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LibGL: Implement glGetDoublev

This commit is contained in:
Jelle Raaijmakers 2021-12-01 13:07:30 +01:00 committed by Andreas Kling
parent 6d4a5a40a0
commit 40724a426f
5 changed files with 61 additions and 40 deletions

View file

@ -407,8 +407,9 @@ GLAPI void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
GLAPI void glTexEnvf(GLenum target, GLenum pname, GLfloat param);
GLAPI void glBindTexture(GLenum target, GLuint texture);
GLAPI void glActiveTexture(GLenum texture);
GLAPI void glGetFloatv(GLenum pname, GLfloat* params);
GLAPI void glGetBooleanv(GLenum pname, GLboolean* data);
GLAPI void glGetDoublev(GLenum pname, GLdouble* params);
GLAPI void glGetFloatv(GLenum pname, GLfloat* params);
GLAPI void glGetIntegerv(GLenum pname, GLint* data);
GLAPI void glDepthMask(GLboolean flag);
GLAPI void glEnableClientState(GLenum cap);

View file

@ -66,7 +66,6 @@ public:
virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) = 0;
virtual void gl_bind_texture(GLenum target, GLuint texture) = 0;
virtual void gl_active_texture(GLenum texture) = 0;
virtual void gl_get_floatv(GLenum pname, GLfloat* params) = 0;
virtual void gl_depth_mask(GLboolean flag) = 0;
virtual void gl_enable_client_state(GLenum cap) = 0;
virtual void gl_disable_client_state(GLenum cap) = 0;
@ -77,6 +76,8 @@ public:
virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) = 0;
virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) = 0;
virtual void gl_get_booleanv(GLenum pname, GLboolean* data) = 0;
virtual void gl_get_doublev(GLenum pname, GLdouble* params) = 0;
virtual void gl_get_floatv(GLenum pname, GLfloat* params) = 0;
virtual void gl_get_integerv(GLenum pname, GLint* data) = 0;
virtual void gl_depth_range(GLdouble min, GLdouble max) = 0;
virtual void gl_depth_func(GLenum func) = 0;

View file

@ -100,16 +100,21 @@ void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format
g_gl_context->gl_read_pixels(x, y, width, height, format, type, pixels);
}
void glGetFloatv(GLenum pname, GLfloat* params)
{
g_gl_context->gl_get_floatv(pname, params);
}
void glGetBooleanv(GLenum pname, GLboolean* data)
{
g_gl_context->gl_get_booleanv(pname, data);
}
void glGetDoublev(GLenum pname, GLdouble* params)
{
g_gl_context->gl_get_doublev(pname, params);
}
void glGetFloatv(GLenum pname, GLfloat* params)
{
g_gl_context->gl_get_floatv(pname, params);
}
void glGetIntegerv(GLenum pname, GLint* data)
{
g_gl_context->gl_get_integerv(pname, data);

View file

@ -1442,38 +1442,6 @@ void SoftwareGLContext::gl_active_texture(GLenum texture)
m_active_texture_unit = &m_texture_units.at(texture - GL_TEXTURE0);
}
void SoftwareGLContext::gl_get_floatv(GLenum pname, GLfloat* params)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto flatten_and_assign_matrix = [&params](const FloatMatrix4x4& matrix) {
auto elements = matrix.elements();
for (size_t i = 0; i < 4; ++i) {
for (size_t j = 0; j < 4; ++j) {
params[i * 4 + j] = elements[i][j];
}
}
};
switch (pname) {
case GL_MODELVIEW_MATRIX:
if (m_current_matrix_mode == GL_MODELVIEW)
flatten_and_assign_matrix(m_model_view_matrix);
else {
if (m_model_view_matrix_stack.is_empty())
flatten_and_assign_matrix(FloatMatrix4x4::identity());
else
flatten_and_assign_matrix(m_model_view_matrix_stack.last());
}
break;
default:
// FIXME: Because glQuake only requires GL_MODELVIEW_MATRIX, that is the only parameter
// that we currently support. More parameters should be supported.
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
}
void SoftwareGLContext::gl_get_booleanv(GLenum pname, GLboolean* data)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
@ -1510,6 +1478,48 @@ void SoftwareGLContext::gl_get_booleanv(GLenum pname, GLboolean* data)
}
}
void SoftwareGLContext::gl_get_doublev(GLenum pname, GLdouble* params)
{
get_floating_point(pname, params);
}
void SoftwareGLContext::gl_get_floatv(GLenum pname, GLfloat* params)
{
get_floating_point(pname, params);
}
template<typename T>
void SoftwareGLContext::get_floating_point(GLenum pname, T* params)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto flatten_and_assign_matrix = [&params](const FloatMatrix4x4& matrix) {
auto elements = matrix.elements();
for (size_t i = 0; i < 4; ++i) {
for (size_t j = 0; j < 4; ++j) {
params[i * 4 + j] = static_cast<T>(elements[i][j]);
}
}
};
switch (pname) {
case GL_MODELVIEW_MATRIX:
if (m_current_matrix_mode == GL_MODELVIEW)
flatten_and_assign_matrix(m_model_view_matrix);
else {
if (m_model_view_matrix_stack.is_empty())
flatten_and_assign_matrix(FloatMatrix4x4::identity());
else
flatten_and_assign_matrix(m_model_view_matrix_stack.last());
}
break;
default:
dbgln_if(GL_DEBUG, "FIXME: unimplemented floating point parameter {:#x}", pname);
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
}
void SoftwareGLContext::gl_get_integerv(GLenum pname, GLint* data)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);

View file

@ -77,7 +77,6 @@ public:
virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) override;
virtual void gl_bind_texture(GLenum target, GLuint texture) override;
virtual void gl_active_texture(GLenum texture) override;
virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
virtual void gl_depth_mask(GLboolean flag) override;
virtual void gl_enable_client_state(GLenum cap) override;
virtual void gl_disable_client_state(GLenum cap) override;
@ -88,6 +87,8 @@ public:
virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) override;
virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) override;
virtual void gl_get_booleanv(GLenum pname, GLboolean* data) override;
virtual void gl_get_doublev(GLenum pname, GLdouble* params) override;
virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
virtual void gl_get_integerv(GLenum pname, GLint* data) override;
virtual void gl_depth_range(GLdouble min, GLdouble max) override;
virtual void gl_depth_func(GLenum func) override;
@ -117,6 +118,9 @@ private:
m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
}
template<typename T>
void get_floating_point(GLenum pname, T* params);
[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
[[nodiscard]] bool should_execute_after_appending_to_listing() const { return m_current_listing_index.has_value() && m_current_listing_index->mode == GL_COMPILE_AND_EXECUTE; }