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Diffstat (limited to 'src/library_gl.js')
-rw-r--r--src/library_gl.js74
1 files changed, 60 insertions, 14 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 1ea8efc2..6ae20185 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -42,6 +42,8 @@ var LibraryGL = {
uniformTable: {}, // name => uniform ID. the uID must be identical until relinking, cannot create a new uID each call to glGetUniformLocation
+ stringCache: {},
+
packAlignment: 4, // default alignment is 4 bytes
unpackAlignment: 4, // default alignment is 4 bytes
@@ -240,7 +242,9 @@ var LibraryGL = {
sizePerPixel = 2;
break;
case 0x1406 /* GL_FLOAT */:
+#if ASSERTIONS
assert(GL.floatExt, 'Must have OES_texture_float to use float textures');
+#endif
switch (format) {
case 0x1907 /* GL_RGB */:
sizePerPixel = 3*4;
@@ -497,11 +501,14 @@ var LibraryGL = {
glGetString__sig: 'ii',
glGetString: function(name_) {
+ if (GL.stringCache[name_]) return GL.stringCache[name_];
+ var ret;
switch(name_) {
case 0x1F00 /* GL_VENDOR */:
case 0x1F01 /* GL_RENDERER */:
case 0x1F02 /* GL_VERSION */:
- return allocate(intArrayFromString(Module.ctx.getParameter(name_)), 'i8', ALLOC_NORMAL);
+ ret = allocate(intArrayFromString(Module.ctx.getParameter(name_)), 'i8', ALLOC_NORMAL);
+ break;
case 0x1F03 /* GL_EXTENSIONS */:
var exts = Module.ctx.getSupportedExtensions();
var gl_exts = [];
@@ -509,12 +516,16 @@ var LibraryGL = {
gl_exts.push(exts[i]);
gl_exts.push("GL_" + exts[i]);
}
- return allocate(intArrayFromString(gl_exts.join(' ')), 'i8', ALLOC_NORMAL); // XXX this leaks! TODO: Cache all results like this in library_gl.js to be clean and nice and avoid leaking.
+ ret = allocate(intArrayFromString(gl_exts.join(' ')), 'i8', ALLOC_NORMAL);
+ break;
case 0x8B8C /* GL_SHADING_LANGUAGE_VERSION */:
- return allocate(intArrayFromString('OpenGL ES GLSL 1.00 (WebGL)'), 'i8', ALLOC_NORMAL);
+ ret = allocate(intArrayFromString('OpenGL ES GLSL 1.00 (WebGL)'), 'i8', ALLOC_NORMAL);
+ break;
default:
throw 'Failure: Invalid glGetString value: ' + name_;
}
+ GL.stringCache[name_] = ret;
+ return ret;
},
glGetIntegerv__sig: 'vii',
@@ -680,7 +691,9 @@ var LibraryGL = {
glCompressedTexImage2D__sig: 'viiiiiiii',
glCompressedTexImage2D: function(target, level, internalFormat, width, height, border, imageSize, data) {
+#if ASSERTIONS
assert(GL.compressionExt);
+#endif
if (data) {
data = {{{ makeHEAPView('U8', 'data', 'data+imageSize') }}};
} else {
@@ -691,7 +704,9 @@ var LibraryGL = {
glCompressedTexSubImage2D__sig: 'viiiiiiiii',
glCompressedTexSubImage2D: function(target, level, xoffset, yoffset, width, height, format, imageSize, data) {
+#if ASSERTIONS
assert(GL.compressionExt);
+#endif
if (data) {
data = {{{ makeHEAPView('U8', 'data', 'data+imageSize') }}};
} else {
@@ -725,7 +740,9 @@ var LibraryGL = {
glReadPixels__sig: 'viiiiiii',
glReadPixels: function(x, y, width, height, format, type, pixels) {
+#if ASSERTIONS
assert(type == 0x1401 /* GL_UNSIGNED_BYTE */);
+#endif
var sizePerPixel;
switch (format) {
case 0x1907 /* GL_RGB */:
@@ -1357,7 +1374,9 @@ var LibraryGL = {
{{{ makeSetValue('count', '0', 'len', 'i32') }}};
for (var i = 0; i < len; ++i) {
var id = GL.shaders.indexOf(result[i]);
+#if ASSERTIONS
assert(id !== -1, 'shader not bound to local id');
+#endif
{{{ makeSetValue('shaders', 'i*4', 'id', 'i32') }}};
}
},
@@ -1774,17 +1793,17 @@ var LibraryGL = {
return;
}
case 0x8088: { // GL_TEXTURE_COORD_ARRAY_SIZE
- var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0];
+ var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture];
{{{ makeSetValue('params', '0', 'attribute ? attribute.size : 0', 'i32') }}};
return;
}
case 0x8089: { // GL_TEXTURE_COORD_ARRAY_TYPE
- var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0];
+ var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture];
{{{ makeSetValue('params', '0', 'attribute ? attribute.type : 0', 'i32') }}};
return;
}
case 0x808A: { // GL_TEXTURE_COORD_ARRAY_STRIDE
- var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0];
+ var attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture];
{{{ makeSetValue('params', '0', 'attribute ? attribute.stride : 0', 'i32') }}};
return;
}
@@ -1794,13 +1813,16 @@ var LibraryGL = {
var glGetString = _glGetString;
_glGetString = function(name_) {
+ if (GL.stringCache[name_]) return GL.stringCache[name_];
switch(name_) {
case 0x1F03 /* GL_EXTENSIONS */: // Add various extensions that we can support
- return allocate(intArrayFromString(Module.ctx.getSupportedExtensions().join(' ') +
+ var ret = allocate(intArrayFromString(Module.ctx.getSupportedExtensions().join(' ') +
' GL_EXT_texture_env_combine GL_ARB_texture_env_crossbar GL_ATI_texture_env_combine3 GL_NV_texture_env_combine4 GL_EXT_texture_env_dot3 GL_ARB_multitexture GL_ARB_vertex_buffer_object GL_EXT_framebuffer_object GL_ARB_vertex_program GL_ARB_fragment_program GL_ARB_shading_language_100 GL_ARB_shader_objects GL_ARB_vertex_shader GL_ARB_fragment_shader GL_ARB_texture_cube_map GL_EXT_draw_range_elements' +
(GL.compressionExt ? ' GL_ARB_texture_compression GL_EXT_texture_compression_s3tc' : '') +
(GL.anisotropicExt ? ' GL_EXT_texture_filter_anisotropic' : '')
), 'i8', ALLOC_NORMAL);
+ GL.stringCache[name_] = ret;
+ return ret;
}
return glGetString(name_);
};
@@ -2013,7 +2035,9 @@ var LibraryGL = {
glBindBuffer(target, buffer);
if (target == Module.ctx.ARRAY_BUFFER) {
if (GLEmulation.currentVao) {
+#if ASSERTIONS
assert(GLEmulation.currentVao.arrayBuffer == buffer || GLEmulation.currentVao.arrayBuffer == 0 || buffer == 0, 'TODO: support for multiple array buffers in vao');
+#endif
GLEmulation.currentVao.arrayBuffer = buffer;
}
} else if (target == Module.ctx.ELEMENT_ARRAY_BUFFER) {
@@ -2153,7 +2177,9 @@ var LibraryGL = {
glBindProgram__sig: 'vii',
glBindProgram: function(type, id) {
+#if ASSERTIONS
assert(id == 0);
+#endif
},
glGetPointerv: function(name, p) {
@@ -2164,7 +2190,7 @@ var LibraryGL = {
case 0x8090: // GL_COLOR_ARRAY_POINTER
attribute = GLImmediate.clientAttributes[GLImmediate.COLOR]; break;
case 0x8092: // GL_TEXTURE_COORD_ARRAY_POINTER
- attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0]; break;
+ attribute = GLImmediate.clientAttributes[GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture]; break;
default: throw 'TODO: glGetPointerv for ' + name;
}
{{{ makeSetValue('p', '0', 'attribute ? attribute.pointer : 0', 'i32') }}};
@@ -2832,9 +2858,9 @@ var LibraryGL = {
} else if (gl) {
maxTexUnits = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
}
-
+#if ASSERTIONS
assert(maxTexUnits > 0);
-
+#endif
s_texUnits = [];
for (var i = 0; i < maxTexUnits; i++) {
s_texUnits.push(new CTexUnit());
@@ -2893,9 +2919,10 @@ var LibraryGL = {
},
getTexUnitType: function(texUnitID) {
+#if ASSERTIONS
assert(texUnitID >= 0 &&
texUnitID < s_texUnits.length);
-
+#endif
return s_texUnits[texUnitID].getTexType();
},
@@ -3198,9 +3225,13 @@ var LibraryGL = {
if (!GL.immediate.enabledClientAttributes[texAttribName])
continue;
+#if ASSERTIONS
if (!useCurrProgram) {
- assert(GL.immediate.TexEnvJIT.getTexUnitType(i) != 0, "GL_TEXTURE" + i + " coords are supplied, but that texture unit is disabled in the fixed-function pipeline.");
+ if (GL.immediate.TexEnvJIT.getTexUnitType(i) == 0) {
+ Runtime.warnOnce("GL_TEXTURE" + i + " coords are supplied, but that texture unit is disabled in the fixed-function pipeline.");
+ }
}
+#endif
textureSizes[i] = GL.immediate.clientAttributes[texAttribName].size;
textureTypes[i] = GL.immediate.clientAttributes[texAttribName].type;
@@ -3417,7 +3448,9 @@ var LibraryGL = {
if (!GL.currArrayBuffer) {
var start = GL.immediate.firstVertex*GL.immediate.stride;
var end = GL.immediate.lastVertex*GL.immediate.stride;
+#if ASSERTIONS
assert(end <= GL.MAX_TEMP_BUFFER_SIZE, 'too much vertex data');
+#endif
arrayBuffer = GL.tempVertexBuffers[GL.tempBufferIndexLookup[end]];
// TODO: consider using the last buffer we bound, if it was larger. downside is larger buffer, but we might avoid rebinding and preparing
} else {
@@ -3586,10 +3619,10 @@ var LibraryGL = {
Module.ctx.drawElements(mode, count, type, indices);
return;
}
+#if ASSERTIONS
if (!GL.currElementArrayBuffer) {
assert(type == Module.ctx.UNSIGNED_SHORT); // We can only emulate buffers of this kind, for now
}
-#if ASSERTIONS
console.log("DrawElements doesn't actually prepareClientAttributes properly.");
#endif
GL.immediate.prepareClientAttributes(count, false);
@@ -3797,13 +3830,17 @@ var LibraryGL = {
if (!attribute) break;
attribute.offset = attribute.pointer - start;
if (attribute.offset > bytes) { // ensure we start where we should
+#if ASSERTIONS
assert((attribute.offset - bytes)%4 == 0); // XXX assuming 4-alignment
+#endif
bytes += attribute.offset - bytes;
}
bytes += attribute.size * GL.byteSizeByType[attribute.type - GL.byteSizeByTypeRoot];
if (bytes % 4 != 0) bytes += 4 - (bytes % 4); // XXX assuming 4-alignment
}
+#if ASSERTIONS
assert(beginEnd || bytes <= stride); // if not begin-end, explicit stride should make sense with total byte size
+#endif
if (bytes < stride) { // ensure the size is that of the stride
bytes = stride;
}
@@ -3830,18 +3867,21 @@ var LibraryGL = {
// Generate index data in a format suitable for GLES 2.0/WebGL
var numVertexes = 4 * this.vertexCounter / GL.immediate.stride;
+#if ASSERTIONS
assert(numVertexes % 1 == 0, "`numVertexes` must be an integer.");
-
+#endif
var emulatedElementArrayBuffer = false;
var numIndexes = 0;
if (numProvidedIndexes) {
numIndexes = numProvidedIndexes;
if (!GL.currArrayBuffer && GL.immediate.firstVertex > GL.immediate.lastVertex) {
// Figure out the first and last vertex from the index data
+#if ASSERTIONS
assert(!GL.currElementArrayBuffer); // If we are going to upload array buffer data, we need to find which range to
// upload based on the indices. If they are in a buffer on the GPU, that is very
// inconvenient! So if you do not have an array buffer, you should also not have
// an element array buffer. But best is to use both buffers!
+#endif
for (var i = 0; i < numProvidedIndexes; i++) {
var currIndex = {{{ makeGetValue('ptr', 'i*2', 'i16', null, 1) }}};
GL.immediate.firstVertex = Math.min(GL.immediate.firstVertex, currIndex);
@@ -3850,7 +3890,9 @@ var LibraryGL = {
}
if (!GL.currElementArrayBuffer) {
// If no element array buffer is bound, then indices is a literal pointer to clientside data
+#if ASSERTIONS
assert(numProvidedIndexes << 1 <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (a)');
+#endif
var indexBuffer = GL.tempIndexBuffers[GL.tempBufferIndexLookup[numProvidedIndexes << 1]];
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, indexBuffer);
Module.ctx.bufferSubData(Module.ctx.ELEMENT_ARRAY_BUFFER, 0, {{{ makeHEAPView('U16', 'ptr', 'ptr + (numProvidedIndexes << 1)') }}});
@@ -3862,11 +3904,15 @@ var LibraryGL = {
// GL.immediate.firstVertex is the first vertex we want. Quad indexes are in the pattern
// 0 1 2, 0 2 3, 4 5 6, 4 6 7, so we need to look at index firstVertex * 1.5 to see it.
// Then since indexes are 2 bytes each, that means 3
+#if ASSERTIONS
assert(GL.immediate.firstVertex % 4 == 0);
+#endif
ptr = GL.immediate.firstVertex*3;
var numQuads = numVertexes / 4;
numIndexes = numQuads * 6; // 0 1 2, 0 2 3 pattern
+#if ASSERTIONS
assert(ptr + (numIndexes << 1) <= GL.MAX_TEMP_BUFFER_SIZE, 'too many immediate mode indexes (b)');
+#endif
Module.ctx.bindBuffer(Module.ctx.ELEMENT_ARRAY_BUFFER, GL.tempQuadIndexBuffer);
emulatedElementArrayBuffer = true;
}