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Diffstat (limited to 'src/library_gl.js')
-rw-r--r--src/library_gl.js478
1 files changed, 330 insertions, 148 deletions
diff --git a/src/library_gl.js b/src/library_gl.js
index 61ca8957..d797cbb4 100644
--- a/src/library_gl.js
+++ b/src/library_gl.js
@@ -19,6 +19,7 @@ var LibraryGL = {
textures: [],
uniforms: [],
shaders: [],
+ vaos: [],
#if FULL_ES2
clientBuffers: [],
@@ -210,6 +211,7 @@ var LibraryGL = {
}
},
+#if LEGACY_GL_EMULATION
// Find a token in a shader source string
findToken: function(source, token) {
function isIdentChar(ch) {
@@ -238,6 +240,7 @@ var LibraryGL = {
} while (true);
return false;
},
+#endif
getSource: function(shader, count, string, length) {
var source = '';
@@ -255,6 +258,7 @@ var LibraryGL = {
}
source += frag;
}
+#if LEGACY_GL_EMULATION
// Let's see if we need to enable the standard derivatives extension
type = GLctx.getShaderParameter(GL.shaders[shader], 0x8B4F /* GL_SHADER_TYPE */);
if (type == 0x8B30 /* GL_FRAGMENT_SHADER */) {
@@ -270,6 +274,7 @@ var LibraryGL = {
#endif
}
}
+#endif
return source;
},
@@ -629,6 +634,9 @@ var LibraryGL = {
// Extension available from Firefox 26 and Google Chrome 30
GL.instancedArraysExt = GLctx.getExtension('ANGLE_instanced_arrays');
+
+ // Extension available from Firefox 25 and WebKit
+ GL.vaoExt = Module.ctx.getExtension('OES_vertex_array_object');
// These are the 'safe' feature-enabling extensions that don't add any performance impact related to e.g. debugging, and
// should be enabled by default so that client GLES2/GL code will not need to go through extra hoops to get its stuff working.
@@ -819,7 +827,7 @@ var LibraryGL = {
} else {
data = null;
}
- CLctx['compressedTexSubImage2D'](target, level, xoffset, yoffset, width, height, data);
+ GLctx['compressedTexSubImage2D'](target, level, xoffset, yoffset, width, height, format, data);
},
glTexImage2D__sig: 'viiiiiiiii',
@@ -879,12 +887,12 @@ var LibraryGL = {
glGetTexParameterfv__sig: 'viii',
glGetTexParameterfv: function(target, pname, params) {
- {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'float') }}};
+ {{{ makeSetValue('params', '0', 'GLctx.getTexParameter(target, pname)', 'float') }}};
},
glGetTexParameteriv__sig: 'viii',
glGetTexParameteriv: function(target, pname, params) {
- {{{ makeSetValue('params', '0', 'Module.getTexParameter(target, pname)', 'i32') }}};
+ {{{ makeSetValue('params', '0', 'GLctx.getTexParameter(target, pname)', 'i32') }}};
},
glTexParameterfv__sig: 'viii',
@@ -957,7 +965,11 @@ var LibraryGL = {
usage = 0x88E8; // GL_DYNAMIC_DRAW
break;
}
- GLctx.bufferData(target, HEAPU8.subarray(data, data+size), usage);
+ if (!data) {
+ GLctx.bufferData(target, size, usage);
+ } else {
+ GLctx.bufferData(target, HEAPU8.subarray(data, data+size), usage);
+ }
},
glBufferSubData__sig: 'viiii',
@@ -1540,9 +1552,7 @@ var LibraryGL = {
#endif
var log = GLctx.getShaderInfoLog(GL.shaders[shader]);
// Work around a bug in Chromium which causes getShaderInfoLog to return null
- if (!log) {
- log = "";
- }
+ if (!log) log = '(unknown error)';
log = log.substr(0, maxLength - 1);
writeStringToMemory(log, infoLog);
if (length) {
@@ -1556,7 +1566,10 @@ var LibraryGL = {
GL.validateGLObjectID(GL.shaders, shader, 'glGetShaderiv', 'shader');
#endif
if (pname == 0x8B84) { // GL_INFO_LOG_LENGTH
- {{{ makeSetValue('p', '0', 'GLctx.getShaderInfoLog(GL.shaders[shader]).length + 1', 'i32') }}};
+ var log = GLctx.getShaderInfoLog(GL.shaders[shader]);
+ // Work around a bug in Chromium which causes getShaderInfoLog to return null
+ if (!log) log = '(unknown error)';
+ {{{ makeSetValue('p', '0', 'log.length + 1', 'i32') }}};
} else {
{{{ makeSetValue('p', '0', 'GLctx.getShaderParameter(GL.shaders[shader], pname)', 'i32') }}};
}
@@ -1788,6 +1801,81 @@ var LibraryGL = {
},
#if LEGACY_GL_EMULATION
+ glGenVertexArrays__deps: ['emulGlGenVertexArrays'],
+#endif
+ glGenVertexArrays__sig: 'vii',
+ glGenVertexArrays: function (n, arrays) {
+#if LEGACY_GL_EMULATION
+ _emulGlGenVertexArrays(n, arrays);
+#else
+#if GL_ASSERTIONS
+ assert(GL.vaoExt, 'Must have OES_vertex_array_object to use vao');
+#endif
+
+ for(var i = 0; i < n; i++) {
+ var id = GL.getNewId(GL.vaos);
+ var vao = GL.vaoExt.createVertexArrayOES();
+ vao.name = id;
+ GL.vaos[id] = vao;
+ {{{ makeSetValue('arrays', 'i*4', 'id', 'i32') }}};
+ }
+#endif
+ },
+
+#if LEGACY_GL_EMULATION
+ glDeleteVertexArrays__deps: ['emulGlDeleteVertexArrays'],
+#endif
+ glDeleteVertexArrays__sig: 'vii',
+ glDeleteVertexArrays: function(n, vaos) {
+#if LEGACY_GL_EMULATION
+ _emulGlDeleteVertexArrays(n, vaos);
+#else
+#if GL_ASSERTIONS
+ assert(GL.vaoExt, 'Must have OES_vertex_array_object to use vao');
+#endif
+ for(var i = 0; i < n; i++) {
+ var id = {{{ makeGetValue('vaos', 'i*4', 'i32') }}};
+ GL.vaoExt.deleteVertexArrayOES(GL.vaos[id]);
+ GL.vaos[id] = null;
+ }
+#endif
+ },
+
+#if LEGACY_GL_EMULATION
+ glBindVertexArray__deps: ['emulGlBindVertexArray'],
+#endif
+ glBindVertexArray__sig: 'vi',
+ glBindVertexArray: function(vao) {
+#if LEGACY_GL_EMULATION
+ _emulGlBindVertexArray(vao);
+#else
+#if GL_ASSERTIONS
+ assert(GL.vaoExt, 'Must have OES_vertex_array_object to use vao');
+#endif
+
+ GL.vaoExt.bindVertexArrayOES(GL.vaos[vao]);
+#endif
+ },
+
+#if LEGACY_GL_EMULATION
+ glIsVertexArray__deps: ['emulGlIsVertexArray'],
+#endif
+ glIsVertexArray__sig: 'ii',
+ glIsVertexArray: function(array) {
+#if LEGACY_GL_EMULATION
+ return _emulGlIsVertexArray(array);
+#else
+#if GL_ASSERTIONS
+ assert(GL.vaoExt, 'Must have OES_vertex_array_object to use vao');
+#endif
+
+ var vao = GL.vaos[array];
+ if (!vao) return 0;
+ return GL.vaoExt.isVertexArrayOES(vao);
+#endif
+ },
+
+#if LEGACY_GL_EMULATION
// GL emulation: provides misc. functionality not present in OpenGL ES 2.0 or WebGL
@@ -1845,7 +1933,7 @@ var LibraryGL = {
};
var glEnable = _glEnable;
- _glEnable = function _glEnable(cap) {
+ _glEnable = _emscripten_glEnable = function _glEnable(cap) {
// Clean up the renderer on any change to the rendering state. The optimization of
// skipping renderer setup is aimed at the case of multiple glDraw* right after each other
if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup();
@@ -1870,7 +1958,7 @@ var LibraryGL = {
};
var glDisable = _glDisable;
- _glDisable = function _glDisable(cap) {
+ _glDisable = _emscripten_glDisable = function _glDisable(cap) {
if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup();
if (cap == 0x0B60 /* GL_FOG */) {
if (GLEmulation.fogEnabled != false) {
@@ -1891,7 +1979,7 @@ var LibraryGL = {
}
glDisable(cap);
};
- _glIsEnabled = function _glIsEnabled(cap) {
+ _glIsEnabled = _emscripten_glIsEnabled = function _glIsEnabled(cap) {
if (cap == 0x0B60 /* GL_FOG */) {
return GLEmulation.fogEnabled ? 1 : 0;
} else if (!(cap in validCapabilities)) {
@@ -1901,7 +1989,7 @@ var LibraryGL = {
};
var glGetBooleanv = _glGetBooleanv;
- _glGetBooleanv = function _glGetBooleanv(pname, p) {
+ _glGetBooleanv = _emscripten_glGetBooleanv = function _glGetBooleanv(pname, p) {
var attrib = GLEmulation.getAttributeFromCapability(pname);
if (attrib !== null) {
var result = GLImmediate.enabledClientAttributes[attrib];
@@ -1912,7 +2000,7 @@ var LibraryGL = {
};
var glGetIntegerv = _glGetIntegerv;
- _glGetIntegerv = function _glGetIntegerv(pname, params) {
+ _glGetIntegerv = _emscripten_glGetIntegerv = function _glGetIntegerv(pname, params) {
switch (pname) {
case 0x84E2: pname = GLctx.MAX_TEXTURE_IMAGE_UNITS /* fake it */; break; // GL_MAX_TEXTURE_UNITS
case 0x8B4A: { // GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB
@@ -1981,7 +2069,7 @@ var LibraryGL = {
};
var glGetString = _glGetString;
- _glGetString = function _glGetString(name_) {
+ _glGetString = _emscripten_glGetString = function _glGetString(name_) {
if (GL.stringCache[name_]) return GL.stringCache[name_];
switch(name_) {
case 0x1F03 /* GL_EXTENSIONS */: // Add various extensions that we can support
@@ -2005,7 +2093,7 @@ var LibraryGL = {
GL.shaderOriginalSources = {};
#endif
var glCreateShader = _glCreateShader;
- _glCreateShader = function _glCreateShader(shaderType) {
+ _glCreateShader = _emscripten_glCreateShader = function _glCreateShader(shaderType) {
var id = glCreateShader(shaderType);
GL.shaderInfos[id] = {
type: shaderType,
@@ -2022,7 +2110,7 @@ var LibraryGL = {
}
var glShaderSource = _glShaderSource;
- _glShaderSource = function _glShaderSource(shader, count, string, length) {
+ _glShaderSource = _emscripten_glShaderSource = function _glShaderSource(shader, count, string, length) {
var source = GL.getSource(shader, count, string, length);
#if GL_DEBUG
console.log("glShaderSource: Input: \n" + source);
@@ -2136,7 +2224,7 @@ var LibraryGL = {
};
var glCompileShader = _glCompileShader;
- _glCompileShader = function _glCompileShader(shader) {
+ _glCompileShader = _emscripten_glCompileShader = function _glCompileShader(shader) {
GLctx.compileShader(GL.shaders[shader]);
#if GL_DEBUG
if (!GLctx.getShaderParameter(GL.shaders[shader], GLctx.COMPILE_STATUS)) {
@@ -2151,14 +2239,14 @@ var LibraryGL = {
GL.programShaders = {};
var glAttachShader = _glAttachShader;
- _glAttachShader = function _glAttachShader(program, shader) {
+ _glAttachShader = _emscripten_glAttachShader = function _glAttachShader(program, shader) {
if (!GL.programShaders[program]) GL.programShaders[program] = [];
GL.programShaders[program].push(shader);
glAttachShader(program, shader);
};
var glDetachShader = _glDetachShader;
- _glDetachShader = function _glDetachShader(program, shader) {
+ _glDetachShader = _emscripten_glDetachShader = function _glDetachShader(program, shader) {
var programShader = GL.programShaders[program];
if (!programShader) {
Module.printErr('WARNING: _glDetachShader received invalid program: ' + program);
@@ -2170,7 +2258,7 @@ var LibraryGL = {
};
var glUseProgram = _glUseProgram;
- _glUseProgram = function _glUseProgram(program) {
+ _glUseProgram = _emscripten_glUseProgram = function _glUseProgram(program) {
#if GL_DEBUG
if (GL.debug) {
Module.printErr('[using program with shaders]');
@@ -2191,7 +2279,7 @@ var LibraryGL = {
}
var glDeleteProgram = _glDeleteProgram;
- _glDeleteProgram = function _glDeleteProgram(program) {
+ _glDeleteProgram = _emscripten_glDeleteProgram = function _glDeleteProgram(program) {
glDeleteProgram(program);
if (program == GL.currProgram) {
GLImmediate.currentRenderer = null; // This changes the FFP emulation shader program, need to recompute that.
@@ -2202,12 +2290,12 @@ var LibraryGL = {
// If attribute 0 was not bound, bind it to 0 for WebGL performance reasons. Track if 0 is free for that.
var zeroUsedPrograms = {};
var glBindAttribLocation = _glBindAttribLocation;
- _glBindAttribLocation = function _glBindAttribLocation(program, index, name) {
+ _glBindAttribLocation = _emscripten_glBindAttribLocation = function _glBindAttribLocation(program, index, name) {
if (index == 0) zeroUsedPrograms[program] = true;
glBindAttribLocation(program, index, name);
};
var glLinkProgram = _glLinkProgram;
- _glLinkProgram = function _glLinkProgram(program) {
+ _glLinkProgram = _emscripten_glLinkProgram = function _glLinkProgram(program) {
if (!(program in zeroUsedPrograms)) {
GLctx.bindAttribLocation(GL.programs[program], 0, 'a_position');
}
@@ -2215,7 +2303,7 @@ var LibraryGL = {
};
var glBindBuffer = _glBindBuffer;
- _glBindBuffer = function _glBindBuffer(target, buffer) {
+ _glBindBuffer = _emscripten_glBindBuffer = function _glBindBuffer(target, buffer) {
glBindBuffer(target, buffer);
if (target == GLctx.ARRAY_BUFFER) {
if (GLEmulation.currentVao) {
@@ -2230,7 +2318,7 @@ var LibraryGL = {
};
var glGetFloatv = _glGetFloatv;
- _glGetFloatv = function _glGetFloatv(pname, params) {
+ _glGetFloatv = _emscripten_glGetFloatv = function _glGetFloatv(pname, params) {
if (pname == 0x0BA6) { // GL_MODELVIEW_MATRIX
HEAPF32.set(GLImmediate.matrix[0/*m*/], params >> 2);
} else if (pname == 0x0BA7) { // GL_PROJECTION_MATRIX
@@ -2253,7 +2341,7 @@ var LibraryGL = {
};
var glHint = _glHint;
- _glHint = function _glHint(target, mode) {
+ _glHint = _emscripten_glHint = function _glHint(target, mode) {
if (target == 0x84EF) { // GL_TEXTURE_COMPRESSION_HINT
return;
}
@@ -2261,21 +2349,21 @@ var LibraryGL = {
};
var glEnableVertexAttribArray = _glEnableVertexAttribArray;
- _glEnableVertexAttribArray = function _glEnableVertexAttribArray(index) {
+ _glEnableVertexAttribArray = _emscripten_glEnableVertexAttribArray = function _glEnableVertexAttribArray(index) {
glEnableVertexAttribArray(index);
GLEmulation.enabledVertexAttribArrays[index] = 1;
if (GLEmulation.currentVao) GLEmulation.currentVao.enabledVertexAttribArrays[index] = 1;
};
var glDisableVertexAttribArray = _glDisableVertexAttribArray;
- _glDisableVertexAttribArray = function _glDisableVertexAttribArray(index) {
+ _glDisableVertexAttribArray = _emscripten_glDisableVertexAttribArray = function _glDisableVertexAttribArray(index) {
glDisableVertexAttribArray(index);
delete GLEmulation.enabledVertexAttribArrays[index];
if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledVertexAttribArrays[index];
};
var glVertexAttribPointer = _glVertexAttribPointer;
- _glVertexAttribPointer = function _glVertexAttribPointer(index, size, type, normalized, stride, pointer) {
+ _glVertexAttribPointer = _emscripten_glVertexAttribPointer = function _glVertexAttribPointer(index, size, type, normalized, stride, pointer) {
glVertexAttribPointer(index, size, type, normalized, stride, pointer);
if (GLEmulation.currentVao) { // TODO: avoid object creation here? likely not hot though
GLEmulation.currentVao.vertexAttribPointers[index] = [index, size, type, normalized, stride, pointer];
@@ -2307,6 +2395,7 @@ var LibraryGL = {
glGetShaderPrecisionFormat__sig: 'v',
glGetShaderPrecisionFormat: function() { throw 'glGetShaderPrecisionFormat: TODO' },
+ glDeleteObject__deps: ['glDeleteProgram', 'glDeleteShader'],
glDeleteObject__sig: 'vi',
glDeleteObject: function(id) {
if (GL.programs[id]) {
@@ -2317,8 +2406,10 @@ var LibraryGL = {
Module.printErr('WARNING: deleteObject received invalid id: ' + id);
}
},
+ glDeleteObjectARB: 'glDeleteObject',
glGetObjectParameteriv__sig: 'viii',
+ glGetObjectParameteriv__deps: ['glGetProgramiv', 'glGetShaderiv'],
glGetObjectParameteriv: function(id, type, result) {
if (GL.programs[id]) {
if (type == 0x8B84) { // GL_OBJECT_INFO_LOG_LENGTH_ARB
@@ -2339,7 +2430,9 @@ var LibraryGL = {
Module.printErr('WARNING: getObjectParameteriv received invalid id: ' + id);
}
},
+ glGetObjectParameterivARB: 'glGetObjectParameteriv',
+ glGetInfoLog__deps: ['glGetProgramInfoLog', 'glGetShaderInfoLog'],
glGetInfoLog__sig: 'viiii',
glGetInfoLog: function(id, maxLength, length, infoLog) {
if (GL.programs[id]) {
@@ -2350,6 +2443,7 @@ var LibraryGL = {
Module.printErr('WARNING: getObjectParameteriv received invalid id: ' + id);
}
},
+ glGetInfoLogARB: 'glGetInfoLog',
glBindProgram__sig: 'vii',
glBindProgram: function(type, id) {
@@ -2357,6 +2451,7 @@ var LibraryGL = {
assert(id == 0);
#endif
},
+ glBindProgramARB: 'glBindProgram',
glGetPointerv: function(name, p) {
var attribute;
@@ -2380,7 +2475,7 @@ var LibraryGL = {
// GL Immediate mode
// See comment in GLEmulation.init()
-#if FULL_ES2 == 0
+#if !FULL_ES2
$GLImmediate__postset: 'GLImmediate.setupFuncs(); Browser.moduleContextCreatedCallbacks.push(function() { GLImmediate.init() });',
#endif
$GLImmediate__deps: ['$Browser', '$GL', '$GLEmulation'],
@@ -2644,7 +2739,7 @@ var LibraryGL = {
return "float";
}
- return Abort_NoSupport("Unsupported combiner op: 0x" + op.toString(16));
+ return abort_noSupport("Unsupported combiner op: 0x" + op.toString(16));
}
function getCurTexUnit() {
@@ -2997,7 +3092,7 @@ var LibraryGL = {
}
}
- return Abort_NoSupport("Unsupported TexEnv mode: 0x" + this.mode.toString(16));
+ return abort_noSupport("Unsupported TexEnv mode: 0x" + this.mode.toString(16));
}
CTexEnv.prototype.genCombinerLines = function CTexEnv_getCombinerLines(isColor, outputVar,
@@ -3417,6 +3512,107 @@ var LibraryGL = {
Module.printErr('WARNING: Unhandled `pname` in call to `glTexEnvfv`.');
}
},
+
+ hook_getTexEnviv: function(target, pname, param) {
+ if (target != GL_TEXTURE_ENV)
+ return;
+
+ var env = getCurTexUnit().env;
+ switch (pname) {
+ case GL_TEXTURE_ENV_MODE:
+ {{{ makeSetValue('param', '0', 'env.mode', 'i32') }}};
+ return;
+
+ case GL_TEXTURE_ENV_COLOR:
+ {{{ makeSetValue('param', '0', 'Math.max(Math.min(env.envColor[0]*255, 255, -255))', 'i32') }}};
+ {{{ makeSetValue('param', '1', 'Math.max(Math.min(env.envColor[1]*255, 255, -255))', 'i32') }}};
+ {{{ makeSetValue('param', '2', 'Math.max(Math.min(env.envColor[2]*255, 255, -255))', 'i32') }}};
+ {{{ makeSetValue('param', '3', 'Math.max(Math.min(env.envColor[3]*255, 255, -255))', 'i32') }}};
+ return;
+
+ case GL_COMBINE_RGB:
+ {{{ makeSetValue('param', '0', 'env.colorCombiner', 'i32') }}};
+ return;
+
+ case GL_COMBINE_ALPHA:
+ {{{ makeSetValue('param', '0', 'env.alphaCombiner', 'i32') }}};
+ return;
+
+ case GL_SRC0_RGB:
+ {{{ makeSetValue('param', '0', 'env.colorSrc[0]', 'i32') }}};
+ return;
+
+ case GL_SRC1_RGB:
+ {{{ makeSetValue('param', '0', 'env.colorSrc[1]', 'i32') }}};
+ return;
+
+ case GL_SRC2_RGB:
+ {{{ makeSetValue('param', '0', 'env.colorSrc[2]', 'i32') }}};
+ return;
+
+ case GL_SRC0_ALPHA:
+ {{{ makeSetValue('param', '0', 'env.alphaSrc[0]', 'i32') }}};
+ return;
+
+ case GL_SRC1_ALPHA:
+ {{{ makeSetValue('param', '0', 'env.alphaSrc[1]', 'i32') }}};
+ return;
+
+ case GL_SRC2_ALPHA:
+ {{{ makeSetValue('param', '0', 'env.alphaSrc[2]', 'i32') }}};
+ return;
+
+ case GL_OPERAND0_RGB:
+ {{{ makeSetValue('param', '0', 'env.colorOp[0]', 'i32') }}};
+ return;
+
+ case GL_OPERAND1_RGB:
+ {{{ makeSetValue('param', '0', 'env.colorOp[1]', 'i32') }}};
+ return;
+
+ case GL_OPERAND2_RGB:
+ {{{ makeSetValue('param', '0', 'env.colorOp[2]', 'i32') }}};
+ return;
+
+ case GL_OPERAND0_ALPHA:
+ {{{ makeSetValue('param', '0', 'env.alphaOp[0]', 'i32') }}};
+ return;
+
+ case GL_OPERAND1_ALPHA:
+ {{{ makeSetValue('param', '0', 'env.alphaOp[1]', 'i32') }}};
+ return;
+
+ case GL_OPERAND2_ALPHA:
+ {{{ makeSetValue('param', '0', 'env.alphaOp[2]', 'i32') }}};
+ return;
+
+ case GL_RGB_SCALE:
+ {{{ makeSetValue('param', '0', 'env.colorScale', 'i32') }}};
+ return;
+
+ case GL_ALPHA_SCALE:
+ {{{ makeSetValue('param', '0', 'env.alphaScale', 'i32') }}};
+ return;
+
+ default:
+ Module.printErr('WARNING: Unhandled `pname` in call to `glGetTexEnvi`.');
+ }
+ },
+
+ hook_getTexEnvfv: function(target, pname, param) {
+ if (target != GL_TEXTURE_ENV)
+ return;
+
+ var env = getCurTexUnit().env;
+ switch (pname) {
+ case GL_TEXTURE_ENV_COLOR:
+ {{{ makeSetValue('param', '0', 'env.envColor[0]', 'float') }}};
+ {{{ makeSetValue('param', '4', 'env.envColor[1]', 'float') }}};
+ {{{ makeSetValue('param', '8', 'env.envColor[2]', 'float') }}};
+ {{{ makeSetValue('param', '12', 'env.envColor[3]', 'float') }}};
+ return;
+ }
+ }
};
},
@@ -3501,6 +3697,11 @@ var LibraryGL = {
GLImmediate.enabledClientAttributes[name] = true;
GLImmediate.setClientAttribute(name, size, type, 0, GLImmediate.rendererComponentPointer);
GLImmediate.rendererComponentPointer += size * GL.byteSizeByType[type - GL.byteSizeByTypeRoot];
+#if GL_FFP_ONLY
+ // We can enable the correct attribute stream index immediately here, since the same attribute in each shader
+ // will be bound to this same index.
+ GL.enableVertexAttribArray(name);
+#endif
} else {
GLImmediate.rendererComponents[name]++;
}
@@ -3733,7 +3934,8 @@ var LibraryGL = {
GLctx.bindAttribLocation(this.program, GLImmediate.VERTEX, 'a_position');
GLctx.bindAttribLocation(this.program, GLImmediate.COLOR, 'a_color');
GLctx.bindAttribLocation(this.program, GLImmediate.NORMAL, 'a_normal');
- for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
+ var maxVertexAttribs = GLctx.getParameter(GLctx.MAX_VERTEX_ATTRIBS);
+ for (var i = 0; i < GLImmediate.MAX_TEXTURES && GLImmediate.TEXTURE0 + i < maxVertexAttribs; i++) {
GLctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, 'a_texCoord'+i);
GLctx.bindAttribLocation(this.program, GLImmediate.TEXTURE0 + i, aTexCoordPrefix+i);
}
@@ -3760,7 +3962,7 @@ var LibraryGL = {
this.texCoordLocations[i] = GLctx.getAttribLocation(this.program, aTexCoordPrefix + i);
}
}
-
+ this.colorLocation = GLctx.getAttribLocation(this.program, 'a_color');
if (!useCurrProgram) {
// Temporarily switch to the program so we can set our sampler uniforms early.
var prevBoundProg = GLctx.getParameter(GLctx.CURRENT_PROGRAM);
@@ -3772,6 +3974,9 @@ var LibraryGL = {
GLctx.uniform1i(texSamplerLoc, texUnitID);
}
}
+ // The default color attribute value is not the same as the default for all other attribute streams (0,0,0,1) but (1,1,1,1),
+ // so explicitly set it right at start.
+ GLctx.vertexAttrib4fv(this.colorLocation, [1,1,1,1]);
GLctx.useProgram(prevBoundProg);
}
@@ -3779,7 +3984,6 @@ var LibraryGL = {
for (var i = 0; i < GLImmediate.MAX_TEXTURES; i++) {
this.textureMatrixLocations[i] = GLctx.getUniformLocation(this.program, 'u_textureMatrix' + i);
}
- this.colorLocation = GLctx.getAttribLocation(this.program, 'a_color');
this.normalLocation = GLctx.getAttribLocation(this.program, 'a_normal');
this.modelViewLocation = GLctx.getUniformLocation(this.program, 'u_modelView');
@@ -3872,11 +4076,9 @@ var LibraryGL = {
#if GL_FFP_ONLY
if (!GL.currArrayBuffer) {
GLctx.vertexAttribPointer(GLImmediate.VERTEX, posAttr.size, posAttr.type, false, GLImmediate.stride, posAttr.offset);
- GL.enableVertexAttribArray(GLImmediate.VERTEX);
if (this.hasNormal) {
var normalAttr = clientAttributes[GLImmediate.NORMAL];
GLctx.vertexAttribPointer(GLImmediate.NORMAL, normalAttr.size, normalAttr.type, true, GLImmediate.stride, normalAttr.offset);
- GL.enableVertexAttribArray(GLImmediate.NORMAL);
}
}
#else
@@ -3899,11 +4101,9 @@ var LibraryGL = {
var texAttr = clientAttributes[attribLoc];
if (texAttr.size) {
GLctx.vertexAttribPointer(attribLoc, texAttr.size, texAttr.type, false, GLImmediate.stride, texAttr.offset);
- GL.enableVertexAttribArray(attribLoc);
} else {
// These two might be dangerous, but let's try them.
GLctx.vertexAttrib4f(attribLoc, 0, 0, 0, 1);
- GL.disableVertexAttribArray(attribLoc);
}
}
#else
@@ -3938,21 +4138,18 @@ var LibraryGL = {
#if GL_FFP_ONLY
if (!GL.currArrayBuffer) {
GLctx.vertexAttribPointer(GLImmediate.COLOR, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset);
- GL.enableVertexAttribArray(GLImmediate.COLOR);
}
#else
GLctx.vertexAttribPointer(this.colorLocation, colorAttr.size, colorAttr.type, true, GLImmediate.stride, colorAttr.offset);
GLctx.enableVertexAttribArray(this.colorLocation);
#endif
- } else if (this.hasColor) {
-#if GL_FFP_ONLY
- GL.disableVertexAttribArray(GLImmediate.COLOR);
- GLctx.vertexAttrib4fv(GLImmediate.COLOR, GLImmediate.clientColor);
-#else
+ }
+#if !GL_FFP_ONLY
+ else if (this.hasColor) {
GLctx.disableVertexAttribArray(this.colorLocation);
GLctx.vertexAttrib4fv(this.colorLocation, GLImmediate.clientColor);
-#endif
}
+#endif
if (this.hasFog) {
if (this.fogColorLocation) GLctx.uniform4fv(this.fogColorLocation, GLEmulation.fogColor);
if (this.fogEndLocation) GLctx.uniform1f(this.fogEndLocation, GLEmulation.fogEnd);
@@ -3979,6 +4176,7 @@ var LibraryGL = {
}
if (!GL.currProgram) {
GLctx.useProgram(null);
+ GLImmediate.fixedFunctionProgram = 0;
}
if (!GL.currArrayBuffer) {
GLctx.bindBuffer(GLctx.ARRAY_BUFFER, null);
@@ -4001,7 +4199,7 @@ var LibraryGL = {
// Replace some functions with immediate-mode aware versions. If there are no client
// attributes enabled, and we use webgl-friendly modes (no GL_QUADS), then no need
// for emulation
- _glDrawArrays = function _glDrawArrays(mode, first, count) {
+ _glDrawArrays = _emscripten_glDrawArrays = function _glDrawArrays(mode, first, count) {
if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6) {
GLctx.drawArrays(mode, first, count);
return;
@@ -4017,7 +4215,7 @@ var LibraryGL = {
GLImmediate.mode = -1;
};
- _glDrawElements = function _glDrawElements(mode, count, type, indices, start, end) { // start, end are given if we come from glDrawRangeElements
+ _glDrawElements = _emscripten_glDrawElements = function _glDrawElements(mode, count, type, indices, start, end) { // start, end are given if we come from glDrawRangeElements
if (GLImmediate.totalEnabledClientAttributes == 0 && mode <= 6 && GL.currElementArrayBuffer) {
GLctx.drawElements(mode, count, type, indices);
return;
@@ -4057,43 +4255,51 @@ var LibraryGL = {
}
var glActiveTexture = _glActiveTexture;
- _glActiveTexture = function _glActiveTexture(texture) {
+ _glActiveTexture = _emscripten_glActiveTexture = function _glActiveTexture(texture) {
GLImmediate.TexEnvJIT.hook_activeTexture(texture);
glActiveTexture(texture);
};
var glEnable = _glEnable;
- _glEnable = function _glEnable(cap) {
+ _glEnable = _emscripten_glEnable = function _glEnable(cap) {
GLImmediate.TexEnvJIT.hook_enable(cap);
glEnable(cap);
};
var glDisable = _glDisable;
- _glDisable = function _glDisable(cap) {
+ _glDisable = _emscripten_glDisable = function _glDisable(cap) {
GLImmediate.TexEnvJIT.hook_disable(cap);
glDisable(cap);
};
var glTexEnvf = (typeof(_glTexEnvf) != 'undefined') ? _glTexEnvf : function(){};
- _glTexEnvf = function _glTexEnvf(target, pname, param) {
+ _glTexEnvf = _emscripten_glTexEnvf = function _glTexEnvf(target, pname, param) {
GLImmediate.TexEnvJIT.hook_texEnvf(target, pname, param);
// Don't call old func, since we are the implementor.
//glTexEnvf(target, pname, param);
};
var glTexEnvi = (typeof(_glTexEnvi) != 'undefined') ? _glTexEnvi : function(){};
- _glTexEnvi = function _glTexEnvi(target, pname, param) {
+ _glTexEnvi = _emscripten_glTexEnvi = function _glTexEnvi(target, pname, param) {
GLImmediate.TexEnvJIT.hook_texEnvi(target, pname, param);
// Don't call old func, since we are the implementor.
//glTexEnvi(target, pname, param);
};
var glTexEnvfv = (typeof(_glTexEnvfv) != 'undefined') ? _glTexEnvfv : function(){};
- _glTexEnvfv = function _glTexEnvfv(target, pname, param) {
+ _glTexEnvfv = _emscripten_glTexEnvfv = function _glTexEnvfv(target, pname, param) {
GLImmediate.TexEnvJIT.hook_texEnvfv(target, pname, param);
// Don't call old func, since we are the implementor.
//glTexEnvfv(target, pname, param);
};
+ _glGetTexEnviv = function _glGetTexEnviv(target, pname, param) {
+ GLImmediate.TexEnvJIT.hook_getTexEnviv(target, pname, param);
+ };
+
+ _glGetTexEnvfv = function _glGetTexEnvfv(target, pname, param) {
+ GLImmediate.TexEnvJIT.hook_getTexEnvfv(target, pname, param);
+ };
+
var glGetIntegerv = _glGetIntegerv;
- _glGetIntegerv = function _glGetIntegerv(pname, params) {
+ _glGetIntegerv = _emscripten_glGetIntegerv = function _glGetIntegerv(pname, params) {
switch (pname) {
case 0x8B8D: { // GL_CURRENT_PROGRAM
// Just query directly so we're working with WebGL objects.
@@ -4348,7 +4554,7 @@ var LibraryGL = {
GLctx.bindBuffer(GLctx.ELEMENT_ARRAY_BUFFER, GL.buffers[GL.currElementArrayBuffer] || null);
}
-#if GL_UNSAFE_OPTS == 0
+#if !GL_UNSAFE_OPTS
#if !GL_FFP_ONLY
renderer.cleanup();
#endif
@@ -4461,6 +4667,9 @@ var LibraryGL = {
GLImmediate.clientColor[1] = g;
GLImmediate.clientColor[2] = b;
GLImmediate.clientColor[3] = a;
+#if GL_FFP_ONLY
+ GLctx.vertexAttrib4fv(GLImmediate.COLOR, GLImmediate.clientColor);
+#endif
}
},
glColor4d: 'glColor4f',
@@ -4589,6 +4798,7 @@ var LibraryGL = {
// Additional non-GLES rendering calls
+ glDrawRangeElements__deps: ['glDrawElements'],
glDrawRangeElements__sig: 'viiiiii',
glDrawRangeElements: function(mode, start, end, count, type, indices) {
_glDrawElements(mode, count, type, indices, start, end);
@@ -4608,6 +4818,10 @@ var LibraryGL = {
GLImmediate.enabledClientAttributes[attrib] = true;
GLImmediate.totalEnabledClientAttributes++;
GLImmediate.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed.
+#if GL_FFP_ONLY
+ // In GL_FFP_ONLY mode, attributes are bound to the same index in each FFP emulation shader, so we can immediately apply the change here.
+ GL.enableVertexAttribArray(attrib);
+#endif
if (GLEmulation.currentVao) GLEmulation.currentVao.enabledClientStates[cap] = 1;
GLImmediate.modifiedClientAttributes = true;
}
@@ -4624,6 +4838,10 @@ var LibraryGL = {
GLImmediate.enabledClientAttributes[attrib] = false;
GLImmediate.totalEnabledClientAttributes--;
GLImmediate.currentRenderer = null; // Will need to change current renderer, since the set of active vertex pointers changed.
+#if GL_FFP_ONLY
+ // In GL_FFP_ONLY mode, attributes are bound to the same index in each FFP emulation shader, so we can immediately apply the change here.
+ GL.disableVertexAttribArray(attrib);
+#endif
if (GLEmulation.currentVao) delete GLEmulation.currentVao.enabledClientStates[cap];
GLImmediate.modifiedClientAttributes = true;
}
@@ -4635,7 +4853,6 @@ var LibraryGL = {
#if GL_FFP_ONLY
if (GL.currArrayBuffer) {
GLctx.vertexAttribPointer(GLImmediate.VERTEX, size, type, false, stride, pointer);
- GL.enableVertexAttribArray(GLImmediate.VERTEX);
}
#endif
},
@@ -4645,7 +4862,6 @@ var LibraryGL = {
if (GL.currArrayBuffer) {
var loc = GLImmediate.TEXTURE0 + GLImmediate.clientActiveTexture;
GLctx.vertexAttribPointer(loc, size, type, false, stride, pointer);
- GL.enableVertexAttribArray(loc);
}
#endif
},
@@ -4654,7 +4870,6 @@ var LibraryGL = {
#if GL_FFP_ONLY
if (GL.currArrayBuffer) {
GLctx.vertexAttribPointer(GLImmediate.NORMAL, size, type, true, stride, pointer);
- GL.enableVertexAttribArray(GLImmediate.NORMAL);
}
#endif
},
@@ -4663,7 +4878,6 @@ var LibraryGL = {
#if GL_FFP_ONLY
if (GL.currArrayBuffer) {
GLctx.vertexAttribPointer(GLImmediate.COLOR, size, type, true, stride, pointer);
- GL.enableVertexAttribArray(GLImmediate.COLOR);
}
#endif
},
@@ -4674,9 +4888,9 @@ var LibraryGL = {
},
// Vertex array object (VAO) support. TODO: when the WebGL extension is popular, use that and remove this code and GL.vaos
- glGenVertexArrays__deps: ['$GLEmulation'],
- glGenVertexArrays__sig: 'vii',
- glGenVertexArrays: function(n, vaos) {
+ emulGlGenVertexArrays__deps: ['$GLEmulation'],
+ emulGlGenVertexArrays__sig: 'vii',
+ emulGlGenVertexArrays: function(n, vaos) {
for (var i = 0; i < n; i++) {
var id = GL.getNewId(GLEmulation.vaos);
GLEmulation.vaos[id] = {
@@ -4690,16 +4904,23 @@ var LibraryGL = {
{{{ makeSetValue('vaos', 'i*4', 'id', 'i32') }}};
}
},
- glDeleteVertexArrays__sig: 'vii',
- glDeleteVertexArrays: function(n, vaos) {
+ emulGlDeleteVertexArrays__sig: 'vii',
+ emulGlDeleteVertexArrays: function(n, vaos) {
for (var i = 0; i < n; i++) {
var id = {{{ makeGetValue('vaos', 'i*4', 'i32') }}};
GLEmulation.vaos[id] = null;
if (GLEmulation.currentVao && GLEmulation.currentVao.id == id) GLEmulation.currentVao = null;
}
},
- glBindVertexArray__sig: 'vi',
- glBindVertexArray: function(vao) {
+ emulGlIsVertexArray__sig: 'vi',
+ emulGlIsVertexArray: function(array) {
+ var vao = GLEmulation.vaos[array];
+ if (!vao) return 0;
+ return 1;
+ },
+ emulGlBindVertexArray__deps: ['glBindBuffer', 'glEnableVertexAttribArray', 'glVertexAttribPointer', 'glEnableClientState'],
+ emulGlBindVertexArray__sig: 'vi',
+ emulGlBindVertexArray: function(vao) {
// undo vao-related things, wipe the slate clean, both for vao of 0 or an actual vao
GLEmulation.currentVao = null; // make sure the commands we run here are not recorded
if (GLImmediate.lastRenderer) GLImmediate.lastRenderer.cleanup();
@@ -4877,6 +5098,9 @@ var LibraryGL = {
glTexEnvf: function() { Runtime.warnOnce('glTexEnvf: TODO') },
glTexEnvfv: function() { Runtime.warnOnce('glTexEnvfv: TODO') },
+ glGetTexEnviv: function(target, pname, param) { throw 'GL emulation not initialized!'; },
+ glGetTexEnvfv: function(target, pname, param) { throw 'GL emulation not initialized!'; },
+
glTexImage1D: function() { throw 'glTexImage1D: TODO' },
glTexCoord3f: function() { throw 'glTexCoord3f: TODO' },
glGetTexLevelParameteriv: function() { throw 'glGetTexLevelParameteriv: TODO' },
@@ -4895,49 +5119,23 @@ var LibraryGL = {
glCheckFramebufferStatusOES : 'glCheckFramebufferStatus',
glDeleteFramebuffersOES : 'glDeleteFramebuffers',
glDeleteRenderbuffersOES : 'glDeleteRenderbuffers',
- glGenVertexArraysOES: 'glGenVertexArrays',
- glDeleteVertexArraysOES: 'glDeleteVertexArrays',
- glBindVertexArrayOES: 'glBindVertexArray',
glFramebufferTexture2DOES: 'glFramebufferTexture2D',
#else // LEGACY_GL_EMULATION
- // Warn if code tries to use various emulation stuff, when emulation is disabled
- // (do not warn if INCLUDE_FULL_LIBRARY is one, because then likely the gl code will
- // not be called anyhow, leave only the runtime aborts)
- glVertexPointer__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glVertexPointer) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glVertexPointer: function(){ throw 'Legacy GL function (glVertexPointer) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glGenVertexArrays__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glGenVertexArrays) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glGenVertexArrays: function(){ throw 'Legacy GL function (glGenVertexArrays) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glMatrixMode__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glMatrixMode) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glMatrixMode: function(){ throw 'Legacy GL function (glMatrixMode) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glBegin__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glBegin) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glBegin: function(){ throw 'Legacy GL function (glBegin) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
- glLoadIdentity__deps: [function() {
-#if INCLUDE_FULL_LIBRARY == 0
- warn('Legacy GL function (glLoadIdentity) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.');
-#endif
- }],
- glLoadIdentity: function(){ throw 'Legacy GL function (glLoadIdentity) called. You need to compile with -s LEGACY_GL_EMULATION=1 to enable legacy GL emulation.'; },
+ glVertexPointer: function(