8299541652
KWin should now build and run with/without any or all of the above. svn path=/branches/work/kwin_composite/; revision=633387
218 lines
9 KiB
C++
218 lines
9 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "glutils.h"
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#include <dlfcn.h>
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// Resolves given function, using getProcAddress
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#define GL_RESOLVE( function ) function = (function ## _func)getProcAddress( #function );
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// Same as above but tries to use function "backup" if "function" doesn't exist
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// Useful when same functionality is also defined in an extension
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#define GL_RESOLVE_WITH_EXT( function, backup ) \
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function = (function ## _func)getProcAddress( #function ); \
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if( !function ) \
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function = (function ## _func)getProcAddress( #backup );
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#ifdef HAVE_OPENGL
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namespace KWinInternal
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{
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// Function pointers
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glXGetProcAddress_func glXGetProcAddress;
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// GLX 1.3
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glXQueryDrawable_func glXQueryDrawable;
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// texture_from_pixmap extension functions
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glXReleaseTexImageEXT_func glXReleaseTexImageEXT;
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glXBindTexImageEXT_func glXBindTexImageEXT;
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// glXCopySubBufferMESA
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glXCopySubBuffer_func glXCopySubBuffer;
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// video_sync extension functions
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glXGetVideoSync_func glXGetVideoSync;
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glXWaitVideoSync_func glXWaitVideoSync;
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// glActiveTexture
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glActiveTexture_func glActiveTexture;
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// framebuffer_object extension functions
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glIsRenderbuffer_func glIsRenderbuffer;
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glBindRenderbuffer_func glBindRenderbuffer;
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glDeleteRenderbuffers_func glDeleteRenderbuffers;
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glGenRenderbuffers_func glGenRenderbuffers;
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glRenderbufferStorage_func glRenderbufferStorage;
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glGetRenderbufferParameteriv_func glGetRenderbufferParameteriv;
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glIsFramebuffer_func glIsFramebuffer;
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glBindFramebuffer_func glBindFramebuffer;
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glDeleteFramebuffers_func glDeleteFramebuffers;
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glGenFramebuffers_func glGenFramebuffers;
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glCheckFramebufferStatus_func glCheckFramebufferStatus;
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glFramebufferTexture1D_func glFramebufferTexture1D;
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glFramebufferTexture2D_func glFramebufferTexture2D;
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glFramebufferTexture3D_func glFramebufferTexture3D;
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glFramebufferRenderbuffer_func glFramebufferRenderbuffer;
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glGetFramebufferAttachmentParameteriv_func glGetFramebufferAttachmentParameteriv;
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glGenerateMipmap_func glGenerateMipmap;
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// Shader functions
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glCreateShader_func glCreateShader;
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glShaderSource_func glShaderSource;
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glCompileShader_func glCompileShader;
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glDeleteShader_func glDeleteShader;
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glCreateProgram_func glCreateProgram;
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glAttachShader_func glAttachShader;
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glLinkProgram_func glLinkProgram;
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glUseProgram_func glUseProgram;
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glDeleteProgram_func glDeleteProgram;
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glGetShaderInfoLog_func glGetShaderInfoLog;
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glGetProgramInfoLog_func glGetProgramInfoLog;
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glGetProgramiv_func glGetProgramiv;
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glGetShaderiv_func glGetShaderiv;
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glUniform1f_func glUniform1f;
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glUniform1i_func glUniform1i;
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glUniform1fv_func glUniform1fv;
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glUniform2fv_func glUniform2fv;
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glValidateProgram_func glValidateProgram;
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glGetUniformLocation_func glGetUniformLocation;
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glVertexAttrib1f_func glVertexAttrib1f;
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glGetAttribLocation_func glGetAttribLocation;
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static glXFuncPtr getProcAddress( const char* name )
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{
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glXFuncPtr ret = NULL;
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if( glXGetProcAddress != NULL )
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ret = glXGetProcAddress( ( const GLubyte* ) name );
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if( ret == NULL )
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ret = ( glXFuncPtr ) dlsym( RTLD_DEFAULT, name );
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return ret;
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}
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void glxResolveFunctions()
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{
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// handle OpenGL extensions functions
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glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glXGetProcAddress" );
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if( glXGetProcAddress == NULL )
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glXGetProcAddress = (glXGetProcAddress_func) getProcAddress( "glXGetProcAddressARB" );
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glXQueryDrawable = (glXQueryDrawable_func) getProcAddress( "glXQueryDrawable" );
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if( hasGLExtension( "GLX_EXT_texture_from_pixmap" ))
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{
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glXBindTexImageEXT = (glXBindTexImageEXT_func) getProcAddress( "glXBindTexImageEXT" );
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glXReleaseTexImageEXT = (glXReleaseTexImageEXT_func) getProcAddress( "glXReleaseTexImageEXT" );
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}
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else
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{
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glXBindTexImageEXT = NULL;
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glXReleaseTexImageEXT = NULL;
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}
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if( hasGLExtension( "GLX_MESA_copy_sub_buffer" ))
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glXCopySubBuffer = (glXCopySubBuffer_func) getProcAddress( "glXCopySubBufferMESA" );
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else
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glXCopySubBuffer = NULL;
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if( hasGLExtension( "GLX_SGI_video_sync" ))
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{
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glXGetVideoSync = (glXGetVideoSync_func) getProcAddress( "glXGetVideoSyncSGI" );
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glXWaitVideoSync = (glXWaitVideoSync_func) getProcAddress( "glXWaitVideoSyncSGI" );
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}
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else
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{
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glXGetVideoSync = NULL;
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glXWaitVideoSync = NULL;
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}
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}
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void glResolveFunctions()
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{
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if( hasGLExtension( "GL_ARB_multitexture" ))
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{
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GL_RESOLVE_WITH_EXT( glActiveTexture, glActiveTextureARB );
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// Get number of texture units
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &glTextureUnitsCount);
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}
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else
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{
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glActiveTexture = NULL;
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glTextureUnitsCount = 0;
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}
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if( hasGLExtension( "GL_EXT_framebuffer_object" ))
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{
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glIsRenderbuffer = (glIsRenderbuffer_func) getProcAddress( "glIsRenderbufferEXT" );
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glBindRenderbuffer = (glBindRenderbuffer_func) getProcAddress( "glBindRenderbufferEXT" );
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glDeleteRenderbuffers = (glDeleteRenderbuffers_func) getProcAddress( "glDeleteRenderbuffersEXT" );
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glGenRenderbuffers = (glGenRenderbuffers_func) getProcAddress( "glGenRenderbuffersEXT" );
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glRenderbufferStorage = (glRenderbufferStorage_func) getProcAddress( "glRenderbufferStorageEXT" );
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glGetRenderbufferParameteriv = (glGetRenderbufferParameteriv_func) getProcAddress( "glGetRenderbufferParameterivEXT" );
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glIsFramebuffer = (glIsFramebuffer_func) getProcAddress( "glIsFramebufferEXT" );
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glBindFramebuffer = (glBindFramebuffer_func) getProcAddress( "glBindFramebufferEXT" );
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glDeleteFramebuffers = (glDeleteFramebuffers_func) getProcAddress( "glDeleteFramebuffersEXT" );
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glGenFramebuffers = (glGenFramebuffers_func) getProcAddress( "glGenFramebuffersEXT" );
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glCheckFramebufferStatus = (glCheckFramebufferStatus_func) getProcAddress( "glCheckFramebufferStatusEXT" );
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glFramebufferTexture1D = (glFramebufferTexture1D_func) getProcAddress( "glFramebufferTexture1DEXT" );
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glFramebufferTexture2D = (glFramebufferTexture2D_func) getProcAddress( "glFramebufferTexture2DEXT" );
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glFramebufferTexture3D = (glFramebufferTexture3D_func) getProcAddress( "glFramebufferTexture3DEXT" );
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glFramebufferRenderbuffer = (glFramebufferRenderbuffer_func) getProcAddress( "glFramebufferRenderbufferEXT" );
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glGetFramebufferAttachmentParameteriv = (glGetFramebufferAttachmentParameteriv_func) getProcAddress( "glGetFramebufferAttachmentParameterivEXT" );
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glGenerateMipmap = (glGenerateMipmap_func) getProcAddress( "glGenerateMipmapEXT" );
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}
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else
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{
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glIsRenderbuffer = NULL;
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glBindRenderbuffer = NULL;
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glDeleteRenderbuffers = NULL;
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glGenRenderbuffers = NULL;
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glRenderbufferStorage = NULL;
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glGetRenderbufferParameteriv = NULL;
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glIsFramebuffer = NULL;
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glBindFramebuffer = NULL;
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glDeleteFramebuffers = NULL;
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glGenFramebuffers = NULL;
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glCheckFramebufferStatus = NULL;
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glFramebufferTexture1D = NULL;
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glFramebufferTexture2D = NULL;
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glFramebufferTexture3D = NULL;
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glFramebufferRenderbuffer = NULL;
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glGetFramebufferAttachmentParameteriv = NULL;
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glGenerateMipmap = NULL;
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}
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if( hasGLExtension( "GL_ARB_shading_language_100" ) && hasGLExtension( "GL_ARB_fragment_shader" ))
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{
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GL_RESOLVE_WITH_EXT( glCreateShader, glCreateShaderObjectARB );
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GL_RESOLVE_WITH_EXT( glShaderSource, glShaderSourceARB );
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GL_RESOLVE_WITH_EXT( glCompileShader, glCompileShaderARB );
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GL_RESOLVE_WITH_EXT( glDeleteShader, glDeleteObjectARB );
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GL_RESOLVE_WITH_EXT( glCreateProgram, glCreateProgramObjectARB );
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GL_RESOLVE_WITH_EXT( glAttachShader, glAttachObjectARB );
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GL_RESOLVE_WITH_EXT( glLinkProgram, glLinkProgramARB );
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GL_RESOLVE_WITH_EXT( glUseProgram, glUseProgramObjectARB );
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GL_RESOLVE_WITH_EXT( glDeleteProgram, glDeleteObjectARB );
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GL_RESOLVE_WITH_EXT( glGetShaderInfoLog, glGetInfoLogARB );
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GL_RESOLVE_WITH_EXT( glGetProgramInfoLog, glGetInfoLogARB );
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GL_RESOLVE_WITH_EXT( glGetProgramiv, glGetObjectParameterivARB );
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GL_RESOLVE_WITH_EXT( glGetShaderiv, glGetObjectParameterivARB );
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GL_RESOLVE_WITH_EXT( glUniform1f, glUniform1fARB );
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GL_RESOLVE_WITH_EXT( glUniform1i, glUniform1iARB );
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GL_RESOLVE_WITH_EXT( glUniform1fv, glUniform1fvARB );
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GL_RESOLVE_WITH_EXT( glUniform2fv, glUniform2fvARB );
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GL_RESOLVE_WITH_EXT( glValidateProgram, glValidateProgramARB );
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GL_RESOLVE_WITH_EXT( glGetUniformLocation, glGetUniformLocationARB );
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GL_RESOLVE_WITH_EXT( glVertexAttrib1f, glVertexAttrib1fARB );
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GL_RESOLVE_WITH_EXT( glGetAttribLocation, glGetAttribLocationARB );
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}
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}
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} // namespace
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#endif
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