/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "glutils.h" #include // Resolves given function, using getProcAddress #define GL_RESOLVE( function ) function = (function ## _func)getProcAddress( #function ); // Same as above but tries to use function "backup" if "function" doesn't exist // Useful when same functionality is also defined in an extension #define GL_RESOLVE_WITH_EXT( function, backup ) \ function = (function ## _func)getProcAddress( #function ); \ if( !function ) \ function = (function ## _func)getProcAddress( #backup ); #ifdef HAVE_OPENGL namespace KWinInternal { // Function pointers glXGetProcAddress_func glXGetProcAddress; // GLX 1.3 glXQueryDrawable_func glXQueryDrawable; // texture_from_pixmap extension functions glXReleaseTexImageEXT_func glXReleaseTexImageEXT; glXBindTexImageEXT_func glXBindTexImageEXT; // glXCopySubBufferMESA glXCopySubBuffer_func glXCopySubBuffer; // video_sync extension functions glXGetVideoSync_func glXGetVideoSync; glXWaitVideoSync_func glXWaitVideoSync; // glActiveTexture glActiveTexture_func glActiveTexture; // framebuffer_object extension functions glIsRenderbuffer_func glIsRenderbuffer; glBindRenderbuffer_func glBindRenderbuffer; glDeleteRenderbuffers_func glDeleteRenderbuffers; glGenRenderbuffers_func glGenRenderbuffers; glRenderbufferStorage_func glRenderbufferStorage; glGetRenderbufferParameteriv_func glGetRenderbufferParameteriv; glIsFramebuffer_func glIsFramebuffer; glBindFramebuffer_func glBindFramebuffer; glDeleteFramebuffers_func glDeleteFramebuffers; glGenFramebuffers_func glGenFramebuffers; glCheckFramebufferStatus_func glCheckFramebufferStatus; glFramebufferTexture1D_func glFramebufferTexture1D; glFramebufferTexture2D_func glFramebufferTexture2D; glFramebufferTexture3D_func glFramebufferTexture3D; glFramebufferRenderbuffer_func glFramebufferRenderbuffer; glGetFramebufferAttachmentParameteriv_func glGetFramebufferAttachmentParameteriv; glGenerateMipmap_func glGenerateMipmap; // Shader functions glCreateShader_func glCreateShader; glShaderSource_func glShaderSource; glCompileShader_func glCompileShader; glDeleteShader_func glDeleteShader; glCreateProgram_func glCreateProgram; glAttachShader_func glAttachShader; glLinkProgram_func glLinkProgram; glUseProgram_func glUseProgram; glDeleteProgram_func glDeleteProgram; glGetShaderInfoLog_func glGetShaderInfoLog; glGetProgramInfoLog_func glGetProgramInfoLog; glGetProgramiv_func glGetProgramiv; glGetShaderiv_func glGetShaderiv; glUniform1f_func glUniform1f; glUniform1i_func glUniform1i; glUniform1fv_func glUniform1fv; glUniform2fv_func glUniform2fv; glValidateProgram_func glValidateProgram; glGetUniformLocation_func glGetUniformLocation; glVertexAttrib1f_func glVertexAttrib1f; glGetAttribLocation_func glGetAttribLocation; static glXFuncPtr getProcAddress( const char* name ) { glXFuncPtr ret = NULL; if( glXGetProcAddress != NULL ) ret = glXGetProcAddress( ( const GLubyte* ) name ); if( ret == NULL ) ret = ( glXFuncPtr ) dlsym( RTLD_DEFAULT, name ); return ret; } void glxResolveFunctions() { // handle OpenGL extensions functions glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glXGetProcAddress" ); if( glXGetProcAddress == NULL ) glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glXGetProcAddressARB" ); glXQueryDrawable = (glXQueryDrawable_func) getProcAddress( "glXQueryDrawable" ); if( hasGLExtension( "GLX_EXT_texture_from_pixmap" )) { glXBindTexImageEXT = (glXBindTexImageEXT_func) getProcAddress( "glXBindTexImageEXT" ); glXReleaseTexImageEXT = (glXReleaseTexImageEXT_func) getProcAddress( "glXReleaseTexImageEXT" ); } else { glXBindTexImageEXT = NULL; glXReleaseTexImageEXT = NULL; } if( hasGLExtension( "GLX_MESA_copy_sub_buffer" )) glXCopySubBuffer = (glXCopySubBuffer_func) getProcAddress( "glXCopySubBufferMESA" ); else glXCopySubBuffer = NULL; if( hasGLExtension( "GLX_SGI_video_sync" )) { glXGetVideoSync = (glXGetVideoSync_func) getProcAddress( "glXGetVideoSyncSGI" ); glXWaitVideoSync = (glXWaitVideoSync_func) getProcAddress( "glXWaitVideoSyncSGI" ); } else { glXGetVideoSync = NULL; glXWaitVideoSync = NULL; } } void glResolveFunctions() { if( hasGLExtension( "GL_ARB_multitexture" )) { GL_RESOLVE_WITH_EXT( glActiveTexture, glActiveTextureARB ); // Get number of texture units glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glTextureUnitsCount); } else { glActiveTexture = NULL; glTextureUnitsCount = 0; } if( hasGLExtension( "GL_EXT_framebuffer_object" )) { glIsRenderbuffer = (glIsRenderbuffer_func) getProcAddress( "glIsRenderbufferEXT" ); glBindRenderbuffer = (glBindRenderbuffer_func) getProcAddress( "glBindRenderbufferEXT" ); glDeleteRenderbuffers = (glDeleteRenderbuffers_func) getProcAddress( "glDeleteRenderbuffersEXT" ); glGenRenderbuffers = (glGenRenderbuffers_func) getProcAddress( "glGenRenderbuffersEXT" ); glRenderbufferStorage = (glRenderbufferStorage_func) getProcAddress( "glRenderbufferStorageEXT" ); glGetRenderbufferParameteriv = (glGetRenderbufferParameteriv_func) getProcAddress( "glGetRenderbufferParameterivEXT" ); glIsFramebuffer = (glIsFramebuffer_func) getProcAddress( "glIsFramebufferEXT" ); glBindFramebuffer = (glBindFramebuffer_func) getProcAddress( "glBindFramebufferEXT" ); glDeleteFramebuffers = (glDeleteFramebuffers_func) getProcAddress( "glDeleteFramebuffersEXT" ); glGenFramebuffers = (glGenFramebuffers_func) getProcAddress( "glGenFramebuffersEXT" ); glCheckFramebufferStatus = (glCheckFramebufferStatus_func) getProcAddress( "glCheckFramebufferStatusEXT" ); glFramebufferTexture1D = (glFramebufferTexture1D_func) getProcAddress( "glFramebufferTexture1DEXT" ); glFramebufferTexture2D = (glFramebufferTexture2D_func) getProcAddress( "glFramebufferTexture2DEXT" ); glFramebufferTexture3D = (glFramebufferTexture3D_func) getProcAddress( "glFramebufferTexture3DEXT" ); glFramebufferRenderbuffer = (glFramebufferRenderbuffer_func) getProcAddress( "glFramebufferRenderbufferEXT" ); glGetFramebufferAttachmentParameteriv = (glGetFramebufferAttachmentParameteriv_func) getProcAddress( "glGetFramebufferAttachmentParameterivEXT" ); glGenerateMipmap = (glGenerateMipmap_func) getProcAddress( "glGenerateMipmapEXT" ); } else { glIsRenderbuffer = NULL; glBindRenderbuffer = NULL; glDeleteRenderbuffers = NULL; glGenRenderbuffers = NULL; glRenderbufferStorage = NULL; glGetRenderbufferParameteriv = NULL; glIsFramebuffer = NULL; glBindFramebuffer = NULL; glDeleteFramebuffers = NULL; glGenFramebuffers = NULL; glCheckFramebufferStatus = NULL; glFramebufferTexture1D = NULL; glFramebufferTexture2D = NULL; glFramebufferTexture3D = NULL; glFramebufferRenderbuffer = NULL; glGetFramebufferAttachmentParameteriv = NULL; glGenerateMipmap = NULL; } if( hasGLExtension( "GL_ARB_shading_language_100" ) && hasGLExtension( "GL_ARB_fragment_shader" )) { GL_RESOLVE_WITH_EXT( glCreateShader, glCreateShaderObjectARB ); GL_RESOLVE_WITH_EXT( glShaderSource, glShaderSourceARB ); GL_RESOLVE_WITH_EXT( glCompileShader, glCompileShaderARB ); GL_RESOLVE_WITH_EXT( glDeleteShader, glDeleteObjectARB ); GL_RESOLVE_WITH_EXT( glCreateProgram, glCreateProgramObjectARB ); GL_RESOLVE_WITH_EXT( glAttachShader, glAttachObjectARB ); GL_RESOLVE_WITH_EXT( glLinkProgram, glLinkProgramARB ); GL_RESOLVE_WITH_EXT( glUseProgram, glUseProgramObjectARB ); GL_RESOLVE_WITH_EXT( glDeleteProgram, glDeleteObjectARB ); GL_RESOLVE_WITH_EXT( glGetShaderInfoLog, glGetInfoLogARB ); GL_RESOLVE_WITH_EXT( glGetProgramInfoLog, glGetInfoLogARB ); GL_RESOLVE_WITH_EXT( glGetProgramiv, glGetObjectParameterivARB ); GL_RESOLVE_WITH_EXT( glGetShaderiv, glGetObjectParameterivARB ); GL_RESOLVE_WITH_EXT( glUniform1f, glUniform1fARB ); GL_RESOLVE_WITH_EXT( glUniform1i, glUniform1iARB ); GL_RESOLVE_WITH_EXT( glUniform1fv, glUniform1fvARB ); GL_RESOLVE_WITH_EXT( glUniform2fv, glUniform2fvARB ); GL_RESOLVE_WITH_EXT( glValidateProgram, glValidateProgramARB ); GL_RESOLVE_WITH_EXT( glGetUniformLocation, glGetUniformLocationARB ); GL_RESOLVE_WITH_EXT( glVertexAttrib1f, glVertexAttrib1fARB ); GL_RESOLVE_WITH_EXT( glGetAttribLocation, glGetAttribLocationARB ); } } } // namespace #endif