LibGL: Add macro for error checking

This adds a macro `RETURN_WITH_ERROR_IF` to SoftwareGLContext
to remove a lot of noise from the interface implementation.
This commit is contained in:
Stephan Unverwerth 2021-05-29 17:40:33 +02:00 committed by Linus Groh
parent e6b88de6a0
commit 9b4edacd8e
Notes: sideshowbarker 2024-07-18 17:12:37 +09:00

View File

@ -34,6 +34,18 @@ static constexpr size_t MATRIX_STACK_LIMIT = 1024;
return; \
}
#define RETURN_WITH_ERROR_IF(condition, error) \
if (condition) { \
m_error = error; \
return; \
}
#define RETURN_VALUE_WITH_ERROR_IF(condition, error, return_value) \
if (condition) { \
m_error = error; \
return return_value; \
}
SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
: m_frontbuffer(frontbuffer)
, m_rasterizer(frontbuffer.size())
@ -44,15 +56,8 @@ void SoftwareGLContext::gl_begin(GLenum mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_begin, mode);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (mode < GL_TRIANGLES || mode > GL_POLYGON) {
m_error = GL_INVALID_ENUM;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(mode < GL_TRIANGLES || mode > GL_POLYGON, GL_INVALID_ENUM);
m_current_draw_mode = mode;
m_in_draw_state = true; // Certain commands will now generate an error
@ -63,15 +68,8 @@ void SoftwareGLContext::gl_clear(GLbitfield mask)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear, mask);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (mask & ~(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)) {
m_error = GL_INVALID_ENUM;
return;
}
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_INVALID_ENUM);
if (mask & GL_COLOR_BUFFER_BIT)
m_rasterizer.clear_color(m_clear_color);
@ -86,10 +84,7 @@ void SoftwareGLContext::gl_clear_color(GLclampf red, GLclampf green, GLclampf bl
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_color, red, green, blue, alpha);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
m_clear_color = { red, green, blue, alpha };
m_error = GL_NO_ERROR;
@ -99,10 +94,7 @@ void SoftwareGLContext::gl_clear_depth(GLdouble depth)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_clear_depth, depth);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
m_clear_depth = depth;
m_error = GL_NO_ERROR;
@ -134,10 +126,7 @@ void SoftwareGLContext::gl_end()
float scr_height = m_frontbuffer->height();
// Make sure we had a `glBegin` before this call...
if (!m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(!m_in_draw_state, GL_INVALID_OPERATION);
// Let's construct some triangles
if (m_current_draw_mode == GL_TRIANGLES) {
@ -185,8 +174,7 @@ void SoftwareGLContext::gl_end()
triangle_list.append(triangle);
}
} else {
m_error = GL_INVALID_ENUM;
return;
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
// Now let's transform each triangle and send that to the GPU
@ -344,10 +332,7 @@ void SoftwareGLContext::gl_frustum(GLdouble left, GLdouble right, GLdouble botto
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_frustum, left, right, bottom, top, near_val, far_val);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// Let's do some math!
// FIXME: Are we losing too much precision by doing this?
@ -377,15 +362,8 @@ void SoftwareGLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom,
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_ortho, left, right, bottom, top, near_val, far_val);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (left == right || bottom == top || near_val == far_val) {
m_error = GL_INVALID_VALUE;
return;
}
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;
@ -412,19 +390,15 @@ void SoftwareGLContext::gl_ortho(GLdouble left, GLdouble right, GLdouble bottom,
GLenum SoftwareGLContext::gl_get_error()
{
if (m_in_draw_state) {
if (m_in_draw_state)
return GL_INVALID_OPERATION;
}
return m_error;
}
GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return nullptr;
}
RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, nullptr);
switch (name) {
case GL_VENDOR:
@ -438,18 +412,14 @@ GLubyte* SoftwareGLContext::gl_get_string(GLenum name)
break;
}
m_error = GL_INVALID_ENUM;
return nullptr;
RETURN_VALUE_WITH_ERROR_IF(true, GL_INVALID_ENUM, nullptr);
}
void SoftwareGLContext::gl_load_identity()
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_load_identity);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = FloatMatrix4x4::identity();
@ -470,10 +440,7 @@ void SoftwareGLContext::gl_load_matrix(const FloatMatrix4x4& matrix)
return;
}
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
if (m_current_matrix_mode == GL_PROJECTION)
m_projection_matrix = matrix;
@ -489,15 +456,8 @@ void SoftwareGLContext::gl_matrix_mode(GLenum mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_matrix_mode, mode);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (mode < GL_MODELVIEW || mode > GL_PROJECTION) {
m_error = GL_INVALID_ENUM;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(mode < GL_MODELVIEW || mode > GL_PROJECTION, GL_INVALID_ENUM);
m_current_matrix_mode = mode;
m_error = GL_NO_ERROR;
@ -507,26 +467,17 @@ void SoftwareGLContext::gl_push_matrix()
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_push_matrix);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
dbgln_if(GL_DEBUG, "glPushMatrix(): Pushing matrix to the matrix stack (matrix_mode {})", m_current_matrix_mode);
switch (m_current_matrix_mode) {
case GL_PROJECTION:
if (m_projection_matrix_stack.size() >= MATRIX_STACK_LIMIT) {
m_error = GL_STACK_OVERFLOW;
return;
}
RETURN_WITH_ERROR_IF(m_projection_matrix_stack.size() >= MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
m_projection_matrix_stack.append(m_projection_matrix);
break;
case GL_MODELVIEW:
if (m_model_view_matrix_stack.size() >= MATRIX_STACK_LIMIT) {
m_error = GL_STACK_OVERFLOW;
return;
}
RETURN_WITH_ERROR_IF(m_model_view_matrix_stack.size() >= MATRIX_STACK_LIMIT, GL_STACK_OVERFLOW);
m_model_view_matrix_stack.append(m_model_view_matrix);
break;
default:
@ -541,27 +492,18 @@ void SoftwareGLContext::gl_pop_matrix()
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_pop_matrix);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
dbgln_if(GL_DEBUG, "glPopMatrix(): Popping matrix from matrix stack (matrix_mode = {})", m_current_matrix_mode);
// FIXME: Make sure stack::top() doesn't cause any nasty issues if it's empty (that could result in a lockup/hang)
switch (m_current_matrix_mode) {
case GL_PROJECTION:
if (m_projection_matrix_stack.size() == 0) {
m_error = GL_STACK_UNDERFLOW;
return;
}
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:
if (m_model_view_matrix_stack.size() == 0) {
m_error = GL_STACK_UNDERFLOW;
return;
}
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;
default:
@ -576,10 +518,7 @@ void SoftwareGLContext::gl_rotate(GLdouble angle, GLdouble x, GLdouble y, GLdoub
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_rotate, angle, x, y, z);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
FloatVector3 axis = { (float)x, (float)y, (float)z };
axis.normalize();
@ -597,10 +536,7 @@ void SoftwareGLContext::gl_scale(GLdouble x, GLdouble y, GLdouble z)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_scale, x, y, z);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
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 * Gfx::scale_matrix(FloatVector3 { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z) });
@ -615,10 +551,7 @@ void SoftwareGLContext::gl_translate(GLdouble x, GLdouble y, GLdouble z)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_translate, x, y, z);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
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 * Gfx::translation_matrix(FloatVector3 { (float)x, (float)y, (float)z });
@ -668,10 +601,7 @@ void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei hei
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_viewport, x, y, width, height);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
(void)(x);
(void)(y);
@ -684,10 +614,7 @@ void SoftwareGLContext::gl_enable(GLenum capability)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_enable, capability);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto rasterizer_options = m_rasterizer.options();
bool update_rasterizer_options = false;
@ -712,8 +639,7 @@ void SoftwareGLContext::gl_enable(GLenum capability)
update_rasterizer_options = true;
break;
default:
m_error = GL_INVALID_ENUM;
break;
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
if (update_rasterizer_options)
@ -724,10 +650,7 @@ void SoftwareGLContext::gl_disable(GLenum capability)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_disable, capability);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto rasterizer_options = m_rasterizer.options();
bool update_rasterizer_options = false;
@ -752,8 +675,7 @@ void SoftwareGLContext::gl_disable(GLenum capability)
update_rasterizer_options = false;
break;
default:
m_error = GL_INVALID_ENUM;
break;
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
if (update_rasterizer_options)
@ -762,15 +684,8 @@ void SoftwareGLContext::gl_disable(GLenum capability)
void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
{
if (n < 0) {
m_error = GL_INVALID_VALUE;
return;
}
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
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);
@ -784,15 +699,8 @@ void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
{
if (n < 0) {
m_error = GL_INVALID_VALUE;
return;
}
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
m_name_allocator.free(n, textures);
@ -806,47 +714,18 @@ void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data)
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// We only support GL_TEXTURE_2D for now
if (target != GL_TEXTURE_2D) {
m_error = GL_INVALID_ENUM;
return;
}
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// We only support symbolic constants for now
if (!(internal_format == GL_RGB || internal_format == GL_RGBA)) {
m_error = GL_INVALID_VALUE;
return;
}
if (type != GL_UNSIGNED_BYTE) {
m_error = GL_INVALID_VALUE;
return;
}
if (level < 0 || level > Texture::LOG2_MAX_TEXTURE_SIZE) {
m_error = GL_INVALID_VALUE;
return;
}
if (width < 0 || height < 0 || width > (2 + Texture::MAX_TEXTURE_SIZE) || height > (2 + Texture::MAX_TEXTURE_SIZE)) {
m_error = GL_INVALID_VALUE;
return;
}
if ((width & 2) != 0 || (height & 2) != 0) {
m_error = GL_INVALID_VALUE;
return;
}
if (border < 0 || border > 1) {
m_error = GL_INVALID_VALUE;
return;
}
RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(level < 0 || level > Texture::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture::MAX_TEXTURE_SIZE) || height > (2 + Texture::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF((width & 2) != 0 || (height & 2) != 0, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(border < 0 || border > 1, GL_INVALID_VALUE);
// TODO: Load texture from the currently active texture unit
// This is to test the functionality of texture data upload
@ -857,10 +736,7 @@ void SoftwareGLContext::gl_front_face(GLenum face)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_front_face, face);
if (face < GL_CW || face > GL_CCW) {
m_error = GL_INVALID_ENUM;
return;
}
RETURN_WITH_ERROR_IF(face < GL_CW || face > GL_CCW, GL_INVALID_ENUM);
m_front_face = face;
}
@ -869,24 +745,15 @@ void SoftwareGLContext::gl_cull_face(GLenum cull_mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_cull_face, cull_mode);
if (cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK) {
m_error = GL_INVALID_ENUM;
return;
}
RETURN_WITH_ERROR_IF(cull_mode < GL_FRONT || cull_mode > GL_FRONT_AND_BACK, GL_INVALID_ENUM);
m_culled_sides = cull_mode;
}
GLuint SoftwareGLContext::gl_gen_lists(GLsizei range)
{
if (range <= 0) {
m_error = GL_INVALID_VALUE;
return 0;
}
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return 0;
}
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);
@ -932,14 +799,8 @@ void SoftwareGLContext::gl_delete_lists(GLuint list, GLsizei range)
void SoftwareGLContext::gl_end_list()
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (!m_current_listing_index.has_value()) {
m_error = GL_INVALID_OPERATION;
return;
}
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();
@ -947,22 +808,10 @@ void SoftwareGLContext::gl_end_list()
void SoftwareGLContext::gl_new_list(GLuint list, GLenum mode)
{
if (list == 0) {
m_error = GL_INVALID_VALUE;
return;
}
if (mode != GL_COMPILE && mode != GL_COMPILE_AND_EXECUTE) {
m_error = GL_INVALID_ENUM;
return;
}
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (m_current_listing_index.has_value()) {
m_error = GL_INVALID_OPERATION;
return;
}
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;
@ -972,20 +821,14 @@ void SoftwareGLContext::gl_new_list(GLuint list, GLenum mode)
void SoftwareGLContext::gl_flush()
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// No-op since SoftwareGLContext is completely synchronous at the moment
}
void SoftwareGLContext::gl_finish()
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// No-op since SoftwareGLContext is completely synchronous at the moment
}
@ -994,50 +837,43 @@ void SoftwareGLContext::gl_blend_func(GLenum src_factor, GLenum dst_factor)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_blend_func, src_factor, dst_factor);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
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
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)) {
m_error = GL_INVALID_ENUM;
return;
}
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);
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)) {
m_error = GL_INVALID_ENUM;
return;
}
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;
@ -1052,15 +888,8 @@ void SoftwareGLContext::gl_shade_model(GLenum mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_shade_model, mode);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (mode != GL_FLAT && mode != GL_SMOOTH) {
m_error = GL_INVALID_ENUM;
return;
}
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);
@ -1071,15 +900,8 @@ void SoftwareGLContext::gl_alpha_func(GLenum func, GLclampf ref)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_alpha_func, func, ref);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
if (func < GL_NEVER || func > GL_ALWAYS) {
m_error = GL_INVALID_ENUM;
return;
}
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;
@ -1094,28 +916,21 @@ void SoftwareGLContext::gl_hint(GLenum target, GLenum mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_hint, target, mode);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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) {
m_error = GL_INVALID_ENUM;
return;
}
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);
if (mode != GL_DONT_CARE
&& mode != GL_FASTEST
&& mode != GL_NICEST) {
m_error = GL_INVALID_ENUM;
return;
}
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.
}
@ -1124,104 +939,82 @@ void SoftwareGLContext::gl_read_buffer(GLenum mode)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_read_buffer, mode);
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
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
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) {
m_error = GL_INVALID_ENUM;
return;
}
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.
if (mode != GL_FRONT_LEFT
&& mode != GL_FRONT
&& mode != GL_BACK_LEFT
&& mode != GL_BACK
&& mode != GL_FRONT
&& mode != GL_BACK
&& mode != GL_LEFT) {
m_error = GL_INVALID_OPERATION;
return;
}
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 SoftwareGLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels)
{
if (m_in_draw_state) {
m_error = GL_INVALID_OPERATION;
return;
}
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(width < 0 || height < 0, GL_INVALID_VALUE);
// Check for negative width/height omitted because GLsizei is unsigned in our implementation
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);
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) {
m_error = GL_INVALID_ENUM;
return;
}
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);
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) {
m_error = GL_INVALID_ENUM;
return;
}
// 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);
if (format == GL_COLOR_INDEX) {
// FIXME: We only support RGBA buffers for now.
// Once we add support for indexed color modes do the correct check here
m_error = GL_INVALID_OPERATION;
return;
}
if (format == GL_STENCIL_INDEX) {
// FIXME: We do not have stencil buffers yet
// Once we add support for stencil buffers do the correct check here
m_error = GL_INVALID_OPERATION;
return;
}
// 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
if (m_current_read_buffer == GL_FRONT
|| m_current_read_buffer == GL_FRONT_LEFT
|| m_current_read_buffer == GL_FRONT_RIGHT) {
// Error because only back buffer has a depth buffer
m_error = GL_INVALID_OPERATION;
return;
}
// 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