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