/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * Copyright (c) 2022, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include #include #include #include #include #include #include __attribute__((visibility("hidden"))) GL::GLContext* g_gl_context; namespace GL { GLContext::GLContext(RefPtr driver, NonnullOwnPtr device, Gfx::Bitmap& frontbuffer) : m_driver { driver } , m_rasterizer { move(device) } , m_device_info { m_rasterizer->info() } , m_viewport { frontbuffer.rect() } , m_frontbuffer { frontbuffer } { 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.f, 0.f, 0.f, 0.f }; texture_coordinate_generation[0].eye_plane_coefficients = { 1.f, 0.f, 0.f, 0.f }; texture_coordinate_generation[1].object_plane_coefficients = { 0.f, 1.f, 0.f, 0.f }; texture_coordinate_generation[1].eye_plane_coefficients = { 0.f, 1.f, 0.f, 0.f }; texture_coordinate_generation[2].object_plane_coefficients = { 0.f, 0.f, 0.f, 0.f }; texture_coordinate_generation[2].eye_plane_coefficients = { 0.f, 0.f, 0.f, 0.f }; texture_coordinate_generation[3].object_plane_coefficients = { 0.f, 0.f, 0.f, 0.f }; texture_coordinate_generation[3].eye_plane_coefficients = { 0.f, 0.f, 0.f, 0.f }; } build_extension_string(); } GLContext::~GLContext() { dbgln_if(GL_DEBUG, "GLContext::~GLContext() {:p}", this); if (g_gl_context == this) make_context_current(nullptr); } 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(depth), 0.f, 1.f); } 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; sync_device_config(); GPU::PrimitiveType primitive_type; switch (m_current_draw_mode) { case GL_LINE_LOOP: primitive_type = GPU::PrimitiveType::LineLoop; break; case GL_LINE_STRIP: primitive_type = GPU::PrimitiveType::LineStrip; break; case GL_LINES: primitive_type = GPU::PrimitiveType::Lines; break; case GL_POINTS: primitive_type = GPU::PrimitiveType::Points; break; case GL_TRIANGLES: primitive_type = GPU::PrimitiveType::Triangles; break; case GL_TRIANGLE_STRIP: case GL_QUAD_STRIP: primitive_type = GPU::PrimitiveType::TriangleStrip; break; case GL_TRIANGLE_FAN: case GL_POLYGON: primitive_type = GPU::PrimitiveType::TriangleFan; break; case GL_QUADS: primitive_type = GPU::PrimitiveType::Quads; break; default: VERIFY_NOT_REACHED(); } m_rasterizer->draw_primitives(primitive_type, model_view_matrix(), projection_matrix(), m_vertex_list); m_vertex_list.clear_with_capacity(); } 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 const* 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(m_device_info.vendor_name.characters()); case GL_RENDERER: return reinterpret_cast(m_device_info.device_name.characters()); case GL_VERSION: return reinterpret_cast("1.5"); case GL_EXTENSIONS: return reinterpret_cast(m_extensions.characters()); case GL_SHADING_LANGUAGE_VERSION: return reinterpret_cast("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_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_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) ? GPU::WindingOrder::Clockwise : GPU::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_BACK && 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); } 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 GPU::BlendFactor::Zero; case GL_ONE: return GPU::BlendFactor::One; case GL_SRC_ALPHA: return GPU::BlendFactor::SrcAlpha; case GL_ONE_MINUS_SRC_ALPHA: return GPU::BlendFactor::OneMinusSrcAlpha; case GL_SRC_COLOR: return GPU::BlendFactor::SrcColor; case GL_ONE_MINUS_SRC_COLOR: return GPU::BlendFactor::OneMinusSrcColor; case GL_DST_ALPHA: return GPU::BlendFactor::DstAlpha; case GL_ONE_MINUS_DST_ALPHA: return GPU::BlendFactor::OneMinusDstAlpha; case GL_DST_COLOR: return GPU::BlendFactor::DstColor; case GL_ONE_MINUS_DST_COLOR: return GPU::BlendFactor::OneMinusDstColor; case GL_SRC_ALPHA_SATURATE: return GPU::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_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 = GPU::AlphaTestFunction::Never; break; case GL_ALWAYS: options.alpha_test_func = GPU::AlphaTestFunction::Always; break; case GL_LESS: options.alpha_test_func = GPU::AlphaTestFunction::Less; break; case GL_LEQUAL: options.alpha_test_func = GPU::AlphaTestFunction::LessOrEqual; break; case GL_EQUAL: options.alpha_test_func = GPU::AlphaTestFunction::Equal; break; case GL_NOTEQUAL: options.alpha_test_func = GPU::AlphaTestFunction::NotEqual; break; case GL_GEQUAL: options.alpha_test_func = GPU::AlphaTestFunction::GreaterOrEqual; break; case GL_GREATER: options.alpha_test_func = GPU::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_NONE || type == GL_NONE, GL_INVALID_ENUM); auto pixel_type_or_error = get_validated_pixel_type(GL_NONE, GL_NONE, format, type); RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code()); auto pixel_type = pixel_type_or_error.release_value(); GPU::ImageDataLayout output_layout = { .pixel_type = pixel_type, .packing = get_packing_specification(PackingType::Pack), .dimensions = { .width = static_cast(width), .height = static_cast(height), .depth = 1, }, .selection = { .width = static_cast(width), .height = static_cast(height), .depth = 1, }, }; if (pixel_type.format == GPU::PixelFormat::DepthComponent) { // 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); m_rasterizer->blit_from_depth_buffer(pixels, { x, y }, output_layout); } else if (pixel_type.format == GPU::PixelFormat::StencilIndex) { dbgln("gl_read_pixels(): GL_STENCIL_INDEX is not yet supported"); } else { m_rasterizer->blit_from_color_buffer(pixels, { x, y }, output_layout); } } 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_draw_pixels(GLsizei width, GLsizei height, GLenum format, GLenum type, void const* data) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_draw_pixels, width, height, format, type, data); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); 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 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(format == GL_NONE || type == GL_NONE, GL_INVALID_ENUM); auto pixel_type_or_error = get_validated_pixel_type(GL_NONE, GL_NONE, format, type); RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code()); auto pixel_type = pixel_type_or_error.release_value(); GPU::ImageDataLayout input_layout = { .pixel_type = pixel_type, .packing = get_packing_specification(PackingType::Unpack), .dimensions = { .width = static_cast(width), .height = static_cast(height), .depth = 1, }, .selection = { .width = static_cast(width), .height = static_cast(height), .depth = 1, }, }; if (pixel_type.format == GPU::PixelFormat::DepthComponent) { m_rasterizer->blit_to_depth_buffer_at_raster_position(data, input_layout); } else if (pixel_type.format == GPU::PixelFormat::StencilIndex) { dbgln("gl_draw_pixels(): GL_STENCIL_INDEX is not yet supported"); } else { m_rasterizer->blit_to_color_buffer_at_raster_position(data, input_layout); } } 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(min, 0.f, 1.f); options.depth_max = clamp(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 = GPU::DepthTestFunction::Never; break; case GL_ALWAYS: options.depth_func = GPU::DepthTestFunction::Always; break; case GL_LESS: options.depth_func = GPU::DepthTestFunction::Less; break; case GL_LEQUAL: options.depth_func = GPU::DepthTestFunction::LessOrEqual; break; case GL_EQUAL: options.depth_func = GPU::DepthTestFunction::Equal; break; case GL_NOTEQUAL: options.depth_func = GPU::DepthTestFunction::NotEqual; break; case GL_GEQUAL: options.depth_func = GPU::DepthTestFunction::GreaterOrEqual; break; case GL_GREATER: options.depth_func = GPU::DepthTestFunction::Greater; break; default: VERIFY_NOT_REACHED(); } m_rasterizer->set_options(options); } void GLContext::gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { auto options = m_rasterizer->options(); options.color_mask = (red == GL_TRUE ? 0xff : 0) | (green == GL_TRUE ? 0xff00 : 0) | (blue == GL_TRUE ? 0xff0000 : 0) | (alpha == GL_TRUE ? 0xff000000 : 0); 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) -> GPU::PolygonMode { switch (mode) { case GL_FILL: return GPU::PolygonMode::Fill; case GL_LINE: return GPU::PolygonMode::Line; case GL_POINT: return GPU::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 const* 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 = GPU::FogMode::Linear; break; case GL_EXP: options.fog_mode = GPU::FogMode::Exp; break; case GL_EXP2: options.fog_mode = GPU::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(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); } } 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_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 }, model_view_matrix(), 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; auto options = m_rasterizer->options(); options.line_width = width; m_rasterizer->set_options(options); } 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_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_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, 1.0); gl_vertex(x2, y1, 0.0, 1.0); gl_vertex(x2, y2, 0.0, 1.0); gl_vertex(x1, y2, 0.0, 1.0); gl_end(); } void GLContext::gl_point_size(GLfloat size) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_point_size, size); RETURN_WITH_ERROR_IF(size <= 0.f, GL_INVALID_VALUE); m_point_size = size; auto rasterizer_options = m_rasterizer->options(); rasterizer_options.point_size = size; m_rasterizer->set_options(rasterizer_options); } void GLContext::present() { m_rasterizer->blit_from_color_buffer(*m_frontbuffer); } void GLContext::sync_device_config() { sync_device_sampler_config(); sync_device_texture_units(); sync_light_state(); sync_stencil_configuration(); sync_clip_planes(); } void GLContext::build_extension_string() { Vector 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"sv); if (m_device_info.num_texture_units > 1) extensions.append("GL_ARB_multitexture"sv); if (m_device_info.supports_texture_clamp_to_edge) extensions.append("GL_EXT_texture_edge_clamp"sv); if (m_device_info.supports_texture_env_add) { extensions.append("GL_ARB_texture_env_add"sv); extensions.append("GL_EXT_texture_env_add"sv); } if (m_device_info.max_texture_lod_bias > 0.f) extensions.append("GL_EXT_texture_lod_bias"sv); m_extensions = String::join(' ', extensions); } ErrorOr> create_context(Gfx::Bitmap& bitmap) { // FIXME: Make driver selectable. This is currently hardcoded to LibSoftGPU auto driver = TRY(GPU::Driver::try_create("softgpu"sv)); auto device = TRY(driver->try_create_device(bitmap.size())); auto context = make(driver, move(device), bitmap); dbgln_if(GL_DEBUG, "GL::create_context({}) -> {:p}", bitmap.size(), context.ptr()); if (!g_gl_context) make_context_current(context); return context; } void make_context_current(GLContext* context) { if (g_gl_context == context) return; dbgln_if(GL_DEBUG, "GL::make_context_current({:p})", context); g_gl_context = context; } }