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https://github.com/RGBCube/serenity
synced 2025-07-25 16:47:36 +00:00
LibGL: Implement glGetDoublev
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parent
6d4a5a40a0
commit
40724a426f
5 changed files with 61 additions and 40 deletions
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@ -407,8 +407,9 @@ GLAPI void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
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GLAPI void glTexEnvf(GLenum target, GLenum pname, GLfloat param);
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GLAPI void glBindTexture(GLenum target, GLuint texture);
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GLAPI void glActiveTexture(GLenum texture);
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GLAPI void glGetFloatv(GLenum pname, GLfloat* params);
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GLAPI void glGetBooleanv(GLenum pname, GLboolean* data);
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GLAPI void glGetDoublev(GLenum pname, GLdouble* params);
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GLAPI void glGetFloatv(GLenum pname, GLfloat* params);
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GLAPI void glGetIntegerv(GLenum pname, GLint* data);
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GLAPI void glDepthMask(GLboolean flag);
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GLAPI void glEnableClientState(GLenum cap);
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@ -66,7 +66,6 @@ public:
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virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) = 0;
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virtual void gl_bind_texture(GLenum target, GLuint texture) = 0;
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virtual void gl_active_texture(GLenum texture) = 0;
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virtual void gl_get_floatv(GLenum pname, GLfloat* params) = 0;
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virtual void gl_depth_mask(GLboolean flag) = 0;
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virtual void gl_enable_client_state(GLenum cap) = 0;
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virtual void gl_disable_client_state(GLenum cap) = 0;
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@ -77,6 +76,8 @@ public:
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virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) = 0;
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virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) = 0;
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virtual void gl_get_booleanv(GLenum pname, GLboolean* data) = 0;
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virtual void gl_get_doublev(GLenum pname, GLdouble* params) = 0;
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virtual void gl_get_floatv(GLenum pname, GLfloat* params) = 0;
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virtual void gl_get_integerv(GLenum pname, GLint* data) = 0;
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virtual void gl_depth_range(GLdouble min, GLdouble max) = 0;
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virtual void gl_depth_func(GLenum func) = 0;
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@ -100,16 +100,21 @@ void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format
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g_gl_context->gl_read_pixels(x, y, width, height, format, type, pixels);
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}
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void glGetFloatv(GLenum pname, GLfloat* params)
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{
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g_gl_context->gl_get_floatv(pname, params);
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}
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void glGetBooleanv(GLenum pname, GLboolean* data)
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{
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g_gl_context->gl_get_booleanv(pname, data);
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}
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void glGetDoublev(GLenum pname, GLdouble* params)
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{
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g_gl_context->gl_get_doublev(pname, params);
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}
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void glGetFloatv(GLenum pname, GLfloat* params)
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{
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g_gl_context->gl_get_floatv(pname, params);
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}
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void glGetIntegerv(GLenum pname, GLint* data)
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{
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g_gl_context->gl_get_integerv(pname, data);
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@ -1442,38 +1442,6 @@ void SoftwareGLContext::gl_active_texture(GLenum texture)
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m_active_texture_unit = &m_texture_units.at(texture - GL_TEXTURE0);
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}
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void SoftwareGLContext::gl_get_floatv(GLenum pname, GLfloat* params)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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auto flatten_and_assign_matrix = [¶ms](const FloatMatrix4x4& matrix) {
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auto elements = matrix.elements();
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for (size_t i = 0; i < 4; ++i) {
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for (size_t j = 0; j < 4; ++j) {
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params[i * 4 + j] = elements[i][j];
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}
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}
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};
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switch (pname) {
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case GL_MODELVIEW_MATRIX:
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if (m_current_matrix_mode == GL_MODELVIEW)
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flatten_and_assign_matrix(m_model_view_matrix);
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else {
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if (m_model_view_matrix_stack.is_empty())
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flatten_and_assign_matrix(FloatMatrix4x4::identity());
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else
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flatten_and_assign_matrix(m_model_view_matrix_stack.last());
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}
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break;
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default:
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// FIXME: Because glQuake only requires GL_MODELVIEW_MATRIX, that is the only parameter
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// that we currently support. More parameters should be supported.
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RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
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}
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}
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void SoftwareGLContext::gl_get_booleanv(GLenum pname, GLboolean* data)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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@ -1510,6 +1478,48 @@ void SoftwareGLContext::gl_get_booleanv(GLenum pname, GLboolean* data)
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}
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}
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void SoftwareGLContext::gl_get_doublev(GLenum pname, GLdouble* params)
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{
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get_floating_point(pname, params);
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}
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void SoftwareGLContext::gl_get_floatv(GLenum pname, GLfloat* params)
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{
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get_floating_point(pname, params);
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}
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template<typename T>
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void SoftwareGLContext::get_floating_point(GLenum pname, T* params)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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auto flatten_and_assign_matrix = [¶ms](const FloatMatrix4x4& matrix) {
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auto elements = matrix.elements();
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for (size_t i = 0; i < 4; ++i) {
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for (size_t j = 0; j < 4; ++j) {
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params[i * 4 + j] = static_cast<T>(elements[i][j]);
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}
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}
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};
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switch (pname) {
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case GL_MODELVIEW_MATRIX:
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if (m_current_matrix_mode == GL_MODELVIEW)
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flatten_and_assign_matrix(m_model_view_matrix);
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else {
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if (m_model_view_matrix_stack.is_empty())
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flatten_and_assign_matrix(FloatMatrix4x4::identity());
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else
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flatten_and_assign_matrix(m_model_view_matrix_stack.last());
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}
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break;
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default:
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dbgln_if(GL_DEBUG, "FIXME: unimplemented floating point parameter {:#x}", pname);
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RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
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}
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}
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void SoftwareGLContext::gl_get_integerv(GLenum pname, GLint* data)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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@ -77,7 +77,6 @@ public:
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virtual void gl_tex_env(GLenum target, GLenum pname, GLfloat param) override;
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virtual void gl_bind_texture(GLenum target, GLuint texture) override;
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virtual void gl_active_texture(GLenum texture) override;
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virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
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virtual void gl_depth_mask(GLboolean flag) override;
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virtual void gl_enable_client_state(GLenum cap) override;
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virtual void gl_disable_client_state(GLenum cap) override;
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@ -88,6 +87,8 @@ public:
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virtual void gl_draw_elements(GLenum mode, GLsizei count, GLenum type, const void* indices) override;
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virtual void gl_color_mask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) override;
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virtual void gl_get_booleanv(GLenum pname, GLboolean* data) override;
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virtual void gl_get_doublev(GLenum pname, GLdouble* params) override;
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virtual void gl_get_floatv(GLenum pname, GLfloat* params) override;
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virtual void gl_get_integerv(GLenum pname, GLint* data) override;
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virtual void gl_depth_range(GLdouble min, GLdouble max) override;
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virtual void gl_depth_func(GLenum func) override;
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@ -117,6 +118,9 @@ private:
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m_current_listing_index->listing.entries.empend(member, Listing::ArgumentsFor<member> { forward<Args>(args)... });
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}
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template<typename T>
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void get_floating_point(GLenum pname, T* params);
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[[nodiscard]] bool should_append_to_listing() const { return m_current_listing_index.has_value(); }
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[[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; }
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