kwin/glutils_funcs.cpp
Philip Falkner 8299541652 Add build checks for XComposite, XDamage, XRender, OpenGL, and XShm.
KWin should now build and run with/without any or all of the above.

svn path=/branches/work/kwin_composite/; revision=633387
2007-02-13 23:28:36 +00:00

218 lines
9 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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 <dlfcn.h>
// 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