gecko/gfx/layers/opengl/glWrapper.cpp

218 lines
6.7 KiB
C++

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 4 -*-
* ***** BEGIN LICENSE BLOCK *****
* Version: MPL 1.1/GPL 2.0/LGPL 2.1
*
* The contents of this file are subject to the Mozilla Public License Version
* 1.1 (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.mozilla.org/MPL/
*
* Software distributed under the License is distributed on an "AS IS" basis,
* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
* for the specific language governing rights and limitations under the
* License.
*
* The Original Code is Mozilla Corporation code.
*
* The Initial Developer of the Original Code is Mozilla Foundation.
* Portions created by the Initial Developer are Copyright (C) 2009
* the Initial Developer. All Rights Reserved.
*
* Contributor(s):
* Bas Schouten <bschouten@mozilla.org>
*
* Alternatively, the contents of this file may be used under the terms of
* either the GNU General Public License Version 2 or later (the "GPL"), or
* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
* in which case the provisions of the GPL or the LGPL are applicable instead
* of those above. If you wish to allow use of your version of this file only
* under the terms of either the GPL or the LGPL, and not to allow others to
* use your version of this file under the terms of the MPL, indicate your
* decision by deleting the provisions above and replace them with the notice
* and other provisions required by the GPL or the LGPL. If you do not delete
* the provisions above, a recipient may use your version of this file under
* the terms of any one of the MPL, the GPL or the LGPL.
*
* ***** END LICENSE BLOCK ***** */
#include "glWrapper.h"
#include "nsDebug.h"
#ifdef XP_WIN
#define glGetProcAddress wGetProcAddress
#else
// We do not know how to glGetProcAddress on this platform.
PRFuncPtr glGetProcAddress(const char *)
{
return NULL;
}
#endif
glWrapper sglWrapper;
struct OGLFunction {
PRFuncPtr *functor;
const char *name;
};
glWrapper::glWrapper()
: mIsInitialized(PR_FALSE)
, mOGLLibrary(NULL)
{
}
#ifdef XP_WIN
HGLRC
glWrapper::wCreateContext(HDC aDC)
{
if (!wCreateContextInternal) {
if (!mOGLLibrary) {
#ifdef XP_WIN
mOGLLibrary = PR_LoadLibrary("Opengl32.dll");
#else
return NULL;
#endif
if (!mOGLLibrary) {
NS_WARNING("Couldn't load OpenGL DLL.");
return NULL;
}
}
wCreateContextInternal = (PFNWGLCREATECONTEXTPROC)
PR_FindSymbol(mOGLLibrary, "wglCreateContext");
wDeleteContext = (PFNWGLDELETECONTEXTPROC)
PR_FindSymbol(mOGLLibrary, "wglDeleteContext");
wMakeCurrent = (PFNWGLMAKECURRENTPROC)
PR_FindSymbol(mOGLLibrary, "wglMakeCurrent");
wGetProcAddress = (PFNWGLGETPROCADDRESSPROC)
PR_FindSymbol(mOGLLibrary, "wglGetProcAddress");
}
HGLRC retval = wCreateContextInternal(aDC);
if (!retval) {
return retval;
}
wMakeCurrent(aDC, retval);
if (!EnsureInitialized()) {
NS_WARNING("Failed to initialize OpenGL wrapper.");
return NULL;
}
return retval;
}
#endif
PRBool
glWrapper::LoadSymbols(OGLFunction *functions)
{
for (int i = 0; functions[i].functor; i++) {
*functions[i].functor =
PR_FindFunctionSymbol(mOGLLibrary, functions[i].name);
if (*functions[i].functor) {
continue;
}
if (!glGetProcAddress) {
return PR_FALSE;
}
*functions[i].functor = (PRFuncPtr)glGetProcAddress(functions[i].name);
if (!*functions[i].functor) {
return PR_FALSE;
}
}
return PR_TRUE;
}
PRBool
glWrapper::EnsureInitialized()
{
if (mIsInitialized) {
return PR_TRUE;
}
OGLFunction functions[] = {
{ (PRFuncPtr*) &BlendFuncSeparate, "glBlendFuncSeparate" },
{ (PRFuncPtr*) &Enable, "glEnable" },
{ (PRFuncPtr*) &EnableClientState, "glEnableClientState" },
{ (PRFuncPtr*) &EnableVertexAttribArray, "glEnableVertexAttribArray" },
{ (PRFuncPtr*) &Disable, "glDisable" },
{ (PRFuncPtr*) &DisableClientState, "glDisableClientState" },
{ (PRFuncPtr*) &DisableVertexAttribArray, "glDisableVertexAttribArray" },
{ (PRFuncPtr*) &DrawArrays, "glDrawArrays" },
{ (PRFuncPtr*) &Finish, "glFinish" },
{ (PRFuncPtr*) &Clear, "glClear" },
{ (PRFuncPtr*) &Scissor, "glScissor" },
{ (PRFuncPtr*) &Viewport, "glViewport" },
{ (PRFuncPtr*) &ClearColor, "glClearColor" },
{ (PRFuncPtr*) &ReadBuffer, "glReadBuffer" },
{ (PRFuncPtr*) &ReadPixels, "glReadPixels" },
{ (PRFuncPtr*) &TexEnvf, "glTexEnvf" },
{ (PRFuncPtr*) &TexParameteri, "glTexParameteri" },
{ (PRFuncPtr*) &ActiveTexture, "glActiveTexture" },
{ (PRFuncPtr*) &PixelStorei, "glPixelStorei" },
{ (PRFuncPtr*) &GenTextures, "glGenTextures" },
{ (PRFuncPtr*) &GenBuffers, "glGenBuffers" },
{ (PRFuncPtr*) &GenFramebuffersEXT, "glGenFramebuffersEXT" },
{ (PRFuncPtr*) &DeleteTextures, "glDeleteTextures" },
{ (PRFuncPtr*) &DeleteFramebuffersEXT, "glDeleteFramebuffersEXT" },
{ (PRFuncPtr*) &BindTexture, "glBindTexture" },
{ (PRFuncPtr*) &BindBuffer, "glBindBuffer" },
{ (PRFuncPtr*) &BindFramebufferEXT, "glBindFramebufferEXT" },
{ (PRFuncPtr*) &FramebufferTexture2DEXT, "glFramebufferTexture2DEXT" },
{ (PRFuncPtr*) &CheckFramebufferStatusEXT, "glCheckFramebufferStatusEXT" },
{ (PRFuncPtr*) &BufferData, "glBufferData" },
{ (PRFuncPtr*) &VertexPointer, "glVertexPointer" },
{ (PRFuncPtr*) &TexCoordPointer, "glTexCoordPointer" },
{ (PRFuncPtr*) &TexImage2D, "glTexImage2D" },
{ (PRFuncPtr*) &TexSubImage2D, "glTexSubImage2D" },
{ (PRFuncPtr*) &CreateShader, "glCreateShader" },
{ (PRFuncPtr*) &CreateProgram, "glCreateProgram" },
{ (PRFuncPtr*) &DeleteProgram, "glDeleteProgram" },
{ (PRFuncPtr*) &UseProgram, "glUseProgram" },
{ (PRFuncPtr*) &ShaderSource, "glShaderSource" },
{ (PRFuncPtr*) &CompileShader, "glCompileShader" },
{ (PRFuncPtr*) &AttachShader, "glAttachShader" },
{ (PRFuncPtr*) &LinkProgram, "glLinkProgram" },
{ (PRFuncPtr*) &GetProgramiv, "glGetProgramiv" },
{ (PRFuncPtr*) &GetShaderiv, "glGetShaderiv" },
{ (PRFuncPtr*) &BindAttribLocation, "glBindAttribLocation" },
{ (PRFuncPtr*) &VertexAttribPointer, "glVertexAttribPointer" },
{ (PRFuncPtr*) &Uniform1i, "glUniform1i" },
{ (PRFuncPtr*) &Uniform1f, "glUniform1f" },
{ (PRFuncPtr*) &Uniform4f, "glUniform4f" },
{ (PRFuncPtr*) &UniformMatrix4fv, "glUniformMatrix4fv" },
{ (PRFuncPtr*) &GetUniformLocation, "glGetUniformLocation" },
{ (PRFuncPtr*) &GetString, "glGetString" },
{ NULL, NULL }
};
if (!LoadSymbols(functions)) {
return PR_FALSE;
}
mIsInitialized = PR_TRUE;
return PR_TRUE;
}