/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gl/GrGLInterface.h"
#define WIN32_LEAN_AND_MEAN
#include <Windows.h>
#include <GL/GL.h>
/*
* Windows makes the GL funcs all be __stdcall instead of __cdecl :(
* This implementation will only work if GR_GL_FUNCTION_TYPE is __stdcall.
* Otherwise, a springboard would be needed that hides the calling convention.
*/
#define GR_GL_GET_PROC(F) interface->f ## F = (GrGL ## F ## Proc) wglGetProcAddress("gl" #F);
#define GR_GL_GET_PROC_SUFFIX(F, S) interface->f ## F = (GrGL ## F ## Proc) wglGetProcAddress("gl" #F #S);
const GrGLInterface* GrGLCreateNativeInterface() {
// wglGetProcAddress requires a context.
// GL Function pointers retrieved in one context may not be valid in another
// context. For that reason we create a new GrGLInterface each time we're
// called.
if (NULL != wglGetCurrentContext()) {
const char* versionString = (const char*) glGetString(GL_VERSION);
const char* extString = (const char*) glGetString(GL_EXTENSIONS);
GrGLVersion glVer = GrGLGetVersionFromString(versionString);
if (glVer < GR_GL_VER(1,5)) {
// We must have array and element_array buffer objects.
return NULL;
}
GrGLInterface* interface = new GrGLInterface();
// Functions that are part of GL 1.1 will return NULL in
// wglGetProcAddress
interface->fBindTexture = glBindTexture;
interface->fBlendFunc = glBlendFunc;
interface->fClear = glClear;
interface->fClearColor = glClearColor;
interface->fClearStencil = glClearStencil;
interface->fColorMask = glColorMask;
interface->fColorPointer = glColorPointer;
interface->fCullFace = glCullFace;
interface->fDeleteTextures = glDeleteTextures;
interface->fDepthMask = glDepthMask;
interface->fDisable = glDisable;
interface->fDrawArrays = glDrawArrays;
interface->fDrawElements = glDrawElements;
interface->fDrawBuffer = glDrawBuffer;
interface->fEnable = glEnable;
interface->fFrontFace = glFrontFace;
interface->fFinish = glFinish;
interface->fFlush = glFlush;
interface->fGenTextures = glGenTextures;
interface->fGetError = glGetError;
interface->fGetIntegerv = glGetIntegerv;
interface->fGetString = glGetString;
interface->fGetTexLevelParameteriv = glGetTexLevelParameteriv;
interface->fLineWidth = glLineWidth;
interface->fPixelStorei = glPixelStorei;
interface->fReadBuffer = glReadBuffer;
interface->fReadPixels = glReadPixels;
interface->fScissor = glScissor;
interface->fStencilFunc = glStencilFunc;
interface->fStencilMask = glStencilMask;
interface->fStencilOp = glStencilOp;
interface->fTexImage2D = glTexImage2D;
interface->fTexParameteri = glTexParameteri;
if (glVer >= GR_GL_VER(4,2) ||
GrGLHasExtensionFromString("GL_ARB_texture_storage", extString)) {
GR_GL_GET_PROC(TexStorage2D);
} else if (GrGLHasExtensionFromString("GL_EXT_texture_storage", extString)) {
GR_GL_GET_PROC_SUFFIX(TexStorage2D, EXT);
}
interface->fTexSubImage2D = glTexSubImage2D;
interface->fViewport = glViewport;
GR_GL_GET_PROC(ActiveTexture);
GR_GL_GET_PROC(AttachShader);
GR_GL_GET_PROC(BeginQuery);
GR_GL_GET_PROC(BindAttribLocation);
GR_GL_GET_PROC(BindBuffer);
GR_GL_GET_PROC(BindFragDataLocation);
GR_GL_GET_PROC(BlendColor);
GR_GL_GET_PROC(BufferData);
GR_GL_GET_PROC(BufferSubData);
GR_GL_GET_PROC(CompileShader);
GR_GL_GET_PROC(CompressedTexImage2D);
GR_GL_GET_PROC(CreateProgram);
GR_GL_GET_PROC(CreateShader);
GR_GL_GET_PROC(DeleteBuffers);
GR_GL_GET_PROC(DeleteQueries);
GR_GL_GET_PROC(DeleteProgram);
GR_GL_GET_PROC(DeleteShader);
GR_GL_GET_PROC(DisableVertexAttribArray);
GR_GL_GET_PROC(DrawBuffers);
GR_GL_GET_PROC(EnableVertexAttribArray);
GR_GL_GET_PROC(EndQuery);
GR_GL_GET_PROC(GenBuffers);
GR_GL_GET_PROC(GenQueries);
GR_GL_GET_PROC(GetBufferParameteriv);
GR_GL_GET_PROC(GetQueryiv);
GR_GL_GET_PROC(GetQueryObjectiv);
GR_GL_GET_PROC(GetQueryObjectuiv);
if (glVer > GR_GL_VER(3,3) ||
GrGLHasExtensionFromString("GL_ARB_timer_query", extString)) {
GR_GL_GET_PROC(GetQueryObjecti64v);
GR_GL_GET_PROC(GetQueryObjectui64v);
GR_GL_GET_PROC(QueryCounter);
} else if (GrGLHasExtensionFromString("GL_EXT_timer_query", extString)) {
GR_GL_GET_PROC_SUFFIX(GetQueryObjecti64v, EXT);
GR_GL_GET_PROC_SUFFIX(GetQueryObjectui64v, EXT);
}
GR_GL_GET_PROC(GetProgramInfoLog);
GR_GL_GET_PROC(GetProgramiv);
GR_GL_GET_PROC(GetShaderInfoLog);
GR_GL_GET_PROC(GetShaderiv);
GR_GL_GET_PROC(GetUniformLocation);
GR_GL_GET_PROC(LinkProgram);
GR_GL_GET_PROC(ShaderSource);
GR_GL_GET_PROC(StencilFuncSeparate);
GR_GL_GET_PROC(StencilMaskSeparate);
GR_GL_GET_PROC(StencilOpSeparate);
GR_GL_GET_PROC(Uniform1f);
GR_GL_GET_PROC(Uniform1i);
GR_GL_GET_PROC(Uniform1fv);
GR_GL_GET_PROC(Uniform1iv);
GR_GL_GET_PROC(Uniform2f);
GR_GL_GET_PROC(Uniform2i);
GR_GL_GET_PROC(Uniform2fv);
GR_GL_GET_PROC(Uniform2iv);
GR_GL_GET_PROC(Uniform3f);
GR_GL_GET_PROC(Uniform3i);
GR_GL_GET_PROC(Uniform3fv);
GR_GL_GET_PROC(Uniform3iv);
GR_GL_GET_PROC(Uniform4f);
GR_GL_GET_PROC(Uniform4i);
GR_GL_GET_PROC(Uniform4fv);
GR_GL_GET_PROC(Uniform4iv);
GR_GL_GET_PROC(UniformMatrix2fv);
GR_GL_GET_PROC(UniformMatrix3fv);
GR_GL_GET_PROC(UniformMatrix4fv);
GR_GL_GET_PROC(UseProgram);
GR_GL_GET_PROC(VertexAttrib4fv);
GR_GL_GET_PROC(VertexAttribPointer);
GR_GL_GET_PROC(BindFragDataLocationIndexed);
// First look for GL3.0 FBO or GL_ARB_framebuffer_object (same since
// GL_ARB_framebuffer_object doesn't use ARB suffix.)
if (glVer > GR_GL_VER(3,0) ||
GrGLHasExtensionFromString("GL_ARB_framebuffer_object", extString)) {
GR_GL_GET_PROC(GenFramebuffers);
GR_GL_GET_PROC(GetFramebufferAttachmentParameteriv);
GR_GL_GET_PROC(GetRenderbufferParameteriv);
GR_GL_GET_PROC(BindFramebuffer);
GR_GL_GET_PROC(FramebufferTexture2D);
GR_GL_GET_PROC(CheckFramebufferStatus);
GR_GL_GET_PROC(DeleteFramebuffers);
GR_GL_GET_PROC(RenderbufferStorage);
GR_GL_GET_PROC(GenRenderbuffers);
GR_GL_GET_PROC(DeleteRenderbuffers);
GR_GL_GET_PROC(FramebufferRenderbuffer);
GR_GL_GET_PROC(BindRenderbuffer);
GR_GL_GET_PROC(RenderbufferStorageMultisample);
GR_GL_GET_PROC(BlitFramebuffer);
} else if (GrGLHasExtensionFromString("GL_EXT_framebuffer_object",
extString)) {
GR_GL_GET_PROC_SUFFIX(GenFramebuffers, EXT);
GR_GL_GET_PROC_SUFFIX(GetFramebufferAttachmentParameteriv, EXT);
GR_GL_GET_PROC_SUFFIX(GetRenderbufferParameteriv, EXT);
GR_GL_GET_PROC_SUFFIX(BindFramebuffer, EXT);
GR_GL_GET_PROC_SUFFIX(FramebufferTexture2D, EXT);
GR_GL_GET_PROC_SUFFIX(CheckFramebufferStatus, EXT);
GR_GL_GET_PROC_SUFFIX(DeleteFramebuffers, EXT);
GR_GL_GET_PROC_SUFFIX(RenderbufferStorage, EXT);
GR_GL_GET_PROC_SUFFIX(GenRenderbuffers, EXT);
GR_GL_GET_PROC_SUFFIX(DeleteRenderbuffers, EXT);
GR_GL_GET_PROC_SUFFIX(FramebufferRenderbuffer, EXT);
GR_GL_GET_PROC_SUFFIX(BindRenderbuffer, EXT);
if (GrGLHasExtensionFromString("GL_EXT_framebuffer_multisample", extString)) {
GR_GL_GET_PROC_SUFFIX(RenderbufferStorageMultisample, EXT);
}
if (GrGLHasExtensionFromString("GL_EXT_framebuffer_blit", extString)) {
GR_GL_GET_PROC_SUFFIX(BlitFramebuffer, EXT);
}
} else {
// we must have FBOs
delete interface;
return NULL;
}
GR_GL_GET_PROC(MapBuffer);
GR_GL_GET_PROC(UnmapBuffer);
interface->fBindingsExported = kDesktop_GrGLBinding;
return interface;
} else {
return NULL;
}
}