/**************************************************************************** ** ** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies). ** Contact: Qt Software Information (qt-info@nokia.com) ** ** This file is part of the QtOpenGL module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** No Commercial Usage ** This file contains pre-release code and may not be distributed. ** You may use this file in accordance with the terms and conditions ** contained in the either Technology Preview License Agreement or the ** Beta Release License Agreement. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 2.1 requirements ** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Nokia gives you certain ** additional rights. These rights are described in the Nokia Qt LGPL ** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this ** package. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3.0 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. Please review the following information to ** ensure the GNU General Public License version 3.0 requirements will be ** met: http://www.gnu.org/copyleft/gpl.html. ** ** If you are unsure which license is appropriate for your use, please ** contact the sales department at qt-sales@nokia.com. ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qgl_p.h" QT_BEGIN_NAMESPACE bool qt_resolve_framebufferobject_extensions(QGLContext *ctx) { #if !defined(QT_OPENGL_ES_2) if (glIsRenderbufferEXT != 0) return true; if (ctx == 0) { qWarning("QGLFramebufferObject: Unable to resolve framebuffer object extensions -" " make sure there is a current context when creating the framebuffer object."); return false; } glIsRenderbufferEXT = (_glIsRenderbufferEXT) ctx->getProcAddress(QLatin1String("glIsRenderbufferEXT")); glBindRenderbufferEXT = (_glBindRenderbufferEXT) ctx->getProcAddress(QLatin1String("glBindRenderbufferEXT")); glDeleteRenderbuffersEXT = (_glDeleteRenderbuffersEXT) ctx->getProcAddress(QLatin1String("glDeleteRenderbuffersEXT")); glGenRenderbuffersEXT = (_glGenRenderbuffersEXT) ctx->getProcAddress(QLatin1String("glGenRenderbuffersEXT")); glRenderbufferStorageEXT = (_glRenderbufferStorageEXT) ctx->getProcAddress(QLatin1String("glRenderbufferStorageEXT")); glGetRenderbufferParameterivEXT = (_glGetRenderbufferParameterivEXT) ctx->getProcAddress(QLatin1String("glGetRenderbufferParameterivEXT")); glIsFramebufferEXT = (_glIsFramebufferEXT) ctx->getProcAddress(QLatin1String("glIsFramebufferEXT")); glBindFramebufferEXT = (_glBindFramebufferEXT) ctx->getProcAddress(QLatin1String("glBindFramebufferEXT")); glDeleteFramebuffersEXT = (_glDeleteFramebuffersEXT) ctx->getProcAddress(QLatin1String("glDeleteFramebuffersEXT")); glGenFramebuffersEXT = (_glGenFramebuffersEXT) ctx->getProcAddress(QLatin1String("glGenFramebuffersEXT")); glCheckFramebufferStatusEXT = (_glCheckFramebufferStatusEXT) ctx->getProcAddress(QLatin1String("glCheckFramebufferStatusEXT")); glFramebufferTexture1DEXT = (_glFramebufferTexture1DEXT) ctx->getProcAddress(QLatin1String("glFramebufferTexture1DEXT")); glFramebufferTexture2DEXT = (_glFramebufferTexture2DEXT) ctx->getProcAddress(QLatin1String("glFramebufferTexture2DEXT")); glFramebufferTexture3DEXT = (_glFramebufferTexture3DEXT) ctx->getProcAddress(QLatin1String("glFramebufferTexture3DEXT")); glFramebufferRenderbufferEXT = (_glFramebufferRenderbufferEXT) ctx->getProcAddress(QLatin1String("glFramebufferRenderbufferEXT")); glGetFramebufferAttachmentParameterivEXT = (_glGetFramebufferAttachmentParameterivEXT) ctx->getProcAddress(QLatin1String("glGetFramebufferAttachmentParameterivEXT")); glGenerateMipmapEXT = (_glGenerateMipmapEXT) ctx->getProcAddress(QLatin1String("glGenerateMipmapEXT")); glBlitFramebufferEXT = (_glBlitFramebufferEXT) ctx->getProcAddress(QLatin1String("glBlitFramebufferEXT")); glRenderbufferStorageMultisampleEXT = (_glRenderbufferStorageMultisampleEXT) ctx->getProcAddress(QLatin1String("glRenderbufferStorageMultisampleEXT")); return glIsRenderbufferEXT; #else Q_UNUSED(ctx); return true; #endif } bool qt_resolve_version_1_3_functions(QGLContext *ctx) { if (glMultiTexCoord4f != 0) return true; QGLContext cx(QGLFormat::defaultFormat()); glMultiTexCoord4f = (_glMultiTexCoord4f) ctx->getProcAddress(QLatin1String("glMultiTexCoord4f")); #if defined(QT_OPENGL_ES_2) return glMultiTexCoord4f; #else glActiveTexture = (_glActiveTexture) ctx->getProcAddress(QLatin1String("glActiveTexture")); return glMultiTexCoord4f && glActiveTexture; #endif } bool qt_resolve_stencil_face_extension(QGLContext *ctx) { if (glActiveStencilFaceEXT != 0) return true; QGLContext cx(QGLFormat::defaultFormat()); glActiveStencilFaceEXT = (_glActiveStencilFaceEXT) ctx->getProcAddress(QLatin1String("glActiveStencilFaceEXT")); return glActiveStencilFaceEXT; } bool qt_resolve_frag_program_extensions(QGLContext *ctx) { if (glProgramStringARB != 0) return true; // ARB_fragment_program glProgramStringARB = (_glProgramStringARB) ctx->getProcAddress(QLatin1String("glProgramStringARB")); glBindProgramARB = (_glBindProgramARB) ctx->getProcAddress(QLatin1String("glBindProgramARB")); glDeleteProgramsARB = (_glDeleteProgramsARB) ctx->getProcAddress(QLatin1String("glDeleteProgramsARB")); glGenProgramsARB = (_glGenProgramsARB) ctx->getProcAddress(QLatin1String("glGenProgramsARB")); glProgramLocalParameter4fvARB = (_glProgramLocalParameter4fvARB) ctx->getProcAddress(QLatin1String("glProgramLocalParameter4fvARB")); return glProgramStringARB && glBindProgramARB && glDeleteProgramsARB && glGenProgramsARB && glProgramLocalParameter4fvARB; } bool qt_resolve_buffer_extensions(QGLContext *ctx) { if (glBindBufferARB && glDeleteBuffersARB && glGenBuffersARB && glBufferDataARB && glMapBufferARB && glUnmapBufferARB) return true; glBindBufferARB = (_glBindBufferARB) ctx->getProcAddress(QLatin1String("glBindBufferARB")); glDeleteBuffersARB = (_glDeleteBuffersARB) ctx->getProcAddress(QLatin1String("glDeleteBuffersARB")); glGenBuffersARB = (_glGenBuffersARB) ctx->getProcAddress(QLatin1String("glGenBuffersARB")); glBufferDataARB = (_glBufferDataARB) ctx->getProcAddress(QLatin1String("glBufferDataARB")); glMapBufferARB = (_glMapBufferARB) ctx->getProcAddress(QLatin1String("glMapBufferARB")); glUnmapBufferARB = (_glUnmapBufferARB) ctx->getProcAddress(QLatin1String("glUnmapBufferARB")); return glBindBufferARB && glDeleteBuffersARB && glGenBuffersARB && glBufferDataARB && glMapBufferARB && glUnmapBufferARB; } bool qt_resolve_glsl_extensions(QGLContext *ctx) { #if defined(QT_OPENGL_ES_2) // The GLSL shader functions are always present in OpenGL/ES 2.0. // The only exceptions are glGetProgramBinaryOES and glProgramBinaryOES. if (!QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glslResolved) { glGetProgramBinaryOES = (_glGetProgramBinaryOES) ctx->getProcAddress(QLatin1String("glGetProgramBinaryOES")); glProgramBinaryOES = (_glProgramBinaryOES) ctx->getProcAddress(QLatin1String("glProgramBinaryOES")); QGLContextPrivate::qt_get_extension_funcs(ctx).qt_glslResolved = true; } return true; #else if (glCreateShader) return true; glCreateShader = (_glCreateShader) ctx->getProcAddress(QLatin1String("glCreateShader")); if (glCreateShader) { glShaderSource = (_glShaderSource) ctx->getProcAddress(QLatin1String("glShaderSource")); glShaderBinary = (_glShaderBinary) ctx->getProcAddress(QLatin1String("glShaderBinary")); glCompileShader = (_glCompileShader) ctx->getProcAddress(QLatin1String("glCompileShader")); glDeleteShader = (_glDeleteShader) ctx->getProcAddress(QLatin1String("glDeleteShader")); glIsShader = (_glIsShader) ctx->getProcAddress(QLatin1String("glIsShader")); glCreateProgram = (_glCreateProgram) ctx->getProcAddress(QLatin1String("glCreateProgram")); glAttachShader = (_glAttachShader) ctx->getProcAddress(QLatin1String("glAttachShader")); glDetachShader = (_glDetachShader) ctx->getProcAddress(QLatin1String("glDetachShader")); glLinkProgram = (_glLinkProgram) ctx->getProcAddress(QLatin1String("glLinkProgram")); glUseProgram = (_glUseProgram) ctx->getProcAddress(QLatin1String("glUseProgram")); glDeleteProgram = (_glDeleteProgram) ctx->getProcAddress(QLatin1String("glDeleteProgram")); glIsProgram = (_glIsProgram) ctx->getProcAddress(QLatin1String("glIsProgram")); glGetShaderInfoLog = (_glGetShaderInfoLog) ctx->getProcAddress(QLatin1String("glGetShaderInfoLog")); glGetShaderiv = (_glGetShaderiv) ctx->getProcAddress(QLatin1String("glGetShaderiv")); glGetShaderSource = (_glGetShaderSource) ctx->getProcAddress(QLatin1String("glGetShaderSource")); glGetProgramiv = (_glGetProgramiv) ctx->getProcAddress(QLatin1String("glGetProgramiv")); glGetProgramInfoLog = (_glGetProgramInfoLog) ctx->getProcAddress(QLatin1String("glGetProgramInfoLog")); glGetUniformLocation = (_glGetUniformLocation) ctx->getProcAddress(QLatin1String("glGetUniformLocation")); glUniform4fv = (_glUniform4fv) ctx->getProcAddress(QLatin1String("glUniform4fv")); glUniform3fv = (_glUniform3fv) ctx->getProcAddress(QLatin1String("glUniform3fv")); glUniform2fv = (_glUniform2fv) ctx->getProcAddress(QLatin1String("glUniform2fv")); glUniform1fv = (_glUniform1fv) ctx->getProcAddress(QLatin1String("glUniform1fv")); glUniform1i = (_glUniform1i) ctx->getProcAddress(QLatin1String("glUniform1i")); glUniform1iv = (_glUniform1iv) ctx->getProcAddress(QLatin1String("glUniform1iv")); glUniformMatrix2fv = (_glUniformMatrix2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2fv")); glUniformMatrix3fv = (_glUniformMatrix3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3fv")); glUniformMatrix4fv = (_glUniformMatrix4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4fv")); glUniformMatrix2x3fv = (_glUniformMatrix2x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x3fv")); glUniformMatrix2x4fv = (_glUniformMatrix2x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x4fv")); glUniformMatrix3x2fv = (_glUniformMatrix3x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x2fv")); glUniformMatrix3x4fv = (_glUniformMatrix3x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x4fv")); glUniformMatrix4x2fv = (_glUniformMatrix4x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x2fv")); glUniformMatrix4x3fv = (_glUniformMatrix4x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x3fv")); glBindAttribLocation = (_glBindAttribLocation) ctx->getProcAddress(QLatin1String("glBindAttribLocation")); glGetAttribLocation = (_glGetAttribLocation) ctx->getProcAddress(QLatin1String("glGetAttribLocation")); glVertexAttrib1fv = (_glVertexAttrib1fv) ctx->getProcAddress(QLatin1String("glVertexAttrib1fv")); glVertexAttrib2fv = (_glVertexAttrib2fv) ctx->getProcAddress(QLatin1String("glVertexAttrib2fv")); glVertexAttrib3fv = (_glVertexAttrib3fv) ctx->getProcAddress(QLatin1String("glVertexAttrib3fv")); glVertexAttrib4fv = (_glVertexAttrib4fv) ctx->getProcAddress(QLatin1String("glVertexAttrib4fv")); glVertexAttribPointer = (_glVertexAttribPointer) ctx->getProcAddress(QLatin1String("glVertexAttribPointer")); glDisableVertexAttribArray = (_glDisableVertexAttribArray) ctx->getProcAddress(QLatin1String("glDisableVertexAttribArray")); glEnableVertexAttribArray = (_glEnableVertexAttribArray) ctx->getProcAddress(QLatin1String("glEnableVertexAttribArray")); glStencilOpSeparate = (_glStencilOpSeparate) ctx->getProcAddress(QLatin1String("glStencilOpSeparate")); //### Not really a glsl extension, but needed for gl2 } else { // We may not have the standard shader functions, but we might // have the older ARB functions instead. glCreateShader = (_glCreateShader) ctx->getProcAddress(QLatin1String("glCreateShaderObjectARB")); glShaderSource = (_glShaderSource) ctx->getProcAddress(QLatin1String("glShaderSourceARB")); glShaderBinary = (_glShaderBinary) ctx->getProcAddress(QLatin1String("glShaderBinaryARB")); glCompileShader = (_glCompileShader) ctx->getProcAddress(QLatin1String("glCompileShaderARB")); glDeleteShader = (_glDeleteShader) ctx->getProcAddress(QLatin1String("glDeleteObjectARB")); glIsShader = 0; glCreateProgram = (_glCreateProgram) ctx->getProcAddress(QLatin1String("glCreateProgramObjectARB")); glAttachShader = (_glAttachShader) ctx->getProcAddress(QLatin1String("glAttachObjectARB")); glDetachShader = (_glDetachShader) ctx->getProcAddress(QLatin1String("glDetachObjectARB")); glLinkProgram = (_glLinkProgram) ctx->getProcAddress(QLatin1String("glLinkProgramARB")); glUseProgram = (_glUseProgram) ctx->getProcAddress(QLatin1String("glUseProgramObjectARB")); glDeleteProgram = (_glDeleteProgram) ctx->getProcAddress(QLatin1String("glDeleteObjectARB")); glIsProgram = 0; glGetShaderInfoLog = (_glGetShaderInfoLog) ctx->getProcAddress(QLatin1String("glGetInfoLogARB")); glGetShaderiv = (_glGetShaderiv) ctx->getProcAddress(QLatin1String("glGetObjectParameterivARB")); glGetShaderSource = (_glGetShaderSource) ctx->getProcAddress(QLatin1String("glGetShaderSourceARB")); glGetProgramiv = (_glGetProgramiv) ctx->getProcAddress(QLatin1String("glGetObjectParameterivARB")); glGetProgramInfoLog = (_glGetProgramInfoLog) ctx->getProcAddress(QLatin1String("glGetInfoLogARB")); glGetUniformLocation = (_glGetUniformLocation) ctx->getProcAddress(QLatin1String("glGetUniformLocationARB")); glUniform4fv = (_glUniform4fv) ctx->getProcAddress(QLatin1String("glUniform4fvARB")); glUniform3fv = (_glUniform3fv) ctx->getProcAddress(QLatin1String("glUniform3fvARB")); glUniform2fv = (_glUniform2fv) ctx->getProcAddress(QLatin1String("glUniform2fvARB")); glUniform1fv = (_glUniform1fv) ctx->getProcAddress(QLatin1String("glUniform1fvARB")); glUniform1i = (_glUniform1i) ctx->getProcAddress(QLatin1String("glUniform1iARB")); glUniform1iv = (_glUniform1iv) ctx->getProcAddress(QLatin1String("glUniform1ivARB")); glUniformMatrix2fv = (_glUniformMatrix2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2fvARB")); glUniformMatrix3fv = (_glUniformMatrix3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3fvARB")); glUniformMatrix4fv = (_glUniformMatrix4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4fvARB")); glUniformMatrix2x3fv = (_glUniformMatrix2x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x3fvARB")); glUniformMatrix2x4fv = (_glUniformMatrix2x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix2x4fvARB")); glUniformMatrix3x2fv = (_glUniformMatrix3x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x2fvARB")); glUniformMatrix3x4fv = (_glUniformMatrix3x4fv) ctx->getProcAddress(QLatin1String("glUniformMatrix3x4fvARB")); glUniformMatrix4x2fv = (_glUniformMatrix4x2fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x2fvARB")); glUniformMatrix4x3fv = (_glUniformMatrix4x3fv) ctx->getProcAddress(QLatin1String("glUniformMatrix4x3fvARB")); glBindAttribLocation = (_glBindAttribLocation) ctx->getProcAddress(QLatin1String("glBindAttribLocationARB")); glGetAttribLocation = (_glGetAttribLocation) ctx->getProcAddress(QLatin1String("glGetAttribLocationARB")); glVertexAttrib1fv = (_glVertexAttrib1fv) ctx->getProcAddress(QLatin1String("glVertexAttrib1fvARB")); glVertexAttrib2fv = (_glVertexAttrib2fv) ctx->getProcAddress(QLatin1String("glVertexAttrib2fvARB")); glVertexAttrib3fv = (_glVertexAttrib3fv) ctx->getProcAddress(QLatin1String("glVertexAttrib3fvARB")); glVertexAttrib4fv = (_glVertexAttrib4fv) ctx->getProcAddress(QLatin1String("glVertexAttrib4fvARB")); glVertexAttribPointer = (_glVertexAttribPointer) ctx->getProcAddress(QLatin1String("glVertexAttribPointerARB")); glDisableVertexAttribArray = (_glDisableVertexAttribArray) ctx->getProcAddress(QLatin1String("glDisableVertexAttribArrayARB")); glEnableVertexAttribArray = (_glEnableVertexAttribArray) ctx->getProcAddress(QLatin1String("glEnableVertexAttribArrayARB")); glStencilOpSeparate = 0; //### Was never an ARB extension but went strait into OpenGL 2.0 } // Note: glShaderBinary(), glIsShader(), glIsProgram(), and // glUniformMatrixNxMfv() are optional, but all other functions // are required. return glCreateShader && glShaderSource && glCompileShader && glDeleteProgram && glCreateProgram && glAttachShader && glDetachShader && glLinkProgram && glUseProgram && glDeleteProgram && glGetShaderInfoLog && glGetShaderiv && glGetShaderSource && glGetProgramiv && glGetProgramInfoLog && glGetUniformLocation && glUniform1fv && glUniform2fv && glUniform3fv && glUniform4fv && glUniform1i && glUniform1iv && glUniformMatrix2fv && glUniformMatrix3fv && glUniformMatrix4fv && glBindAttribLocation && glGetAttribLocation && glVertexAttrib1fv && glVertexAttrib2fv && glVertexAttrib3fv && glVertexAttrib4fv && glVertexAttribPointer && glDisableVertexAttribArray && glEnableVertexAttribArray && glStencilOpSeparate; #endif } QT_END_NAMESPACE