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1968 lines
60 KiB
C++
1968 lines
60 KiB
C++
/* -*- Mode: c++; c-basic-offset: 4; indent-tabs-mode: nil; tab-width: 40; -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is mozilla.org code.
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*
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* The Initial Developer of the Original Code is
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* Mozilla Corporation.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Vladimir Vukicevic <vladimir@pobox.com>
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* Mark Steele <mwsteele@gmail.com>
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* Bas Schouten <bschouten@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef GLCONTEXT_H_
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#define GLCONTEXT_H_
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#include <stdio.h>
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#include <string.h>
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#include <ctype.h>
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#ifdef WIN32
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#include <windows.h>
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#endif
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#include "GLDefs.h"
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#include "gfxASurface.h"
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#include "gfxContext.h"
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#include "gfxRect.h"
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#include "nsISupportsImpl.h"
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#include "prlink.h"
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#include "nsDataHashtable.h"
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#include "nsHashKeys.h"
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#include "nsRegion.h"
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#include "nsAutoPtr.h"
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#include "nsThreadUtils.h"
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#if defined(MOZ_PLATFORM_MAEMO) || defined(ANDROID)
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#define USE_GLES2 1
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#endif
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typedef char realGLboolean;
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#include "GLContextSymbols.h"
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namespace mozilla {
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namespace gl {
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class GLContext;
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class LibrarySymbolLoader
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{
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public:
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PRBool OpenLibrary(const char *library);
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typedef PRFuncPtr (GLAPIENTRY * PlatformLookupFunction) (const char *);
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enum {
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MAX_SYMBOL_NAMES = 5,
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MAX_SYMBOL_LENGTH = 128
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};
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typedef struct {
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PRFuncPtr *symPointer;
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const char *symNames[MAX_SYMBOL_NAMES];
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} SymLoadStruct;
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PRBool LoadSymbols(SymLoadStruct *firstStruct,
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PRBool tryplatform = PR_FALSE,
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const char *prefix = nsnull);
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/*
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* Static version of the functions in this class
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*/
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static PRFuncPtr LookupSymbol(PRLibrary *lib,
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const char *symname,
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PlatformLookupFunction lookupFunction = nsnull);
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static PRBool LoadSymbols(PRLibrary *lib,
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SymLoadStruct *firstStruct,
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PlatformLookupFunction lookupFunction = nsnull,
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const char *prefix = nsnull);
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protected:
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LibrarySymbolLoader() {
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mLibrary = nsnull;
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mLookupFunc = nsnull;
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}
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PRLibrary *mLibrary;
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PlatformLookupFunction mLookupFunc;
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};
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/**
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* A TextureImage encapsulates a surface that can be drawn to by a
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* Thebes gfxContext and (hopefully efficiently!) synchronized to a
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* texture in the server. TextureImages are associated with one and
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* only one GLContext.
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*
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* Implementation note: TextureImages attempt to unify two categories
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* of backends
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*
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* (1) proxy to server-side object that can be bound to a texture;
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* e.g. Pixmap on X11.
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*
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* (2) efficient manager of texture memory; e.g. by having clients draw
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* into a scratch buffer which is then uploaded with
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* glTexSubImage2D().
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*/
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class TextureImage
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{
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NS_INLINE_DECL_REFCOUNTING(TextureImage)
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public:
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typedef gfxASurface::gfxContentType ContentType;
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virtual ~TextureImage() {}
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/**
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* Return a gfxContext for updating |aRegion| of the client's
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* image if successul, NULL if not. |aRegion|'s bounds must fit
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* within Size(); its coordinate space (if any) is ignored. If
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* the update begins successfully, the returned gfxContext is
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* owned by this. Otherwise, NULL is returned.
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*
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* |aRegion| is an inout param: the returned region is what the
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* client must repaint. Category (1) regions above can
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* efficiently handle repaints to "scattered" regions, while (2)
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* can only efficiently handle repaints to rects.
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*
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* The returned context is neither translated nor clipped: it's a
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* context for rect(<0,0>, Size()). Painting the returned context
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* outside of |aRegion| results in undefined behavior.
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*
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* BeginUpdate() calls cannot be "nested", and each successful
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* BeginUpdate() must be followed by exactly one EndUpdate() (see
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* below). Failure to do so can leave this in a possibly
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* inconsistent state. Unsuccessful BeginUpdate()s must not be
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* followed by EndUpdate().
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*/
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virtual gfxContext* BeginUpdate(nsIntRegion& aRegion) = 0;
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/**
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* Finish the active update and synchronize with the server, if
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* necessary. Return PR_TRUE iff this's texture is already bound.
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*
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* BeginUpdate() must have been called exactly once before
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* EndUpdate().
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*/
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virtual PRBool EndUpdate() = 0;
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/**
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* Set this TextureImage's size, and ensure a texture has been
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* allocated. Must not be called between BeginUpdate and EndUpdate.
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* After a resize, the contents are undefined.
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*
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* If this isn't implemented by a subclass, it will just perform
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* a dummy BeginUpdate/EndUpdate pair.
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*/
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virtual void Resize(const nsIntSize& aSize) {
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nsIntRegion r(nsIntRect(0, 0, aSize.width, aSize.height));
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BeginUpdate(r);
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EndUpdate();
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}
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/**
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* Return this TextureImage's texture ID for use with GL APIs.
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* Callers are responsible for properly binding the texture etc.
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*
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* The texture is only texture complete after either Resize
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* or a matching pair of BeginUpdate/EndUpdate have been called.
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* Otherwise, a texture ID may be returned, but the texture
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* may not be texture complete.
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*/
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GLuint Texture() { return mTexture; }
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/** Can be called safely at any time. */
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/**
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* If this TextureImage has a permanent gfxASurface backing,
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* return it. Otherwise return NULL.
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*/
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virtual already_AddRefed<gfxASurface> GetBackingSurface()
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{ return NULL; }
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const nsIntSize& GetSize() const { return mSize; }
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ContentType GetContentType() const { return mContentType; }
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virtual PRBool InUpdate() const = 0;
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PRBool IsRGB() const { return mIsRGBFormat; }
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protected:
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friend class GLContext;
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/**
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* After the ctor, the TextureImage is invalid. Implementations
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* must allocate resources successfully before returning the new
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* TextureImage from GLContext::CreateTextureImage(). That is,
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* clients must not be given partially-constructed TextureImages.
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*/
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TextureImage(GLuint aTexture, const nsIntSize& aSize, ContentType aContentType, PRBool aIsRGB = PR_FALSE)
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: mTexture(aTexture)
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, mSize(aSize)
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, mContentType(aContentType)
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, mIsRGBFormat(aIsRGB)
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{}
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GLuint mTexture;
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nsIntSize mSize;
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ContentType mContentType;
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PRPackedBool mIsRGBFormat;
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};
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/**
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* BasicTextureImage is the baseline TextureImage implementation ---
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* it updates its texture by allocating a scratch buffer for the
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* client to draw into, then using glTexSubImage2D() to upload the new
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* pixels. Platforms must provide the code to create a new surface
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* into which the updated pixels will be drawn, and the code to
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* convert the update surface's pixels into an image on which we can
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* glTexSubImage2D().
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*/
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class BasicTextureImage
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: public TextureImage
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{
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public:
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virtual ~BasicTextureImage();
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virtual gfxContext* BeginUpdate(nsIntRegion& aRegion);
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virtual PRBool EndUpdate();
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virtual PRBool InUpdate() const { return !!mUpdateContext; }
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virtual void Resize(const nsIntSize& aSize);
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protected:
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typedef gfxASurface::gfxImageFormat ImageFormat;
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BasicTextureImage(GLuint aTexture,
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const nsIntSize& aSize,
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ContentType aContentType,
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GLContext* aContext)
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: TextureImage(aTexture, aSize, aContentType)
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, mTextureInited(PR_FALSE)
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, mGLContext(aContext)
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{}
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virtual already_AddRefed<gfxASurface>
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CreateUpdateSurface(const gfxIntSize& aSize, ImageFormat aFmt) = 0;
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virtual already_AddRefed<gfxImageSurface>
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GetImageForUpload(gfxASurface* aUpdateSurface) = 0;
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PRBool mTextureInited;
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GLContext* mGLContext;
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nsRefPtr<gfxContext> mUpdateContext;
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nsIntRect mUpdateRect;
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};
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struct THEBES_API ContextFormat
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{
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static const ContextFormat BasicRGBA32Format;
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enum StandardContextFormat {
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Empty,
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BasicRGBA32,
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StrictBasicRGBA32,
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BasicRGB24,
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StrictBasicRGB24,
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BasicRGB16_565,
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StrictBasicRGB16_565
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};
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ContextFormat() {
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memset(this, 0, sizeof(this));
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}
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ContextFormat(const StandardContextFormat cf) {
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switch (cf) {
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case BasicRGBA32:
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red = green = blue = alpha = 8;
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minRed = minGreen = minBlue = minAlpha = 1;
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break;
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case StrictBasicRGBA32:
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red = green = blue = alpha = 8;
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minRed = minGreen = minBlue = minAlpha = 8;
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break;
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case BasicRGB24:
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red = green = blue = 8;
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minRed = minGreen = minBlue = 1;
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break;
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case StrictBasicRGB24:
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red = green = blue = 8;
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minRed = minGreen = minBlue = 8;
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break;
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case StrictBasicRGB16_565:
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red = minRed = 5;
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green = minGreen = 6;
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blue = minBlue = 5;
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break;
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default:
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break;
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}
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}
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int depth, minDepth;
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int stencil, minStencil;
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int red, minRed;
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int green, minGreen;
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int blue, minBlue;
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int alpha, minAlpha;
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int colorBits() const { return red + green + blue; }
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};
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class GLContext
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: public LibrarySymbolLoader
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{
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THEBES_INLINE_DECL_THREADSAFE_REFCOUNTING(GLContext)
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public:
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GLContext(const ContextFormat& aFormat,
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PRBool aIsOffscreen = PR_FALSE,
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GLContext *aSharedContext = nsnull)
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: mInitialized(PR_FALSE),
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mIsOffscreen(aIsOffscreen),
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#ifdef USE_GLES2
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mIsGLES2(PR_TRUE),
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#else
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mIsGLES2(PR_FALSE),
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#endif
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mIsGlobalSharedContext(PR_FALSE),
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mWindowOriginBottomLeft(PR_FALSE),
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mVendor(-1),
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mDebugMode(0),
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mCreationFormat(aFormat),
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mSharedContext(aSharedContext),
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mOffscreenTexture(0),
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mBlitProgram(0),
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mBlitFramebuffer(0),
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mOffscreenFBO(0),
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mOffscreenDepthRB(0),
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mOffscreenStencilRB(0)
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#ifdef DEBUG
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, mGLError(LOCAL_GL_NO_ERROR)
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#endif
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{
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mUserData.Init();
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}
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virtual ~GLContext() {
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NS_ASSERTION(IsDestroyed(), "GLContext implementation must call MarkDestroyed in destructor!");
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#ifdef DEBUG
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if (mSharedContext) {
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GLContext *tip = mSharedContext;
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while (tip->mSharedContext)
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tip = tip->mSharedContext;
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tip->SharedContextDestroyed(this);
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tip->ReportOutstandingNames();
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}
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#endif
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}
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enum GLContextType {
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ContextTypeUnknown,
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ContextTypeWGL,
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ContextTypeCGL,
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ContextTypeGLX,
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ContextTypeEGL,
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ContextTypeOSMesa
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};
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virtual GLContextType GetContextType() { return ContextTypeUnknown; }
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virtual PRBool MakeCurrentImpl(PRBool aForce = PR_FALSE) = 0;
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PRBool MakeCurrent(PRBool aForce = PR_FALSE) {
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#ifdef DEBUG
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sCurrentGLContext = this;
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#endif
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return MakeCurrentImpl(aForce);
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}
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virtual PRBool SetupLookupFunction() = 0;
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virtual void WindowDestroyed() {}
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void *GetUserData(void *aKey) {
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void *result = nsnull;
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mUserData.Get(aKey, &result);
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return result;
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}
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void SetUserData(void *aKey, void *aValue) {
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mUserData.Put(aKey, aValue);
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}
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// Mark this context as destroyed. This will NULL out all
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// the GL function pointers!
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void THEBES_API MarkDestroyed();
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PRBool IsDestroyed() {
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// MarkDestroyed will mark all these as null.
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return mSymbols.fUseProgram == nsnull;
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}
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enum NativeDataType {
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NativeGLContext,
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NativeImageSurface,
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NativeThebesSurface,
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NativeDataTypeMax
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};
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virtual void *GetNativeData(NativeDataType aType) { return NULL; }
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GLContext *GetSharedContext() { return mSharedContext; }
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PRBool IsGlobalSharedContext() { return mIsGlobalSharedContext; }
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void SetIsGlobalSharedContext(PRBool aIsOne) { mIsGlobalSharedContext = aIsOne; }
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const ContextFormat& CreationFormat() { return mCreationFormat; }
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const ContextFormat& ActualFormat() { return mActualFormat; }
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/**
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* If this context is double-buffered, returns TRUE.
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*/
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virtual PRBool IsDoubleBuffered() { return PR_FALSE; }
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/**
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* If this context is the GLES2 API, returns TRUE.
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* This means that various GLES2 restrictions might be in effect (modulo
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* extensions).
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*/
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PRBool IsGLES2() {
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return mIsGLES2;
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}
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enum { VendorIntel, VendorNVIDIA, VendorATI, VendorOther };
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PRBool Vendor() const {
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return mVendor;
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}
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/**
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* Returns PR_TRUE if the window coordinate origin is the bottom
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* left corener. If PR_FALSE, it is the top left corner.
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*
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* This needs to be taken into account when calling glViewport
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* and glScissor when drawing directly to a window. If this is
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* PR_FALSE, the y coordinate given to those functions should be
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* (windowHeight - (desiredHeight + desiredY)).
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*
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* This should only be done when drawing directly to a window;
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* when drawing to a FBO, the origin is always the bottom left.
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*
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* See FixWindowCoordinateRect().
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*/
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PRBool IsWindowOriginBottomLeft() {
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return mWindowOriginBottomLeft;
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}
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/**
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* Fix up the rectangle given in aRect, taking into account
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* window height aWindowHeight and whether windows have their
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* natural origin in the bottom left or not.
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*/
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nsIntRect& FixWindowCoordinateRect(nsIntRect& aRect, int aWindowHeight) {
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if (!mWindowOriginBottomLeft) {
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aRect.y = aWindowHeight - (aRect.height + aRect.y);
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}
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return aRect;
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}
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/**
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* If this context wraps a double-buffered target, swap the back
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* and front buffers. It should be assumed that after a swap, the
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* contents of the new back buffer are undefined.
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*/
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virtual PRBool SwapBuffers() { return PR_FALSE; }
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/**
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* Defines a two-dimensional texture image for context target surface
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*/
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virtual PRBool BindTexImage() { return PR_FALSE; }
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/*
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* Releases a color buffer that is being used as a texture
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*/
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virtual PRBool ReleaseTexImage() { return PR_FALSE; }
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/*
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* Offscreen support API
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*/
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/*
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* Bind aOffscreen's color buffer as a texture to the TEXTURE_2D
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* target. Returns TRUE on success, otherwise FALSE. If
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* aOffscreen is not an offscreen context, returns FALSE. If
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* BindOffscreenNeedsTexture() returns TRUE, then you should have
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* a 2D texture name bound whose image will be replaced by the
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* contents of the offscreen context. If it returns FALSE,
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* the current 2D texture binding will be replaced.
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*
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* After a successul call to BindTex2DOffscreen, UnbindTex2DOffscreen
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* *must* be called once rendering is complete.
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*
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* The same texture unit must be active for Bind/Unbind of a given
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* context.
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*/
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virtual PRBool BindOffscreenNeedsTexture(GLContext *aOffscreen) {
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return aOffscreen->mOffscreenTexture == 0;
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}
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virtual PRBool BindTex2DOffscreen(GLContext *aOffscreen) {
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if (aOffscreen->GetContextType() != GetContextType()) {
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return PR_FALSE;
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}
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if (!aOffscreen->mOffscreenFBO) {
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return PR_FALSE;
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}
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|
|
if (!aOffscreen->mSharedContext ||
|
|
aOffscreen->mSharedContext != mSharedContext)
|
|
{
|
|
return PR_FALSE;
|
|
}
|
|
|
|
fBindTexture(LOCAL_GL_TEXTURE_2D, aOffscreen->mOffscreenTexture);
|
|
|
|
return PR_TRUE;
|
|
}
|
|
|
|
virtual void UnbindTex2DOffscreen(GLContext *aOffscreen) { }
|
|
|
|
PRBool IsOffscreen() {
|
|
return mIsOffscreen;
|
|
}
|
|
|
|
/*
|
|
* Resize the current offscreen buffer. Returns true on success.
|
|
* If it returns false, the context should be treated as unusable
|
|
* and should be recreated. After the resize, the viewport is not
|
|
* changed; glViewport should be called as appropriate.
|
|
*
|
|
* Only valid if IsOffscreen() returns true.
|
|
*/
|
|
virtual PRBool ResizeOffscreen(const gfxIntSize& aNewSize) {
|
|
if (mOffscreenFBO)
|
|
return ResizeOffscreenFBO(aNewSize);
|
|
return PR_FALSE;
|
|
}
|
|
|
|
/*
|
|
* Return size of this offscreen context.
|
|
*
|
|
* Only valid if IsOffscreen() returns true.
|
|
*/
|
|
gfxIntSize OffscreenSize() {
|
|
return mOffscreenSize;
|
|
}
|
|
|
|
/*
|
|
* In some cases, we have to allocate a bigger offscreen buffer
|
|
* than what's requested. This is the bigger size.
|
|
*
|
|
* Only valid if IsOffscreen() returns true.
|
|
*/
|
|
gfxIntSize OffscreenActualSize() {
|
|
return mOffscreenActualSize;
|
|
}
|
|
|
|
/*
|
|
* If this context is FBO-backed, return the FBO or the color
|
|
* buffer texture. If the context is not FBO-backed, 0 is
|
|
* returned (which is also a valid FBO binding).
|
|
*
|
|
* Only valid if IsOffscreen() returns true.
|
|
*/
|
|
GLuint GetOffscreenFBO() {
|
|
return mOffscreenFBO;
|
|
}
|
|
GLuint GetOffscreenTexture() {
|
|
return mOffscreenTexture;
|
|
}
|
|
|
|
virtual PRBool TextureImageSupportsGetBackingSurface() {
|
|
return PR_FALSE;
|
|
}
|
|
|
|
/**`
|
|
* Return a valid, allocated TextureImage of |aSize| with
|
|
* |aContentType|. The TextureImage's texture is configured to
|
|
* use |aWrapMode| (usually GL_CLAMP_TO_EDGE or GL_REPEAT) and by
|
|
* default, GL_LINEAR filtering. Specify
|
|
* |aUseNearestFilter=PR_TRUE| for GL_NEAREST filtering. Return
|
|
* NULL if creating the TextureImage fails.
|
|
*
|
|
* The returned TextureImage may only be used with this GLContext.
|
|
* Attempting to use the returned TextureImage after this
|
|
* GLContext is destroyed will result in undefined (and likely
|
|
* crashy) behavior.
|
|
*/
|
|
virtual already_AddRefed<TextureImage>
|
|
CreateTextureImage(const nsIntSize& aSize,
|
|
TextureImage::ContentType aContentType,
|
|
GLint aWrapMode,
|
|
PRBool aUseNearestFilter=PR_FALSE);
|
|
|
|
/**
|
|
* Read the image data contained in aTexture, and return it as an ImageSurface.
|
|
* If GL_RGBA is given as the format, a ImageFormatARGB32 surface is returned.
|
|
* Not implemented yet:
|
|
* If GL_RGB is given as the format, a ImageFormatRGB24 surface is returned.
|
|
* If GL_LUMINANCE is given as the format, a ImageFormatA8 surface is returned.
|
|
*
|
|
* THIS IS EXPENSIVE. It is ridiculously expensive. Only do this
|
|
* if you absolutely positively must, and never in any performance
|
|
* critical path.
|
|
*/
|
|
already_AddRefed<gfxImageSurface> ReadTextureImage(GLuint aTexture,
|
|
const gfxIntSize& aSize,
|
|
GLenum aTextureFormat);
|
|
|
|
/**
|
|
* Call ReadPixels into an existing gfxImageSurface for the given bounds.
|
|
* The image surface must be using image format RGBA32 or RGB24.
|
|
*/
|
|
void THEBES_API ReadPixelsIntoImageSurface(GLint aX, GLint aY,
|
|
GLsizei aWidth, GLsizei aHeight,
|
|
gfxImageSurface *aDest);
|
|
|
|
/**
|
|
* Copy a rectangle from one TextureImage into another. The
|
|
* source and destination are given in integer coordinates, and
|
|
* will be converted to texture coordinates.
|
|
*
|
|
* For the source texture, the wrap modes DO apply -- it's valid
|
|
* to use REPEAT or PAD and expect appropriate behaviour if the source
|
|
* rectangle extends beyond its bounds.
|
|
*
|
|
* For the destination texture, the wrap modes DO NOT apply -- the
|
|
* destination will be clipped by the bounds of the texture.
|
|
*
|
|
* Note: calling this function will cause the following OpenGL state
|
|
* to be changed:
|
|
*
|
|
* - current program
|
|
* - framebuffer binding
|
|
* - viewport
|
|
* - blend state (will be enabled at end)
|
|
* - scissor state (will be enabled at end)
|
|
* - vertex attrib 0 and 1 (pointer and enable state [enable state will be disabled at exit])
|
|
* - array buffer binding (will be 0)
|
|
* - active texture (will be 0)
|
|
* - texture 0 binding
|
|
*/
|
|
void BlitTextureImage(TextureImage *aSrc, const nsIntRect& aSrcRect,
|
|
TextureImage *aDst, const nsIntRect& aDstRect);
|
|
|
|
/**
|
|
* Known GL extensions that can be queried by
|
|
* IsExtensionSupported. The results of this are cached, and as
|
|
* such it's safe to use this even in performance critical code.
|
|
* If you add to this array, remember to add to the string names
|
|
* in GLContext.cpp.
|
|
*/
|
|
enum GLExtensions {
|
|
EXT_framebuffer_object,
|
|
ARB_framebuffer_object,
|
|
ARB_texture_rectangle,
|
|
EXT_bgra,
|
|
EXT_texture_format_BGRA8888,
|
|
OES_depth24,
|
|
OES_depth32,
|
|
OES_stencil8,
|
|
OES_texture_npot,
|
|
OES_depth_texture,
|
|
OES_packed_depth_stencil,
|
|
IMG_read_format,
|
|
EXT_read_format_bgra,
|
|
Extensions_Max
|
|
};
|
|
|
|
PRBool IsExtensionSupported(GLExtensions aKnownExtension) {
|
|
return mAvailableExtensions[aKnownExtension];
|
|
}
|
|
|
|
protected:
|
|
PRPackedBool mInitialized;
|
|
PRPackedBool mIsOffscreen;
|
|
PRPackedBool mIsGLES2;
|
|
PRPackedBool mIsGlobalSharedContext;
|
|
PRPackedBool mWindowOriginBottomLeft;
|
|
|
|
int mVendor;
|
|
|
|
enum {
|
|
DebugEnabled = 1 << 0,
|
|
DebugTrace = 1 << 1,
|
|
DebugAbortOnError = 1 << 2
|
|
};
|
|
|
|
PRUint32 mDebugMode;
|
|
|
|
ContextFormat mCreationFormat;
|
|
nsRefPtr<GLContext> mSharedContext;
|
|
|
|
GLContextSymbols mSymbols;
|
|
|
|
#ifdef DEBUG
|
|
// this should be thread-local, but that is slightly annoying to implement because on Mac
|
|
// we don't have any __thread-like keyword. So for now, MOZ_GL_DEBUG assumes (and asserts)
|
|
// that only the main thread is doing OpenGL calls.
|
|
static THEBES_API GLContext* sCurrentGLContext;
|
|
#endif
|
|
|
|
void UpdateActualFormat();
|
|
ContextFormat mActualFormat;
|
|
|
|
gfxIntSize mOffscreenSize;
|
|
gfxIntSize mOffscreenActualSize;
|
|
GLuint mOffscreenTexture;
|
|
|
|
// lazy-initialized things
|
|
GLuint mBlitProgram, mBlitFramebuffer;
|
|
void UseBlitProgram();
|
|
void SetBlitFramebufferForDestTexture(GLuint aTexture);
|
|
|
|
// helper to create/resize an offscreen FBO,
|
|
// for offscreen implementations that use FBOs.
|
|
PRBool ResizeOffscreenFBO(const gfxIntSize& aSize);
|
|
void DeleteOffscreenFBO();
|
|
GLuint mOffscreenFBO;
|
|
GLuint mOffscreenDepthRB;
|
|
GLuint mOffscreenStencilRB;
|
|
|
|
// this should just be a std::bitset, but that ended up breaking
|
|
// MacOS X builds; see bug 584919. We can replace this with one
|
|
// later on.
|
|
template<size_t setlen>
|
|
struct ExtensionBitset {
|
|
ExtensionBitset() {
|
|
for (size_t i = 0; i < setlen; ++i)
|
|
values[i] = false;
|
|
}
|
|
|
|
bool& operator[](size_t index) {
|
|
NS_ASSERTION(index < setlen, "out of range");
|
|
return values[index];
|
|
}
|
|
|
|
bool values[setlen];
|
|
};
|
|
ExtensionBitset<Extensions_Max> mAvailableExtensions;
|
|
|
|
// Clear to transparent black, with 0 depth and stencil,
|
|
// while preserving current ClearColor etc. values.
|
|
// Useful for resizing offscreen buffers.
|
|
void ClearSafely();
|
|
|
|
nsDataHashtable<nsVoidPtrHashKey, void*> mUserData;
|
|
|
|
void SetIsGLES2(PRBool aIsGLES2) {
|
|
NS_ASSERTION(!mInitialized, "SetIsGLES2 can only be called before initialization!");
|
|
mIsGLES2 = aIsGLES2;
|
|
}
|
|
|
|
PRBool InitWithPrefix(const char *prefix, PRBool trygl);
|
|
|
|
void InitExtensions();
|
|
PRBool IsExtensionSupported(const char *extension);
|
|
|
|
virtual already_AddRefed<TextureImage>
|
|
CreateBasicTextureImage(GLuint aTexture,
|
|
const nsIntSize& aSize,
|
|
TextureImage::ContentType aContentType,
|
|
GLContext* aContext)
|
|
{ return NULL; }
|
|
|
|
protected:
|
|
nsTArray<nsIntRect> mViewportStack;
|
|
nsTArray<nsIntRect> mScissorStack;
|
|
|
|
public:
|
|
|
|
#ifdef DEBUG
|
|
|
|
#ifndef MOZ_FUNCTION_NAME
|
|
# ifdef __GNUC__
|
|
# define MOZ_FUNCTION_NAME __PRETTY_FUNCTION__
|
|
# elif defined(_MSC_VER)
|
|
# define MOZ_FUNCTION_NAME __FUNCTION__
|
|
# else
|
|
# define MOZ_FUNCTION_NAME __func__ // defined in C99, supported in various C++ compilers. Just raw function name.
|
|
# endif
|
|
#endif
|
|
|
|
protected:
|
|
GLenum mGLError;
|
|
|
|
public:
|
|
void BeforeGLCall(const char* glFunction) {
|
|
if (mDebugMode) {
|
|
// since the static member variable sCurrentGLContext is not thread-local as it should,
|
|
// we have to assert that we're in the main thread. Note that sCurrentGLContext is only used
|
|
// for the OpenGL debug mode.
|
|
if (!NS_IsMainThread()) {
|
|
NS_ERROR("OpenGL call from non-main thread. While this is fine in itself, "
|
|
"the OpenGL debug mode, which is currently enabled, doesn't support this. "
|
|
"It needs to be patched by making GLContext::sCurrentGLContext be thread-local.\n");
|
|
NS_ABORT();
|
|
}
|
|
if (mDebugMode & DebugTrace)
|
|
printf_stderr("[gl:%p] > %s\n", this, glFunction);
|
|
if (this != sCurrentGLContext) {
|
|
printf_stderr("Fatal: %s called on non-current context %p. "
|
|
"The current context for this thread is %p.\n",
|
|
glFunction, this, sCurrentGLContext);
|
|
NS_ABORT();
|
|
}
|
|
}
|
|
}
|
|
|
|
void AfterGLCall(const char* glFunction) {
|
|
if (mDebugMode) {
|
|
// calling fFinish() immediately after every GL call makes sure that if this GL command crashes,
|
|
// the stack trace will actually point to it. Otherwise, OpenGL being an asynchronous API, stack traces
|
|
// tend to be meaningless
|
|
mSymbols.fFinish();
|
|
mGLError = mSymbols.fGetError();
|
|
if (mDebugMode & DebugTrace)
|
|
printf_stderr("[gl:%p] < %s [0x%04x]\n", this, glFunction, mGLError);
|
|
if (mGLError != LOCAL_GL_NO_ERROR) {
|
|
printf_stderr("GL ERROR: %s generated GL error 0x%x.", glFunction, mGLError);
|
|
if (mDebugMode & DebugAbortOnError)
|
|
NS_ABORT();
|
|
}
|
|
}
|
|
}
|
|
|
|
#define BEFORE_GL_CALL do { \
|
|
BeforeGLCall(MOZ_FUNCTION_NAME); \
|
|
} while (0)
|
|
|
|
#define AFTER_GL_CALL do { \
|
|
AfterGLCall(MOZ_FUNCTION_NAME); \
|
|
} while (0)
|
|
|
|
#else
|
|
|
|
#define BEFORE_GL_CALL do { } while (0)
|
|
#define AFTER_GL_CALL do { } while (0)
|
|
|
|
#endif
|
|
|
|
/*** In GL debug mode, we completely override glGetError ***/
|
|
|
|
GLenum fGetError() {
|
|
#ifdef DEBUG
|
|
// debug mode ends up eating the error in AFTER_GL_CALL
|
|
if (mDebugMode) {
|
|
GLenum err = mGLError;
|
|
mGLError = LOCAL_GL_NO_ERROR;
|
|
return err;
|
|
}
|
|
#endif
|
|
|
|
return mSymbols.fGetError();
|
|
}
|
|
|
|
|
|
/*** Scissor functions ***/
|
|
|
|
protected:
|
|
|
|
// only does the glScissor call, no ScissorRect business
|
|
void raw_fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fScissor(x, y, width, height);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
public:
|
|
|
|
// but let GL-using code use that instead, updating the ScissorRect
|
|
void fScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
|
|
ScissorRect().SetRect(x, y, width, height);
|
|
raw_fScissor(x, y, width, height);
|
|
}
|
|
|
|
nsIntRect& ScissorRect() {
|
|
return mScissorStack[mScissorStack.Length()-1];
|
|
}
|
|
|
|
void PushScissorRect() {
|
|
mScissorStack.AppendElement(ScissorRect());
|
|
}
|
|
|
|
void PushScissorRect(const nsIntRect& aRect) {
|
|
mScissorStack.AppendElement(aRect);
|
|
raw_fScissor(aRect.x, aRect.y, aRect.width, aRect.height);
|
|
}
|
|
|
|
void PopScissorRect() {
|
|
if (mScissorStack.Length() < 2) {
|
|
NS_WARNING("PopScissorRect with Length < 2!");
|
|
return;
|
|
}
|
|
|
|
nsIntRect thisRect = ScissorRect();
|
|
mScissorStack.TruncateLength(mScissorStack.Length() - 1);
|
|
if (thisRect != ScissorRect()) {
|
|
raw_fScissor(ScissorRect().x, ScissorRect().y,
|
|
ScissorRect().width, ScissorRect().height);
|
|
}
|
|
}
|
|
|
|
/*** Viewport functions ***/
|
|
|
|
protected:
|
|
|
|
// only does the glViewport call, no ViewportRect business
|
|
void raw_fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fViewport(x, y, width, height);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
public:
|
|
|
|
void fViewport(GLint x, GLint y, GLsizei width, GLsizei height) {
|
|
ViewportRect().SetRect(x, y, width, height);
|
|
raw_fViewport(x, y, width, height);
|
|
}
|
|
|
|
nsIntRect& ViewportRect() {
|
|
return mViewportStack[mViewportStack.Length()-1];
|
|
}
|
|
|
|
void PushViewportRect() {
|
|
mViewportStack.AppendElement(ViewportRect());
|
|
}
|
|
|
|
void PushViewportRect(const nsIntRect& aRect) {
|
|
mViewportStack.AppendElement(aRect);
|
|
raw_fViewport(aRect.x, aRect.y, aRect.width, aRect.height);
|
|
}
|
|
|
|
void PopViewportRect() {
|
|
if (mViewportStack.Length() < 2) {
|
|
NS_WARNING("PopViewportRect with Length < 2!");
|
|
return;
|
|
}
|
|
|
|
nsIntRect thisRect = ViewportRect();
|
|
mViewportStack.TruncateLength(mViewportStack.Length() - 1);
|
|
if (thisRect != ViewportRect()) {
|
|
raw_fViewport(ViewportRect().x, ViewportRect().y,
|
|
ViewportRect().width, ViewportRect().height);
|
|
}
|
|
}
|
|
|
|
/*** other GL functions ***/
|
|
|
|
void fActiveTexture(GLenum texture) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fActiveTexture(texture);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fAttachShader(GLuint program, GLuint shader) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fAttachShader(program, shader);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBindAttribLocation(program, index, name);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBindBuffer(GLenum target, GLuint buffer) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBindBuffer(target, buffer);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBindTexture(GLenum target, GLuint texture) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBindTexture(target, texture);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBlendColor(red, green, blue, alpha);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBlendEquation(GLenum mode) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBlendEquation(mode);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBlendEquationSeparate(modeRGB, modeAlpha);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBlendFunc(GLenum sfactor, GLenum dfactor) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBlendFunc(sfactor, dfactor);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBufferData(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBufferData(target, size, data, usage);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBufferSubData(target, offset, size, data);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fClear(GLbitfield mask) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fClear(mask);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fClearColor(GLclampf r, GLclampf g, GLclampf b, GLclampf a) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fClearColor(r, g, b, a);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fClearStencil(GLint s) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fClearStencil(s);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fColorMask(realGLboolean red, realGLboolean green, realGLboolean blue, realGLboolean alpha) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fColorMask(red, green, blue, alpha);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fCullFace(GLenum mode) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fCullFace(mode);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDetachShader(GLuint program, GLuint shader) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDetachShader(program, shader);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDepthFunc(GLenum func) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDepthFunc(func);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDepthMask(realGLboolean flag) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDepthMask(flag);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDisable(GLenum capability) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDisable(capability);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDisableVertexAttribArray(GLuint index) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDisableVertexAttribArray(index);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDrawArrays(GLenum mode, GLint first, GLsizei count) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDrawArrays(mode, first, count);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid *indices) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDrawElements(mode, count, type, indices);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fEnable(GLenum capability) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fEnable(capability);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fEnableVertexAttribArray(GLuint index) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fEnableVertexAttribArray(index);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fFinish() {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fFinish();
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fFlush() {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fFlush();
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fFrontFace(GLenum face) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fFrontFace(face);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetActiveAttrib(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetActiveAttrib(program, index, maxLength, length, size, type, name);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetActiveUniform(GLuint program, GLuint index, GLsizei maxLength, GLsizei* length, GLint* size, GLenum* type, GLchar* name) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetActiveUniform(program, index, maxLength, length, size, type, name);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetAttachedShaders(program, maxCount, count, shaders);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
GLint fGetAttribLocation (GLuint program, const GLchar* name) {
|
|
BEFORE_GL_CALL;
|
|
GLint retval = mSymbols.fGetAttribLocation(program, name);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
void fGetIntegerv(GLenum pname, GLint *params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetIntegerv(pname, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetFloatv(GLenum pname, GLfloat *params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetFloatv(pname, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetBooleanv(GLenum pname, realGLboolean *params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetBooleanv(pname, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetBufferParameteriv(GLenum target, GLenum pname, GLint* params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetBufferParameteriv(target, pname, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGenerateMipmap(GLenum target) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGenerateMipmap(target);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetProgramiv(GLuint program, GLenum pname, GLint* param) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetProgramiv(program, pname, param);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetProgramInfoLog(program, bufSize, length, infoLog);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fTexParameteri(GLenum target, GLenum pname, GLint param) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fTexParameteri(target, pname, param);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fTexParameterf(GLenum target, GLenum pname, GLfloat param) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fTexParameterf(target, pname, param);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
const GLubyte* fGetString(GLenum name) {
|
|
BEFORE_GL_CALL;
|
|
const GLubyte *result = mSymbols.fGetString(name);
|
|
AFTER_GL_CALL;
|
|
return result;
|
|
}
|
|
|
|
void fGetTexParameterfv(GLenum target, GLenum pname, const GLfloat *params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetTexParameterfv(target, pname, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetTexParameteriv(GLenum target, GLenum pname, const GLint *params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetTexParameteriv(target, pname, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetUniformfv(GLuint program, GLint location, GLfloat* params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetUniformfv(program, location, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetUniformiv(GLuint program, GLint location, GLint* params) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetUniformiv(program, location, params);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
GLint fGetUniformLocation (GLint programObj, const GLchar* name) {
|
|
BEFORE_GL_CALL;
|
|
GLint retval = mSymbols.fGetUniformLocation(programObj, name);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
void fGetVertexAttribfv(GLuint index, GLenum pname, GLfloat* retval) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetVertexAttribfv(index, pname, retval);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetVertexAttribiv(GLuint index, GLenum pname, GLint* retval) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetVertexAttribiv(index, pname, retval);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fHint(GLenum target, GLenum mode) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fHint(target, mode);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
realGLboolean fIsBuffer(GLuint buffer) {
|
|
BEFORE_GL_CALL;
|
|
realGLboolean retval = mSymbols.fIsBuffer(buffer);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
realGLboolean fIsEnabled (GLenum capability) {
|
|
BEFORE_GL_CALL;
|
|
realGLboolean retval = mSymbols.fIsEnabled(capability);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
realGLboolean fIsProgram (GLuint program) {
|
|
BEFORE_GL_CALL;
|
|
realGLboolean retval = mSymbols.fIsProgram(program);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
realGLboolean fIsShader (GLuint shader) {
|
|
BEFORE_GL_CALL;
|
|
realGLboolean retval = mSymbols.fIsShader(shader);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
realGLboolean fIsTexture (GLuint texture) {
|
|
BEFORE_GL_CALL;
|
|
realGLboolean retval = mSymbols.fIsTexture(texture);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
void fLineWidth(GLfloat width) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fLineWidth(width);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fLinkProgram(GLuint program) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fLinkProgram(program);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fPixelStorei(GLenum pname, GLint param) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fPixelStorei(pname, param);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fPolygonOffset(GLfloat factor, GLfloat bias) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fPolygonOffset(factor, bias);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fReadBuffer(GLenum mode) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fReadBuffer(mode);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid *pixels) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fReadPixels(x, y, width, height, format, type, pixels);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fSampleCoverage(GLclampf value, realGLboolean invert) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fSampleCoverage(value, invert);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fStencilFunc(GLenum func, GLint ref, GLuint mask) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fStencilFunc(func, ref, mask);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fStencilFuncSeparate(frontfunc, backfunc, ref, mask);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fStencilMask(GLuint mask) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fStencilMask(mask);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fStencilMaskSeparate(GLenum face, GLuint mask) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fStencilMaskSeparate(face, mask);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fStencilOp(GLenum fail, GLenum zfail, GLenum zpass) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fStencilOp(fail, zfail, zpass);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fStencilOpSeparate(face, sfail, dpfail, dppass);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fTexImage2D(target, level, internalformat, width, height, border, format, type, pixels);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* pixels) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform1f(GLint location, GLfloat v0) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform1f(location, v0);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform1fv(GLint location, GLsizei count, const GLfloat* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform1fv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform1i(GLint location, GLint v0) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform1i(location, v0);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform1iv(GLint location, GLsizei count, const GLint* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform1iv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform2f(GLint location, GLfloat v0, GLfloat v1) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform2f(location, v0, v1);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform2fv(GLint location, GLsizei count, const GLfloat* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform2fv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform2i(GLint location, GLint v0, GLint v1) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform2i(location, v0, v1);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform2iv(GLint location, GLsizei count, const GLint* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform2iv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform3f(location, v0, v1, v2);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform3fv(GLint location, GLsizei count, const GLfloat* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform3fv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform3i(location, v0, v1, v2);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform3iv(GLint location, GLsizei count, const GLint* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform3iv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform4f(location, v0, v1, v2, v3);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform4fv(GLint location, GLsizei count, const GLfloat* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform4fv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform4i(location, v0, v1, v2, v3);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniform4iv(GLint location, GLsizei count, const GLint* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniform4iv(location, count, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniformMatrix2fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniformMatrix2fv(location, count, transpose, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniformMatrix3fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniformMatrix3fv(location, count, transpose, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUniformMatrix4fv(GLint location, GLsizei count, realGLboolean transpose, const GLfloat* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUniformMatrix4fv(location, count, transpose, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fUseProgram(GLuint program) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fUseProgram(program);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fValidateProgram(GLuint program) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fValidateProgram(program);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttribPointer(GLuint index, GLint size, GLenum type, realGLboolean normalized, GLsizei stride, const GLvoid* pointer) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttribPointer(index, size, type, normalized, stride, pointer);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib1f(GLuint index, GLfloat x) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib1f(index, x);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib2f(index, x, y);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib3f(index, x, y, z);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib4f(index, x, y, z, w);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib1fv(GLuint index, const GLfloat* v) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib1fv(index, v);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib2fv(GLuint index, const GLfloat* v) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib2fv(index, v);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib3fv(GLuint index, const GLfloat* v) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib3fv(index, v);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fVertexAttrib4fv(GLuint index, const GLfloat* v) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fVertexAttrib4fv(index, v);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fCompileShader(GLuint shader) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fCompileShader(shader);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fCopyTexImage2D(target, level, internalformat, x, y, width, height, border);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetShaderiv(GLuint shader, GLenum pname, GLint* param) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetShaderiv(shader, pname, param);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetShaderInfoLog(shader, bufSize, length, infoLog);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetShaderSource(GLint obj, GLsizei maxLength, GLsizei* length, GLchar* source) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetShaderSource(obj, maxLength, length, source);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fShaderSource(GLuint shader, GLsizei count, const GLchar** strings, const GLint* lengths) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fShaderSource(shader, count, strings, lengths);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBindFramebuffer(GLenum target, GLuint framebuffer) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBindFramebuffer(target, framebuffer);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fBindRenderbuffer(GLenum target, GLuint renderbuffer) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fBindRenderbuffer(target, renderbuffer);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
GLenum fCheckFramebufferStatus (GLenum target) {
|
|
BEFORE_GL_CALL;
|
|
GLenum retval = mSymbols.fCheckFramebufferStatus(target);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
void fFramebufferRenderbuffer(GLenum target, GLenum attachmentPoint, GLenum renderbufferTarget, GLuint renderbuffer) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fFramebufferRenderbuffer(target, attachmentPoint, renderbufferTarget, renderbuffer);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fFramebufferTexture2D(GLenum target, GLenum attachmentPoint, GLenum textureTarget, GLuint texture, GLint level) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fFramebufferTexture2D(target, attachmentPoint, textureTarget, texture, level);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetFramebufferAttachmentParameteriv(target, attachment, pname, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint* value) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGetRenderbufferParameteriv(target, pname, value);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
realGLboolean fIsFramebuffer (GLuint framebuffer) {
|
|
BEFORE_GL_CALL;
|
|
realGLboolean retval = mSymbols.fIsFramebuffer(framebuffer);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
realGLboolean fIsRenderbuffer (GLuint renderbuffer) {
|
|
BEFORE_GL_CALL;
|
|
realGLboolean retval = mSymbols.fIsRenderbuffer(renderbuffer);
|
|
AFTER_GL_CALL;
|
|
return retval;
|
|
}
|
|
|
|
void fRenderbufferStorage(GLenum target, GLenum internalFormat, GLsizei width, GLsizei height) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fRenderbufferStorage(target, internalFormat, width, height);
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fDepthRange(GLclampf a, GLclampf b) {
|
|
BEFORE_GL_CALL;
|
|
if (mIsGLES2) {
|
|
mSymbols.fDepthRangef(a, b);
|
|
} else {
|
|
mSymbols.fDepthRange(a, b);
|
|
}
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
void fClearDepth(GLclampf v) {
|
|
BEFORE_GL_CALL;
|
|
if (mIsGLES2) {
|
|
mSymbols.fClearDepthf(v);
|
|
} else {
|
|
mSymbols.fClearDepth(v);
|
|
}
|
|
AFTER_GL_CALL;
|
|
}
|
|
|
|
|
|
#ifndef DEBUG
|
|
GLuint GLAPIENTRY fCreateProgram() {
|
|
return mSymbols.fCreateProgram();
|
|
}
|
|
|
|
GLuint GLAPIENTRY fCreateShader(GLenum t) {
|
|
return mSymbols.fCreateShader(t);
|
|
}
|
|
|
|
void GLAPIENTRY fGenBuffers(GLsizei n, GLuint* names) {
|
|
mSymbols.fGenBuffers(n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fGenTextures(GLsizei n, GLuint* names) {
|
|
mSymbols.fGenTextures(n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fGenFramebuffers(GLsizei n, GLuint* names) {
|
|
mSymbols.fGenFramebuffers(n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fGenRenderbuffers(GLsizei n, GLuint* names) {
|
|
mSymbols.fGenRenderbuffers(n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteProgram(GLuint program) {
|
|
mSymbols.fDeleteProgram(program);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteShader(GLuint shader) {
|
|
mSymbols.fDeleteShader(shader);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteBuffers(GLsizei n, GLuint *names) {
|
|
mSymbols.fDeleteBuffers(n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteTextures(GLsizei n, GLuint *names) {
|
|
mSymbols.fDeleteTextures(n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteFramebuffers(GLsizei n, GLuint *names) {
|
|
mSymbols.fDeleteFramebuffers(n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteRenderbuffers(GLsizei n, GLuint *names) {
|
|
mSymbols.fDeleteRenderbuffers(n, names);
|
|
}
|
|
#else
|
|
GLContext *TrackingContext() {
|
|
GLContext *tip = this;
|
|
while (tip->mSharedContext)
|
|
tip = tip->mSharedContext;
|
|
return tip;
|
|
}
|
|
|
|
GLuint GLAPIENTRY fCreateProgram() {
|
|
BEFORE_GL_CALL;
|
|
GLuint ret = mSymbols.fCreateProgram();
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->CreatedProgram(this, ret);
|
|
return ret;
|
|
}
|
|
|
|
GLuint GLAPIENTRY fCreateShader(GLenum t) {
|
|
BEFORE_GL_CALL;
|
|
GLuint ret = mSymbols.fCreateShader(t);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->CreatedShader(this, ret);
|
|
return ret;
|
|
}
|
|
|
|
void GLAPIENTRY fGenBuffers(GLsizei n, GLuint* names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGenBuffers(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->CreatedBuffers(this, n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fGenTextures(GLsizei n, GLuint* names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGenTextures(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->CreatedTextures(this, n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fGenFramebuffers(GLsizei n, GLuint* names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGenFramebuffers(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->CreatedFramebuffers(this, n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fGenRenderbuffers(GLsizei n, GLuint* names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fGenRenderbuffers(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->CreatedRenderbuffers(this, n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteProgram(GLuint program) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDeleteProgram(program);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->DeletedProgram(this, program);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteShader(GLuint shader) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDeleteShader(shader);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->DeletedShader(this, shader);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteBuffers(GLsizei n, GLuint *names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDeleteBuffers(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->DeletedBuffers(this, n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteTextures(GLsizei n, GLuint *names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDeleteTextures(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->DeletedTextures(this, n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteFramebuffers(GLsizei n, GLuint *names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDeleteFramebuffers(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->DeletedFramebuffers(this, n, names);
|
|
}
|
|
|
|
void GLAPIENTRY fDeleteRenderbuffers(GLsizei n, GLuint *names) {
|
|
BEFORE_GL_CALL;
|
|
mSymbols.fDeleteRenderbuffers(n, names);
|
|
AFTER_GL_CALL;
|
|
TrackingContext()->DeletedRenderbuffers(this, n, names);
|
|
}
|
|
|
|
void THEBES_API CreatedProgram(GLContext *aOrigin, GLuint aName);
|
|
void THEBES_API CreatedShader(GLContext *aOrigin, GLuint aName);
|
|
void THEBES_API CreatedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
void THEBES_API CreatedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
void THEBES_API CreatedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
void THEBES_API CreatedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
void THEBES_API DeletedProgram(GLContext *aOrigin, GLuint aName);
|
|
void THEBES_API DeletedShader(GLContext *aOrigin, GLuint aName);
|
|
void THEBES_API DeletedBuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
void THEBES_API DeletedTextures(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
void THEBES_API DeletedFramebuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
void THEBES_API DeletedRenderbuffers(GLContext *aOrigin, GLsizei aCount, GLuint *aNames);
|
|
|
|
void SharedContextDestroyed(GLContext *aChild);
|
|
void ReportOutstandingNames();
|
|
|
|
struct NamedResource {
|
|
NamedResource()
|
|
: origin(nsnull), name(0), originDeleted(PR_FALSE)
|
|
{ }
|
|
|
|
NamedResource(GLContext *aOrigin, GLuint aName)
|
|
: origin(aOrigin), name(aName), originDeleted(PR_FALSE)
|
|
{ }
|
|
|
|
GLContext *origin;
|
|
GLuint name;
|
|
PRBool originDeleted;
|
|
|
|
// for sorting
|
|
bool operator<(const NamedResource& aOther) const {
|
|
if (intptr_t(origin) < intptr_t(aOther.origin))
|
|
return true;
|
|
if (name < aOther.name)
|
|
return true;
|
|
return false;
|
|
}
|
|
bool operator==(const NamedResource& aOther) const {
|
|
return origin == aOther.origin &&
|
|
name == aOther.name &&
|
|
originDeleted == aOther.originDeleted;
|
|
}
|
|
};
|
|
|
|
nsTArray<NamedResource> mTrackedPrograms;
|
|
nsTArray<NamedResource> mTrackedShaders;
|
|
nsTArray<NamedResource> mTrackedTextures;
|
|
nsTArray<NamedResource> mTrackedFramebuffers;
|
|
nsTArray<NamedResource> mTrackedRenderbuffers;
|
|
nsTArray<NamedResource> mTrackedBuffers;
|
|
#endif
|
|
|
|
};
|
|
|
|
inline void
|
|
GLDebugPrintError(GLContext* aCx, const char* const aFile, int aLine)
|
|
{
|
|
aCx->MakeCurrent();
|
|
GLenum err = aCx->fGetError();
|
|
if (err) {
|
|
printf_stderr("GL ERROR: 0x%04x at %s:%d\n", err, aFile, aLine);
|
|
}
|
|
}
|
|
|
|
#ifdef DEBUG
|
|
# define DEBUG_GL_ERROR_CHECK(cx) mozilla::gl::GLDebugPrintError(cx, __FILE__, __LINE__)
|
|
#else
|
|
# define DEBUG_GL_ERROR_CHECK(cx) do { } while (0)
|
|
#endif
|
|
|
|
inline PRBool
|
|
DoesVendorStringMatch(const char* aVendorString, const char *aWantedVendor)
|
|
{
|
|
const char *occurrence = strstr(aVendorString, aWantedVendor);
|
|
|
|
// aWantedVendor not found
|
|
if (!occurrence)
|
|
return PR_FALSE;
|
|
|
|
// aWantedVendor preceded by alpha character
|
|
if (occurrence != aVendorString && isalpha(*(occurrence-1)))
|
|
return PR_FALSE;
|
|
|
|
// aWantedVendor followed by alpha character
|
|
const char *afterOccurrence = occurrence + strlen(aWantedVendor);
|
|
if (isalpha(*afterOccurrence))
|
|
return PR_FALSE;
|
|
|
|
return PR_TRUE;
|
|
}
|
|
|
|
} /* namespace gl */
|
|
} /* namespace mozilla */
|
|
|
|
#endif /* GLCONTEXT_H_ */
|