP_TO_EDGE: + config.texture_wrap_v = SoftGPU::TextureWrapMode::ClampToEdge; + break; + case GL_REPEAT: + config.texture_wrap_v = SoftGPU::TextureWrapMode::Repeat; + break; + case GL_MIRRORED_REPEAT: + config.texture_wrap_v = SoftGPU::TextureWrapMode::MirroredRepeat; + break; + default: + VERIFY_NOT_REACHED(); + } + + switch (texture_unit.env_mode()) { + case GL_MODULATE: + config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Modulate; + break; + case GL_REPLACE: + config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Replace; + break; + case GL_DECAL: + config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Decal; + break; + default: + VERIFY_NOT_REACHED(); + } + + m_rasterizer.set_sampler_config(i, config); + } +} + +void GLContext::sync_light_state() +{ + if (!m_light_state_is_dirty) + return; + + m_light_state_is_dirty = false; + + auto options = m_rasterizer.options(); + options.color_material_enabled = m_color_material_enabled; + switch (m_color_material_face) { + case GL_BACK: + options.color_material_face = SoftGPU::ColorMaterialFace::Back; + break; + case GL_FRONT: + options.color_material_face = SoftGPU::ColorMaterialFace::Front; + break; + case GL_FRONT_AND_BACK: + options.color_material_face = SoftGPU::ColorMaterialFace::FrontAndBack; + break; + default: + VERIFY_NOT_REACHED(); + } + switch (m_color_material_mode) { + case GL_AMBIENT: + options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient; + break; + case GL_AMBIENT_AND_DIFFUSE: + options.color_material_mode = SoftGPU::ColorMaterialMode::Ambient; + options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse; + break; + case GL_DIFFUSE: + options.color_material_mode = SoftGPU::ColorMaterialMode::Diffuse; + break; + case GL_EMISSION: + options.color_material_mode = SoftGPU::ColorMaterialMode::Emissive; + break; + case GL_SPECULAR: + options.color_material_mode = SoftGPU::ColorMaterialMode::Specular; + break; + default: + VERIFY_NOT_REACHED(); + } + m_rasterizer.set_options(options); + + for (auto light_id = 0u; light_id < SoftGPU::NUM_LIGHTS; light_id++) { + auto const& current_light_state = m_light_states.at(light_id); + m_rasterizer.set_light_state(light_id, current_light_state); + } + + m_rasterizer.set_material_state(SoftGPU::Face::Front, m_material_states[Face::Front]); + m_rasterizer.set_material_state(SoftGPU::Face::Back, m_material_states[Face::Back]); +} + +void GLContext::sync_device_texcoord_config() +{ + if (!m_texcoord_generation_dirty) + return; + m_texcoord_generation_dirty = false; + + auto options = m_rasterizer.options(); + + for (size_t i = 0; i < m_device_info.num_texture_units; ++i) { + + u8 enabled_coordinates = SoftGPU::TexCoordGenerationCoordinate::None; + for (GLenum capability = GL_TEXTURE_GEN_S; capability <= GL_TEXTURE_GEN_Q; ++capability) { + auto const context_coordinate_config = texture_coordinate_generation(i, capability); + if (!context_coordinate_config.enabled) + continue; + + SoftGPU::TexCoordGenerationConfig* texcoord_generation_config; + switch (capability) { + case GL_TEXTURE_GEN_S: + enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::S; + texcoord_generation_config = &options.texcoord_generation_config[i][0]; + break; + case GL_TEXTURE_GEN_T: + enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::T; + texcoord_generation_config = &options.texcoord_generation_config[i][1]; + break; + case GL_TEXTURE_GEN_R: + enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::R; + texcoord_generation_config = &options.texcoord_generation_config[i][2]; + break; + case GL_TEXTURE_GEN_Q: + enabled_coordinates |= SoftGPU::TexCoordGenerationCoordinate::Q; + texcoord_generation_config = &options.texcoord_generation_config[i][3]; + break; + default: + VERIFY_NOT_REACHED(); + } + + switch (context_coordinate_config.generation_mode) { + case GL_OBJECT_LINEAR: + texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::ObjectLinear; + texcoord_generation_config->coefficients = context_coordinate_config.object_plane_coefficients; + break; + case GL_EYE_LINEAR: + texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::EyeLinear; + texcoord_generation_config->coefficients = context_coordinate_config.eye_plane_coefficients; + break; + case GL_SPHERE_MAP: + texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::SphereMap; + break; + case GL_REFLECTION_MAP: + texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::ReflectionMap; + break; + case GL_NORMAL_MAP: + texcoord_generation_config->mode = SoftGPU::TexCoordGenerationMode::NormalMap; + break; + } + } + options.texcoord_generation_enabled_coordinates[i] = enabled_coordinates; + } + + m_rasterizer.set_options(options); +} + +void GLContext::sync_stencil_configuration() +{ + if (!m_stencil_configuration_dirty) + return; + m_stencil_configuration_dirty = false; + + auto set_device_stencil = [&](SoftGPU::Face face, StencilFunctionOptions func, StencilOperationOptions op) { + SoftGPU::StencilConfiguration device_configuration; + + // Stencil test function + auto map_func = [](GLenum func) -> SoftGPU::StencilTestFunction { + switch (func) { + case GL_ALWAYS: + return SoftGPU::StencilTestFunction::Always; + case GL_EQUAL: + return SoftGPU::StencilTestFunction::Equal; + case GL_GEQUAL: + return SoftGPU::StencilTestFunction::GreaterOrEqual; + case GL_GREATER: + return SoftGPU::StencilTestFunction::Greater; + case GL_LESS: + return SoftGPU::StencilTestFunction::Less; + case GL_LEQUAL: + return SoftGPU::StencilTestFunction::LessOrEqual; + case GL_NEVER: + return SoftGPU::StencilTestFunction::Never; + case GL_NOTEQUAL: + return SoftGPU::StencilTestFunction::NotEqual; + } + VERIFY_NOT_REACHED(); + }; + device_configuration.test_function = map_func(func.func); + device_configuration.reference_value = func.reference_value; + device_configuration.test_mask = func.mask; + + // Stencil operation + auto map_operation = [](GLenum operation) -> SoftGPU::StencilOperation { + switch (operation) { + case GL_DECR: + return SoftGPU::StencilOperation::Decrement; + case GL_DECR_WRAP: + return SoftGPU::StencilOperation::DecrementWrap; + case GL_INCR: + return SoftGPU::StencilOperation::Increment; + case GL_INCR_WRAP: + return SoftGPU::StencilOperation::IncrementWrap; + case GL_INVERT: + return SoftGPU::StencilOperation::Invert; + case GL_KEEP: + return SoftGPU::StencilOperation::Keep; + case GL_REPLACE: + return SoftGPU::StencilOperation::Replace; + case GL_ZERO: + return SoftGPU::StencilOperation::Zero; + } + VERIFY_NOT_REACHED(); + }; + device_configuration.on_stencil_test_fail = map_operation(op.op_fail); + device_configuration.on_depth_test_fail = map_operation(op.op_depth_fail); + device_configuration.on_pass = map_operation(op.op_pass); + device_configuration.write_mask = op.write_mask; + + m_rasterizer.set_stencil_configuration(face, device_configuration); + }; + set_device_stencil(SoftGPU::Face::Front, m_stencil_function[Face::Front], m_stencil_operation[Face::Front]); + set_device_stencil(SoftGPU::Face::Back, m_stencil_function[Face::Back], m_stencil_operation[Face::Back]); +} + +void GLContext::build_extension_string() +{ + Vector<StringView> extensions; + + // FIXME: npot texture support became a required core feature starting with OpenGL 2.0 (https://www.khronos.org/opengl/wiki/NPOT_Texture) + // Ideally we would verify if the selected device adheres to the requested OpenGL context version before context creation + // and refuse to create a context if it doesn't. + if (m_device_info.supports_npot_textures) + extensions.append("GL_ARB_texture_non_power_of_two"); + + if (m_device_info.num_texture_units > 1) + extensions.append("GL_ARB_multitexture"); + + m_extensions = String::join(" ", extensions); +} + +void GLContext::gl_lightf(GLenum light, GLenum pname, GLfloat param) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightf, light, pname, param); + + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname != GL_SPOT_EXPONENT || pname != GL_SPOT_CUTOFF), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(param < 0.f, GL_INVALID_VALUE); + + auto& light_state = m_light_states.at(light - GL_LIGHT0); + + switch (pname) { + case GL_CONSTANT_ATTENUATION: + light_state.constant_attenuation = param; + break; + case GL_LINEAR_ATTENUATION: + light_state.linear_attenuation = param; + break; + case GL_QUADRATIC_ATTENUATION: + light_state.quadratic_attenuation = param; + break; + case GL_SPOT_EXPONENT: + RETURN_WITH_ERROR_IF(param > 128.f, GL_INVALID_VALUE); + light_state.spotlight_exponent = param; + break; + case GL_SPOT_CUTOFF: + RETURN_WITH_ERROR_IF(param > 90.f && param != 180.f, GL_INVALID_VALUE); + light_state.spotlight_cutoff_angle = param; + break; + default: + VERIFY_NOT_REACHED(); + } + + m_light_state_is_dirty = true; +} + +void GLContext::gl_lightfv(GLenum light, GLenum pname, GLfloat const* params) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightfv, light, pname, params); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM); + + auto& light_state = m_light_states.at(light - GL_LIGHT0); + + switch (pname) { + case GL_AMBIENT: + light_state.ambient_intensity = { params[0], params[1], params[2], params[3] }; + break; + case GL_DIFFUSE: + light_state.diffuse_intensity = { params[0], params[1], params[2], params[3] }; + break; + case GL_SPECULAR: + light_state.specular_intensity = { params[0], params[1], params[2], params[3] }; + break; + case GL_POSITION: + light_state.position = { params[0], params[1], params[2], params[3] }; + light_state.position = m_model_view_matrix * light_state.position; + break; + case GL_CONSTANT_ATTENUATION: + RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE); + light_state.constant_attenuation = params[0]; + break; + case GL_LINEAR_ATTENUATION: + RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE); + light_state.linear_attenuation = params[0]; + break; + case GL_QUADRATIC_ATTENUATION: + RETURN_WITH_ERROR_IF(params[0] < 0.f, GL_INVALID_VALUE); + light_state.quadratic_attenuation = params[0]; + break; + case GL_SPOT_EXPONENT: { + auto exponent = params[0]; + RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE); + light_state.spotlight_exponent = exponent; + break; + } + case GL_SPOT_CUTOFF: { + auto cutoff = params[0]; + RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE); + light_state.spotlight_cutoff_angle = cutoff; + break; + } + case GL_SPOT_DIRECTION: { + FloatVector4 direction_vector = { params[0], params[1], params[2], 0.f }; + direction_vector = m_model_view_matrix * direction_vector; + light_state.spotlight_direction = direction_vector.xyz(); + break; + } + default: + VERIFY_NOT_REACHED(); + } + + m_light_state_is_dirty = true; +} + +void GLContext::gl_lightiv(GLenum light, GLenum pname, GLint const* params) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_lightiv, light, pname, params); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light >= (GL_LIGHT0 + m_device_info.num_lights), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_POSITION || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION || pname == GL_SPOT_CUTOFF || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_DIRECTION), GL_INVALID_ENUM); + + auto& light_state = m_light_states[light - GL_LIGHT0]; + + auto const to_float_vector = [](GLfloat x, GLfloat y, GLfloat z, GLfloat w) { + return FloatVector4(x, y, z, w); + }; + + switch (pname) { + case GL_AMBIENT: + light_state.ambient_intensity = to_float_vector(params[0], params[1], params[2], params[3]); + break; + case GL_DIFFUSE: + light_state.diffuse_intensity = to_float_vector(params[0], params[1], params[2], params[3]); + break; + case GL_SPECULAR: + light_state.specular_intensity = to_float_vector(params[0], params[1], params[2], params[3]); + break; + case GL_POSITION: + light_state.position = to_float_vector(params[0], params[1], params[2], params[3]); + light_state.position = m_model_view_matrix * light_state.position; + break; + case GL_CONSTANT_ATTENUATION: + RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE); + light_state.constant_attenuation = static_cast<float>(params[0]); + break; + case GL_LINEAR_ATTENUATION: + RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE); + light_state.linear_attenuation = static_cast<float>(params[0]); + break; + case GL_QUADRATIC_ATTENUATION: + RETURN_WITH_ERROR_IF(params[0] < 0, GL_INVALID_VALUE); + light_state.quadratic_attenuation = static_cast<float>(params[0]); + break; + case GL_SPOT_EXPONENT: { + auto exponent = static_cast<float>(params[0]); + RETURN_WITH_ERROR_IF(exponent < 0.f || exponent > 128.f, GL_INVALID_VALUE); + light_state.spotlight_exponent = exponent; + break; + } + case GL_SPOT_CUTOFF: { + auto cutoff = static_cast<float>(params[0]); + RETURN_WITH_ERROR_IF((cutoff < 0.f || cutoff > 90.f) && cutoff != 180.f, GL_INVALID_VALUE); + light_state.spotlight_cutoff_angle = cutoff; + break; + } + case GL_SPOT_DIRECTION: { + auto direction_vector = to_float_vector(params[0], params[1], params[2], 0.0f); + direction_vector = m_model_view_matrix * direction_vector; + light_state.spotlight_direction = direction_vector.xyz(); + break; + } + default: + VERIFY_NOT_REACHED(); + } + + m_light_state_is_dirty = true; +} + +void GLContext::gl_materialf(GLenum face, GLenum pname, GLfloat param) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialf, face, pname, param); + RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(pname != GL_SHININESS, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(param > 128.0f, GL_INVALID_VALUE); + + switch (face) { + case GL_FRONT: + m_material_states[Face::Front].shininess = param; + break; + case GL_BACK: + m_material_states[Face::Back].shininess = param; + break; + case GL_FRONT_AND_BACK: + m_material_states[Face::Front].shininess = param; + m_material_states[Face::Back].shininess = param; + break; + default: + VERIFY_NOT_REACHED(); + } + + m_light_state_is_dirty = true; +} + +void GLContext::gl_materialfv(GLenum face, GLenum pname, GLfloat const* params) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialfv, face, pname, params); + RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION || pname == GL_SHININESS || pname == GL_AMBIENT_AND_DIFFUSE), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128.0f), GL_INVALID_VALUE); + + auto update_material = [](SoftGPU::Material& material, GLenum pname, GLfloat const* params) { + switch (pname) { + case GL_AMBIENT: + material.ambient = { params[0], params[1], params[2], params[3] }; + break; + case GL_DIFFUSE: + material.diffuse = { params[0], params[1], params[2], params[3] }; + break; + case GL_SPECULAR: + material.specular = { params[0], params[1], params[2], params[3] }; + break; + case GL_EMISSION: + material.emissive = { params[0], params[1], params[2], params[3] }; + break; + case GL_SHININESS: + material.shininess = *params; + break; + case GL_AMBIENT_AND_DIFFUSE: + material.ambient = { params[0], params[1], params[2], params[3] }; + material.diffuse = { params[0], params[1], params[2], params[3] }; + break; + } + }; + + switch (face) { + case GL_FRONT: + update_material(m_material_states[Face::Front], pname, params); + break; + case GL_BACK: + update_material(m_material_states[Face::Back], pname, params); + break; + case GL_FRONT_AND_BACK: + update_material(m_material_states[Face::Front], pname, params); + update_material(m_material_states[Face::Back], pname, params); + break; + } + + m_light_state_is_dirty = true; +} + +void GLContext::gl_materialiv(GLenum face, GLenum pname, GLint const* params) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_materialiv, face, pname, params); + RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK || face == GL_FRONT_AND_BACK), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION || pname == GL_SHININESS || pname == GL_AMBIENT_AND_DIFFUSE), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF((pname == GL_SHININESS && *params > 128), GL_INVALID_VALUE); + + auto update_material = [](SoftGPU::Material& material, GLenum pname, GLint const* params) { + switch (pname) { + case GL_AMBIENT: + material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) }; + break; + case GL_DIFFUSE: + material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) }; + break; + case GL_SPECULAR: + material.specular = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) }; + break; + case GL_EMISSION: + material.emissive = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) }; + break; + case GL_SHININESS: + material.shininess = static_cast<float>(params[0]); + break; + case GL_AMBIENT_AND_DIFFUSE: + material.ambient = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) }; + material.diffuse = { static_cast<float>(params[0]), static_cast<float>(params[1]), static_cast<float>(params[2]), static_cast<float>(params[3]) }; + break; + } + }; + + switch (face) { + case GL_FRONT: + update_material(m_material_states[Face::Front], pname, params); + break; + case GL_BACK: + update_material(m_material_states[Face::Back], pname, params); + break; + case GL_FRONT_AND_BACK: + update_material(m_material_states[Face::Front], pname, params); + update_material(m_material_states[Face::Back], pname, params); + break; + } + + m_light_state_is_dirty = true; +} + +void GLContext::gl_color_material(GLenum face, GLenum mode) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_color_material, face, mode); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + + RETURN_WITH_ERROR_IF(face != GL_FRONT + && face != GL_BACK + && face != GL_FRONT_AND_BACK, + GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(mode != GL_EMISSION + && mode != GL_AMBIENT + && mode != GL_DIFFUSE + && mode != GL_SPECULAR + && mode != GL_AMBIENT_AND_DIFFUSE, + GL_INVALID_ENUM); + + m_color_material_face = face; + m_color_material_mode = mode; + + m_light_state_is_dirty = true; +} + +void GLContext::gl_get_light(GLenum light, GLenum pname, void* params, GLenum type) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_light, light, pname, params, type); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(light < GL_LIGHT0 || light > GL_LIGHT0 + m_device_info.num_lights, GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_SPOT_DIRECTION || pname == GL_SPOT_EXPONENT || pname == GL_SPOT_CUTOFF || pname == GL_CONSTANT_ATTENUATION || pname == GL_LINEAR_ATTENUATION || pname == GL_QUADRATIC_ATTENUATION), GL_INVALID_ENUM); + + if (type == GL_FLOAT) + get_light_param<GLfloat>(light, pname, static_cast<GLfloat*>(params)); + else if (type == GL_INT) + get_light_param<GLint>(light, pname, static_cast<GLint*>(params)); + else + VERIFY_NOT_REACHED(); +} + +template<typename T> +void GLContext::get_light_param(GLenum light, GLenum pname, T* params) +{ + auto const& light_state = m_light_states[light - GL_LIGHT0]; + switch (pname) { + case GL_AMBIENT: + params[0] = light_state.ambient_intensity.x(); + params[1] = light_state.ambient_intensity.y(); + params[2] = light_state.ambient_intensity.z(); + params[3] = light_state.ambient_intensity.w(); + break; + case GL_DIFFUSE: + params[0] = light_state.diffuse_intensity.x(); + params[1] = light_state.diffuse_intensity.y(); + params[2] = light_state.diffuse_intensity.z(); + params[3] = light_state.diffuse_intensity.w(); + break; + case GL_SPECULAR: + params[0] = light_state.specular_intensity.x(); + params[1] = light_state.specular_intensity.y(); + params[2] = light_state.specular_intensity.z(); + params[3] = light_state.specular_intensity.w(); + break; + case GL_SPOT_DIRECTION: + params[0] = light_state.spotlight_direction.x(); + params[1] = light_state.spotlight_direction.y(); + params[2] = light_state.spotlight_direction.z(); + break; + case GL_SPOT_EXPONENT: + *params = light_state.spotlight_exponent; + break; + case GL_SPOT_CUTOFF: + *params = light_state.spotlight_cutoff_angle; + break; + case GL_CONSTANT_ATTENUATION: + *params = light_state.constant_attenuation; + break; + case GL_LINEAR_ATTENUATION: + *params = light_state.linear_attenuation; + break; + case GL_QUADRATIC_ATTENUATION: + *params = light_state.quadratic_attenuation; + break; + } +} + +void GLContext::gl_get_material(GLenum face, GLenum pname, void* params, GLenum type) +{ + APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_get_material, face, pname, params, type); + RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); + RETURN_WITH_ERROR_IF(!(pname == GL_AMBIENT || pname == GL_DIFFUSE || pname == GL_SPECULAR || pname == GL_EMISSION), GL_INVALID_ENUM); + RETURN_WITH_ERROR_IF(!(face == GL_FRONT || face == GL_BACK), GL_INVALID_ENUM); + + Face material_face = Front; + switch (face) { + case GL_FRONT: + material_face = Front; + break; + case GL_BACK: + material_face = Back; + break; + } + + if (type == GL_FLOAT) + get_material_param<GLfloat>(material_face, pname, static_cast<GLfloat*>(params)); + else if (type == GL_INT) + get_material_param<GLint>(material_face, pname, static_cast<GLint*>(params)); + else + VERIFY_NOT_REACHED(); +} + +template<typename T> +void GLContext::get_material_param(Face face, GLenum pname, T* params) +{ + auto const& material = m_material_states[face]; + switch (pname) { + case GL_AMBIENT: + params[0] = static_cast<T>(material.ambient.x()); + params[1] = static_cast<T>(material.ambient.y()); + params[2] = static_cast<T>(material.ambient.z()); + params[3] = static_cast<T>(material.ambient.w()); + break; + case GL_DIFFUSE: + params[0] = static_cast<T>(material.diffuse.x()); + params[1] = static_cast<T>(material.diffuse.y()); + params[2] = static_cast<T>(material.diffuse.z()); + params[3] = static_cast<T>(material.diffuse.w()); + break; + case GL_SPECULAR: + params[0] = static_cast<T>(material.specular.x()); + params[1] = static_cast<T>(material.specular.y()); + params[2] = static_cast<T>(material.specular.z()); + params[3] = static_cast<T>(material.specular.w()); + break; + case GL_EMISSION: + params[0] = static_cast<T>(material.emissive.x()); + params[1] = static_cast<T>(material.emissive.y()); + params[2] = static_cast<T>(material.emissive.z()); + params[3] = static_cast<T>(material.emissive.w()); + break; + case GL_SHININESS: + *params = material.shininess; + break; + } +} + NonnullOwnPtr<GLContext> create_context(Gfx::Bitmap& bitmap) { - auto context = make<SoftwareGLContext>(bitmap); + auto context = make<GLContext>(bitmap); dbgln_if(GL_DEBUG, "GL::create_context({}) -> {:p}", bitmap.size(), context.ptr()); if (!g_gl_context) |