wasm/gl1: the GL1.x fixed-function emulation layer replacing the gl_ffp_stub.c no-ops in the 3d-regression harness link. This batch: - symbol split: 52 FFP-only entry points implemented; 10 Emscripten-owned names intercepted via wasm-ld --wrap (sources.txt/wrapped_symbols.txt are the shared manifests for both link sites; production hookup lands in M7) - matrix stacks (MODELVIEW/PROJECTION, glGetFloatv readback), immediate mode with all 8 GL1 primitive conversions, GL1-default state mirror - full GL 1.5 Gouraud lighting uber-shader (eye-space light capture at glLightfv time, color-material, two-side, COMBINE evaluator + alpha test wired but inert until M3/M5) - draw routing: FFP traffic identified by GL_VERTEX_ARRAY client state; blit/2D-GAL draws pass through untouched - display lists: correct glGenLists/glIsList existing-empty semantics; recorder itself is M3 (recorded commands drop with a one-time warning) Parity: 20/47 under the 0.02 floor, of which 12 verified genuinely rendering (bg-gradient x2, bounding-box, half-open-cylinder, segment x2, material x3, light x3 — eyeballed against baselines); the other 8 are small-geometry scenarios whose missing GLU/display-list content sits under the floor (become real in M3/M4). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
188 lines
4.1 KiB
C++
188 lines
4.1 KiB
C++
/*
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* gl1_entry_wrapped — interceptors for the Emscripten-owned GL names the
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* emulator must observe. The ONLY mechanism-aware TU: both link sites pass
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* -Wl,--wrap=<sym> for every name in ../wrapped_symbols.txt, so references
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* land on __wrap_* here and __real_* resolves back to the WebGL JS library.
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* (Fallback if --wrap ever breaks: macro-remap in gal/opengl/kiglew.h — only
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* this file would change.)
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*
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* Draw routing: a glDrawArrays/glDrawElements call belongs to the FFP
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* pipeline iff GL_VERTEX_ARRAY client state is enabled — only GL1 code uses
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* glEnableClientState, while the raytracer blit and the 2D WebGL GAL drive
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* their own GLSL programs with glVertexAttribPointer and never touch client
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* state. Their draws pass through untouched.
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*/
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#include "gl1_shim.h"
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#include <glm/gtc/type_ptr.hpp>
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#include <cstring>
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using namespace gl1;
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extern "C"
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{
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void __wrap_glEnable( GLenum cap )
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{
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if( dlistRecording() )
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{
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dlistRecordEnable( cap, true );
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return;
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}
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if( bool* slot = ffpCapSlot( cap ) )
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{
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if( !*slot )
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{
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*slot = true;
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onCapChanged( cap );
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}
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return;
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}
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__real_glEnable( cap );
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}
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void __wrap_glDisable( GLenum cap )
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{
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if( dlistRecording() )
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{
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dlistRecordEnable( cap, false );
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return;
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}
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if( bool* slot = ffpCapSlot( cap ) )
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{
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if( *slot )
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{
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*slot = false;
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onCapChanged( cap );
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}
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return;
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}
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__real_glDisable( cap );
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}
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GLboolean __wrap_glIsEnabled( GLenum cap )
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{
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// glGet-class queries execute even during display-list recording.
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if( bool* slot = ffpCapSlot( cap ) )
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return *slot ? GL_TRUE : GL_FALSE;
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return __real_glIsEnabled( cap );
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}
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void __wrap_glGetFloatv( GLenum pname, GLfloat* params )
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{
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if( pname == GL_MODELVIEW_MATRIX )
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{
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std::memcpy( params, glm::value_ptr( S().mv.back() ), 16 * sizeof( GLfloat ) );
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return;
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}
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if( pname == GL_PROJECTION_MATRIX )
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{
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std::memcpy( params, glm::value_ptr( S().proj.back() ), 16 * sizeof( GLfloat ) );
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return;
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}
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__real_glGetFloatv( pname, params );
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}
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void __wrap_glDrawArrays( GLenum mode, GLint first, GLsizei count )
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{
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if( dlistRecording() )
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{
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dlistRecordDrawArrays( mode, first, count );
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return;
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}
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if( !S().clientArrays[CA_VERTEX].enabled )
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{
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// Modern-GL consumer (raytracer blit, 2D GAL, the shim itself never
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// reaches here) — pass through untouched.
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__real_glDrawArrays( mode, first, count );
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return;
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}
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drawClientArrays( mode, first, count );
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}
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void __wrap_glDrawElements( GLenum mode, GLsizei count, GLenum type, const GLvoid* indices )
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{
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if( dlistRecording() )
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{
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GL1_WARN_ONCE( "glDrawElements inside glNewList is not supported — dropped" );
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return;
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}
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if( !S().clientArrays[CA_VERTEX].enabled )
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{
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__real_glDrawElements( mode, count, type, indices );
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return;
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}
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drawClientElements( mode, count, type, indices );
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}
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void __wrap_glBindTexture( GLenum target, GLuint texture )
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{
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if( dlistRecording() )
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{
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dlistRecordBindTexture( target, texture );
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return;
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}
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if( target == GL_TEXTURE_2D )
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S().boundTexture2D = texture;
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__real_glBindTexture( target, texture );
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}
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void __wrap_glBlendFunc( GLenum sfactor, GLenum dfactor )
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{
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if( dlistRecording() )
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{
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dlistRecordBlendFunc( sfactor, dfactor );
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return;
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}
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__real_glBlendFunc( sfactor, dfactor );
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}
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void __wrap_glLineWidth( GLfloat width )
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{
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if( dlistRecording() )
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{
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dlistRecordLineWidth( width );
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return;
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}
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S().lineWidth = width;
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__real_glLineWidth( width );
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}
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void __wrap_glHint( GLenum target, GLenum mode )
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{
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// Only the two WebGL2-legal hints pass through; the FFP hints
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// (LINE_SMOOTH_HINT, PERSPECTIVE_CORRECTION_HINT...) would raise
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// INVALID_ENUM and are swallowed.
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if( target == GL_GENERATE_MIPMAP_HINT || target == GL_FRAGMENT_SHADER_DERIVATIVE_HINT )
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__real_glHint( target, mode );
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}
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} // extern "C"
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