// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #ifndef libGLESv2_hpp #define libGLESv2_hpp #include <GLES/gl.h> #include <GLES/glext.h> #include <EGL/egl.h> #include "Common/SharedLibrary.hpp" namespace sw { class FrameBuffer; enum Format : unsigned char; } namespace egl { class Display; class Context; class Image; class Config; class ClientBuffer; } class LibGLESv2exports { public: LibGLESv2exports(); void (*glActiveTexture)(GLenum texture); void (*glAttachShader)(GLuint program, GLuint shader); void (*glBeginQueryEXT)(GLenum target, GLuint name); void (*glBindAttribLocation)(GLuint program, GLuint index, const GLchar* name); void (*glBindBuffer)(GLenum target, GLuint buffer); void (*glBindFramebuffer)(GLenum target, GLuint framebuffer); void (*glBindRenderbuffer)(GLenum target, GLuint renderbuffer); void (*glBindTexture)(GLenum target, GLuint texture); void (*glBlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (*glBlendEquation)(GLenum mode); void (*glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha); void (*glBlendFunc)(GLenum sfactor, GLenum dfactor); void (*glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); void (*glBufferData)(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage); void (*glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data); GLenum (*glCheckFramebufferStatus)(GLenum target); void (*glClear)(GLbitfield mask); void (*glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); void (*glClearDepthf)(GLclampf depth); void (*glClearStencil)(GLint s); void (*glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); void (*glCompileShader)(GLuint shader); void (*glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid* data); void (*glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid* data); void (*glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); GLuint (*glCreateProgram)(void); GLuint (*glCreateShader)(GLenum type); void (*glCullFace)(GLenum mode); void (*glDeleteBuffers)(GLsizei n, const GLuint* buffers); void (*glDeleteFencesNV)(GLsizei n, const GLuint* fences); void (*glDeleteFramebuffers)(GLsizei n, const GLuint* framebuffers); void (*glDeleteProgram)(GLuint program); void (*glDeleteQueriesEXT)(GLsizei n, const GLuint *ids); void (*glDeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers); void (*glDeleteShader)(GLuint shader); void (*glDeleteTextures)(GLsizei n, const GLuint* textures); void (*glDepthFunc)(GLenum func); void (*glDepthMask)(GLboolean flag); void (*glDepthRangef)(GLclampf zNear, GLclampf zFar); void (*glDetachShader)(GLuint program, GLuint shader); void (*glDisable)(GLenum cap); void (*glDisableVertexAttribArray)(GLuint index); void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count); void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices); void (*glDrawArraysInstancedEXT)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void (*glDrawElementsInstancedEXT)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); void (*glVertexAttribDivisorEXT)(GLuint index, GLuint divisor); void (*glDrawArraysInstancedANGLE)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount); void (*glDrawElementsInstancedANGLE)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount); void (*glVertexAttribDivisorANGLE)(GLuint index, GLuint divisor); void (*glEnable)(GLenum cap); void (*glEnableVertexAttribArray)(GLuint index); void (*glEndQueryEXT)(GLenum target); void (*glFinishFenceNV)(GLuint fence); void (*glFinish)(void); void (*glFlush)(void); void (*glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void (*glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (*glFrontFace)(GLenum mode); void (*glGenBuffers)(GLsizei n, GLuint* buffers); void (*glGenerateMipmap)(GLenum target); void (*glGenFencesNV)(GLsizei n, GLuint* fences); void (*glGenFramebuffers)(GLsizei n, GLuint* framebuffers); void (*glGenQueriesEXT)(GLsizei n, GLuint* ids); void (*glGenRenderbuffers)(GLsizei n, GLuint* renderbuffers); void (*glGenTextures)(GLsizei n, GLuint* textures); void (*glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); void (*glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name); void (*glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders); int (*glGetAttribLocation)(GLuint program, const GLchar* name); void (*glGetBooleanv)(GLenum pname, GLboolean* params); void (*glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params); GLenum (*glGetError)(void); void (*glGetFenceivNV)(GLuint fence, GLenum pname, GLint *params); void (*glGetFloatv)(GLenum pname, GLfloat* params); void (*glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params); GLenum (*glGetGraphicsResetStatusEXT)(void); void (*glGetIntegerv)(GLenum pname, GLint* params); void (*glGetProgramiv)(GLuint program, GLenum pname, GLint* params); void (*glGetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog); void (*glGetQueryivEXT)(GLenum target, GLenum pname, GLint *params); void (*glGetQueryObjectuivEXT)(GLuint name, GLenum pname, GLuint *params); void (*glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params); void (*glGetShaderiv)(GLuint shader, GLenum pname, GLint* params); void (*glGetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog); void (*glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision); void (*glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source); const GLubyte* (*glGetString)(GLenum name); void (*glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params); void (*glGetTexParameteriv)(GLenum target, GLenum pname, GLint* params); void (*glGetnUniformfvEXT)(GLuint program, GLint location, GLsizei bufSize, GLfloat* params); void (*glGetUniformfv)(GLuint program, GLint location, GLfloat* params); void (*glGetnUniformivEXT)(GLuint program, GLint location, GLsizei bufSize, GLint* params); void (*glGetUniformiv)(GLuint program, GLint location, GLint* params); int (*glGetUniformLocation)(GLuint program, const GLchar* name); void (*glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params); void (*glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params); void (*glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer); void (*glHint)(GLenum target, GLenum mode); GLboolean (*glIsBuffer)(GLuint buffer); GLboolean (*glIsEnabled)(GLenum cap); GLboolean (*glIsFenceNV)(GLuint fence); GLboolean (*glIsFramebuffer)(GLuint framebuffer); GLboolean (*glIsProgram)(GLuint program); GLboolean (*glIsQueryEXT)(GLuint name); GLboolean (*glIsRenderbuffer)(GLuint renderbuffer); GLboolean (*glIsShader)(GLuint shader); GLboolean (*glIsTexture)(GLuint texture); void (*glLineWidth)(GLfloat width); void (*glLinkProgram)(GLuint program); void (*glPixelStorei)(GLenum pname, GLint param); void (*glPolygonOffset)(GLfloat factor, GLfloat units); void (*glReadnPixelsEXT)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, GLvoid *data); void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels); void (*glReleaseShaderCompiler)(void); void (*glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void (*glRenderbufferStorageMultisampleANGLE)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); void (*glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void (*glSampleCoverage)(GLclampf value, GLboolean invert); void (*glSetFenceNV)(GLuint fence, GLenum condition); void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height); void (*glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length); void (*glShaderSource)(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length); void (*glStencilFunc)(GLenum func, GLint ref, GLuint mask); void (*glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask); void (*glStencilMask)(GLuint mask); void (*glStencilMaskSeparate)(GLenum face, GLuint mask); void (*glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass); void (*glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass); GLboolean (*glTestFenceNV)(GLuint fence); void (*glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void (*glTexParameterf)(GLenum target, GLenum pname, GLfloat param); void (*glTexParameterfv)(GLenum target, GLenum pname, const GLfloat* params); void (*glTexParameteri)(GLenum target, GLenum pname, GLint param); void (*glTexParameteriv)(GLenum target, GLenum pname, const GLint* params); void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels); void (*glUniform1f)(GLint location, GLfloat x); void (*glUniform1fv)(GLint location, GLsizei count, const GLfloat* v); void (*glUniform1i)(GLint location, GLint x); void (*glUniform1iv)(GLint location, GLsizei count, const GLint* v); void (*glUniform2f)(GLint location, GLfloat x, GLfloat y); void (*glUniform2fv)(GLint location, GLsizei count, const GLfloat* v); void (*glUniform2i)(GLint location, GLint x, GLint y); void (*glUniform2iv)(GLint location, GLsizei count, const GLint* v); void (*glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z); void (*glUniform3fv)(GLint location, GLsizei count, const GLfloat* v); void (*glUniform3i)(GLint location, GLint x, GLint y, GLint z); void (*glUniform3iv)(GLint location, GLsizei count, const GLint* v); void (*glUniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (*glUniform4fv)(GLint location, GLsizei count, const GLfloat* v); void (*glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w); void (*glUniform4iv)(GLint location, GLsizei count, const GLint* v); void (*glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void (*glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void (*glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value); void (*glUseProgram)(GLuint program); void (*glValidateProgram)(GLuint program); void (*glVertexAttrib1f)(GLuint index, GLfloat x); void (*glVertexAttrib1fv)(GLuint index, const GLfloat* values); void (*glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y); void (*glVertexAttrib2fv)(GLuint index, const GLfloat* values); void (*glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z); void (*glVertexAttrib3fv)(GLuint index, const GLfloat* values); void (*glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); void (*glVertexAttrib4fv)(GLuint index, const GLfloat* values); void (*glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr); void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height); void (*glBlitFramebufferNV)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void (*glBlitFramebufferANGLE)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); void (*glTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels); void (*glTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); void (*glCopyTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); void (*glCompressedTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); void (*glCompressedTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); void (*glFramebufferTexture3DOES)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); void (*glEGLImageTargetTexture2DOES)(GLenum target, GLeglImageOES image); void (*glEGLImageTargetRenderbufferStorageOES)(GLenum target, GLeglImageOES image); GLboolean (*glIsRenderbufferOES)(GLuint renderbuffer); void (*glBindRenderbufferOES)(GLenum target, GLuint renderbuffer); void (*glDeleteRenderbuffersOES)(GLsizei n, const GLuint* renderbuffers); void (*glGenRenderbuffersOES)(GLsizei n, GLuint* renderbuffers); void (*glRenderbufferStorageOES)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height); void (*glGetRenderbufferParameterivOES)(GLenum target, GLenum pname, GLint* params); GLboolean (*glIsFramebufferOES)(GLuint framebuffer); void (*glBindFramebufferOES)(GLenum target, GLuint framebuffer); void (*glDeleteFramebuffersOES)(GLsizei n, const GLuint* framebuffers); void (*glGenFramebuffersOES)(GLsizei n, GLuint* framebuffers); GLenum (*glCheckFramebufferStatusOES)(GLenum target); void (*glFramebufferRenderbufferOES)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); void (*glFramebufferTexture2DOES)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); void (*glGetFramebufferAttachmentParameterivOES)(GLenum target, GLenum attachment, GLenum pname, GLint* params); void (*glGenerateMipmapOES)(GLenum target); void (*glDrawBuffersEXT)(GLsizei n, const GLenum *bufs); egl::Context *(*es2CreateContext)(egl::Display *display, const egl::Context *shareContext, const egl::Config *config); __eglMustCastToProperFunctionPointerType (*es2GetProcAddress)(const char *procname); egl::Image *(*createBackBuffer)(int width, int height, sw::Format format, int multiSampleDepth); egl::Image *(*createBackBufferFromClientBuffer)(const egl::ClientBuffer& clientBuffer); egl::Image *(*createDepthStencil)(int width, int height, sw::Format format, int multiSampleDepth); sw::FrameBuffer *(*createFrameBuffer)(void *nativeDisplay, EGLNativeWindowType window, int width, int height); }; class LibGLESv2 { public: LibGLESv2() { } ~LibGLESv2() { freeLibrary(libGLESv2); } operator bool() { return loadExports() != nullptr; } LibGLESv2exports *operator->() { return loadExports(); } private: LibGLESv2exports *loadExports() { if(!loadLibraryAttempted && !libGLESv2) { #if defined(_WIN32) #if defined(__LP64__) const char *libGLESv2_lib[] = {"libGLESv2.dll", "lib64GLES_V2_translator.dll"}; #else const char *libGLESv2_lib[] = {"libGLESv2.dll", "libGLES_V2_translator.dll"}; #endif #elif defined(__ANDROID__) const char *libGLESv2_lib[] = {"libGLESv2_swiftshader.so", "libGLESv2_swiftshader.so"}; #elif defined(__linux__) #if defined(__LP64__) const char *libGLESv2_lib[] = {"lib64GLES_V2_translator.so", "libGLESv2.so.2", "libGLESv2.so"}; #else const char *libGLESv2_lib[] = {"libGLES_V2_translator.so", "libGLESv2.so.2", "libGLESv2.so"}; #endif #elif defined(__APPLE__) #if defined(__LP64__) const char *libGLESv2_lib[] = {"libswiftshader_libGLESv2.dylib", "lib64GLES_V2_translator.dylib", "libGLESv2.dylib"}; #else const char *libGLESv2_lib[] = {"libswiftshader_libGLESv2.dylib", "libGLES_V2_translator.dylib", "libGLESv2.dylib"}; #endif #elif defined(__Fuchsia__) const char *libGLESv2_lib[] = {"libswiftshader_libGLESv2.so", "libGLESv2.so"}; #else #error "libGLESv2::loadExports unimplemented for this platform" #endif std::string directory = getModuleDirectory(); libGLESv2 = loadLibrary(directory, libGLESv2_lib, "libGLESv2_swiftshader"); if(libGLESv2) { auto libGLESv2_swiftshader = (LibGLESv2exports *(*)())getProcAddress(libGLESv2, "libGLESv2_swiftshader"); libGLESv2exports = libGLESv2_swiftshader(); } loadLibraryAttempted = true; } return libGLESv2exports; } void *libGLESv2 = nullptr; LibGLESv2exports *libGLESv2exports = nullptr; bool loadLibraryAttempted = false; }; #endif // libGLESv2_hpp