michael@0: michael@0: /* michael@0: * Copyright 2011 Google Inc. michael@0: * michael@0: * Use of this source code is governed by a BSD-style license that can be michael@0: * found in the LICENSE file. michael@0: */ michael@0: michael@0: #include "gl/GrGLExtensions.h" michael@0: #include "gl/GrGLInterface.h" michael@0: #include "../GrGLUtil.h" michael@0: michael@0: #define GL_GLEXT_PROTOTYPES michael@0: #include "osmesa_wrapper.h" michael@0: michael@0: #define GR_GL_GET_PROC(F) interface->fFunctions.f ## F = (GrGL ## F ## Proc) \ michael@0: OSMesaGetProcAddress("gl" #F); michael@0: #define GR_GL_GET_PROC_SUFFIX(F, S) interface->fFunctions.f ## F = (GrGL ## F ## Proc) \ michael@0: OSMesaGetProcAddress("gl" #F #S); michael@0: michael@0: // We use OSMesaGetProcAddress for every gl function to avoid accidentally using michael@0: // non-Mesa gl functions. michael@0: michael@0: const GrGLInterface* GrGLCreateMesaInterface() { michael@0: if (NULL != OSMesaGetCurrentContext()) { michael@0: michael@0: GrGLGetStringProc getString = (GrGLGetStringProc) OSMesaGetProcAddress("glGetString"); michael@0: GrGLGetStringiProc getStringi = (GrGLGetStringiProc) OSMesaGetProcAddress("glGetStringi"); michael@0: GrGLGetIntegervProc getIntegerv = michael@0: (GrGLGetIntegervProc) OSMesaGetProcAddress("glGetIntegerv"); michael@0: michael@0: GrGLExtensions extensions; michael@0: if (!extensions.init(kGL_GrGLStandard, getString, getStringi, getIntegerv)) { michael@0: return NULL; michael@0: } michael@0: michael@0: const char* versionString = (const char*) getString(GL_VERSION); michael@0: GrGLVersion glVer = GrGLGetVersionFromString(versionString); michael@0: michael@0: if (glVer < GR_GL_VER(1,5)) { michael@0: // We must have array and element_array buffer objects. michael@0: return NULL; michael@0: } michael@0: GrGLInterface* interface = SkNEW(GrGLInterface()); michael@0: michael@0: GR_GL_GET_PROC(ActiveTexture); michael@0: GR_GL_GET_PROC(BeginQuery); michael@0: GR_GL_GET_PROC(AttachShader); michael@0: GR_GL_GET_PROC(BindAttribLocation); michael@0: GR_GL_GET_PROC(BindBuffer); michael@0: GR_GL_GET_PROC(BindFragDataLocation); michael@0: GR_GL_GET_PROC(BindTexture); michael@0: GR_GL_GET_PROC(BlendFunc); michael@0: michael@0: if (glVer >= GR_GL_VER(1,4) || michael@0: extensions.has("GL_ARB_imaging") || michael@0: extensions.has("GL_EXT_blend_color")) { michael@0: GR_GL_GET_PROC(BlendColor); michael@0: } michael@0: michael@0: GR_GL_GET_PROC(BufferData); michael@0: GR_GL_GET_PROC(BufferSubData); michael@0: GR_GL_GET_PROC(Clear); michael@0: GR_GL_GET_PROC(ClearColor); michael@0: GR_GL_GET_PROC(ClearStencil); michael@0: GR_GL_GET_PROC(ColorMask); michael@0: GR_GL_GET_PROC(CompileShader); michael@0: GR_GL_GET_PROC(CompressedTexImage2D); michael@0: GR_GL_GET_PROC(CopyTexSubImage2D); michael@0: GR_GL_GET_PROC(CreateProgram); michael@0: GR_GL_GET_PROC(CreateShader); michael@0: GR_GL_GET_PROC(CullFace); michael@0: GR_GL_GET_PROC(DeleteBuffers); michael@0: GR_GL_GET_PROC(DeleteProgram); michael@0: GR_GL_GET_PROC(DeleteQueries); michael@0: GR_GL_GET_PROC(DeleteShader); michael@0: GR_GL_GET_PROC(DeleteTextures); michael@0: GR_GL_GET_PROC(DepthMask); michael@0: GR_GL_GET_PROC(Disable); michael@0: GR_GL_GET_PROC(DisableVertexAttribArray); michael@0: GR_GL_GET_PROC(DrawArrays); michael@0: GR_GL_GET_PROC(DrawBuffer); michael@0: GR_GL_GET_PROC(DrawBuffers); michael@0: GR_GL_GET_PROC(DrawElements); michael@0: GR_GL_GET_PROC(Enable); michael@0: GR_GL_GET_PROC(EnableVertexAttribArray); michael@0: GR_GL_GET_PROC(EndQuery); michael@0: GR_GL_GET_PROC(Finish); michael@0: GR_GL_GET_PROC(Flush); michael@0: GR_GL_GET_PROC(FrontFace); michael@0: GR_GL_GET_PROC(GenBuffers); michael@0: GR_GL_GET_PROC(GenerateMipmap); michael@0: GR_GL_GET_PROC(GenQueries); michael@0: GR_GL_GET_PROC(GetBufferParameteriv); michael@0: GR_GL_GET_PROC(GetError); michael@0: GR_GL_GET_PROC(GetIntegerv); michael@0: GR_GL_GET_PROC(GetProgramInfoLog); michael@0: GR_GL_GET_PROC(GetProgramiv); michael@0: if (glVer >= GR_GL_VER(3,3) || extensions.has("GL_ARB_timer_query")) { michael@0: GR_GL_GET_PROC(GetQueryObjecti64v); michael@0: GR_GL_GET_PROC(GetQueryObjectui64v) michael@0: GR_GL_GET_PROC(QueryCounter); michael@0: } else if (extensions.has("GL_EXT_timer_query")) { michael@0: GR_GL_GET_PROC_SUFFIX(GetQueryObjecti64v, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(GetQueryObjectui64v, EXT); michael@0: } michael@0: GR_GL_GET_PROC(GetQueryObjectiv); michael@0: GR_GL_GET_PROC(GetQueryObjectuiv); michael@0: GR_GL_GET_PROC(GetQueryiv); michael@0: GR_GL_GET_PROC(GetShaderInfoLog); michael@0: GR_GL_GET_PROC(GetShaderiv); michael@0: GR_GL_GET_PROC(GetString); michael@0: GR_GL_GET_PROC(GetStringi); michael@0: GR_GL_GET_PROC(GetTexLevelParameteriv); michael@0: GR_GL_GET_PROC(GenTextures); michael@0: GR_GL_GET_PROC(GetUniformLocation); michael@0: GR_GL_GET_PROC(LineWidth); michael@0: GR_GL_GET_PROC(LinkProgram); michael@0: GR_GL_GET_PROC(LoadIdentity); michael@0: GR_GL_GET_PROC(LoadMatrixf); michael@0: GR_GL_GET_PROC(MatrixMode); michael@0: GR_GL_GET_PROC(MapBuffer); michael@0: GR_GL_GET_PROC(PixelStorei); michael@0: GR_GL_GET_PROC(ReadBuffer); michael@0: GR_GL_GET_PROC(ReadPixels); michael@0: GR_GL_GET_PROC(Scissor); michael@0: GR_GL_GET_PROC(ShaderSource); michael@0: GR_GL_GET_PROC(StencilFunc); michael@0: GR_GL_GET_PROC(StencilFuncSeparate); michael@0: GR_GL_GET_PROC(StencilMask); michael@0: GR_GL_GET_PROC(StencilMaskSeparate); michael@0: GR_GL_GET_PROC(StencilOp); michael@0: GR_GL_GET_PROC(StencilOpSeparate); michael@0: GR_GL_GET_PROC(TexGenfv); michael@0: GR_GL_GET_PROC(TexGeni); michael@0: GR_GL_GET_PROC(TexImage2D) michael@0: GR_GL_GET_PROC(TexParameteri); michael@0: GR_GL_GET_PROC(TexParameteriv); michael@0: GR_GL_GET_PROC(TexStorage2D); michael@0: if (NULL == interface->fFunctions.fTexStorage2D) { michael@0: GR_GL_GET_PROC_SUFFIX(TexStorage2D, EXT); michael@0: } michael@0: GR_GL_GET_PROC(TexSubImage2D); michael@0: GR_GL_GET_PROC(Uniform1f); michael@0: GR_GL_GET_PROC(Uniform1i); michael@0: GR_GL_GET_PROC(Uniform1fv); michael@0: GR_GL_GET_PROC(Uniform1iv); michael@0: GR_GL_GET_PROC(Uniform2f); michael@0: GR_GL_GET_PROC(Uniform2i); michael@0: GR_GL_GET_PROC(Uniform2fv); michael@0: GR_GL_GET_PROC(Uniform2iv); michael@0: GR_GL_GET_PROC(Uniform3f); michael@0: GR_GL_GET_PROC(Uniform3i); michael@0: GR_GL_GET_PROC(Uniform3fv); michael@0: GR_GL_GET_PROC(Uniform3iv); michael@0: GR_GL_GET_PROC(Uniform4f); michael@0: GR_GL_GET_PROC(Uniform4i); michael@0: GR_GL_GET_PROC(Uniform4fv); michael@0: GR_GL_GET_PROC(Uniform4iv); michael@0: GR_GL_GET_PROC(UniformMatrix2fv); michael@0: GR_GL_GET_PROC(UniformMatrix3fv); michael@0: GR_GL_GET_PROC(UniformMatrix4fv); michael@0: GR_GL_GET_PROC(UnmapBuffer); michael@0: GR_GL_GET_PROC(UseProgram); michael@0: GR_GL_GET_PROC(VertexAttrib4fv); michael@0: GR_GL_GET_PROC(VertexAttribPointer); michael@0: GR_GL_GET_PROC(Viewport); michael@0: michael@0: if (glVer >= GR_GL_VER(3,0) || extensions.has("GL_ARB_vertex_array_object")) { michael@0: // no ARB suffix for GL_ARB_vertex_array_object michael@0: GR_GL_GET_PROC(BindVertexArray); michael@0: GR_GL_GET_PROC(DeleteVertexArrays); michael@0: GR_GL_GET_PROC(GenVertexArrays); michael@0: } michael@0: michael@0: // First look for GL3.0 FBO or GL_ARB_framebuffer_object (same since michael@0: // GL_ARB_framebuffer_object doesn't use ARB suffix.) michael@0: if (glVer >= GR_GL_VER(3,0) || extensions.has("GL_ARB_framebuffer_object")) { michael@0: GR_GL_GET_PROC(GenFramebuffers); michael@0: GR_GL_GET_PROC(GetFramebufferAttachmentParameteriv); michael@0: GR_GL_GET_PROC(GetRenderbufferParameteriv); michael@0: GR_GL_GET_PROC(BindFramebuffer); michael@0: GR_GL_GET_PROC(FramebufferTexture2D); michael@0: GR_GL_GET_PROC(CheckFramebufferStatus); michael@0: GR_GL_GET_PROC(DeleteFramebuffers); michael@0: GR_GL_GET_PROC(RenderbufferStorage); michael@0: GR_GL_GET_PROC(GenRenderbuffers); michael@0: GR_GL_GET_PROC(DeleteRenderbuffers); michael@0: GR_GL_GET_PROC(FramebufferRenderbuffer); michael@0: GR_GL_GET_PROC(BindRenderbuffer); michael@0: GR_GL_GET_PROC(RenderbufferStorageMultisample); michael@0: GR_GL_GET_PROC(BlitFramebuffer); michael@0: } else if (extensions.has("GL_EXT_framebuffer_object")) { michael@0: GR_GL_GET_PROC_SUFFIX(GenFramebuffers, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(GetFramebufferAttachmentParameteriv, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(GetRenderbufferParameteriv, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(BindFramebuffer, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(FramebufferTexture2D, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(CheckFramebufferStatus, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(DeleteFramebuffers, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(RenderbufferStorage, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(GenRenderbuffers, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(DeleteRenderbuffers, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(FramebufferRenderbuffer, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(BindRenderbuffer, EXT); michael@0: if (extensions.has("GL_EXT_framebuffer_multisample")) { michael@0: GR_GL_GET_PROC_SUFFIX(RenderbufferStorageMultisample, EXT); michael@0: } michael@0: if (extensions.has("GL_EXT_framebuffer_blit")) { michael@0: GR_GL_GET_PROC_SUFFIX(BlitFramebuffer, EXT); michael@0: } michael@0: } else { michael@0: // we must have FBOs michael@0: delete interface; michael@0: return NULL; michael@0: } michael@0: GR_GL_GET_PROC(BindFragDataLocationIndexed); michael@0: michael@0: if (extensions.has("GL_EXT_debug_marker")) { michael@0: GR_GL_GET_PROC_SUFFIX(InsertEventMarker, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(PopGroupMarker, EXT); michael@0: GR_GL_GET_PROC_SUFFIX(PushGroupMarker, EXT); michael@0: } michael@0: michael@0: interface->fStandard = kGL_GrGLStandard; michael@0: interface->fExtensions.swap(&extensions); michael@0: michael@0: return interface; michael@0: } else { michael@0: return NULL; michael@0: } michael@0: }