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/****************************************************************************
**
** 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"));
glGetActiveUniform = (_glGetActiveUniform) ctx->getProcAddress(QLatin1String("glGetActiveUniform"));//### REMOVE
glGetUniformLocation = (_glGetUniformLocation) ctx->getProcAddress(QLatin1String("glGetUniformLocation"));
glUniform4f = (_glUniform4f) ctx->getProcAddress(QLatin1String("glUniform4f")); //### REMOVE
glUniform4fv = (_glUniform4fv) ctx->getProcAddress(QLatin1String("glUniform4fv"));
glUniform3fv = (_glUniform3fv) ctx->getProcAddress(QLatin1String("glUniform3fv"));
glUniform2f = (_glUniform2f) ctx->getProcAddress(QLatin1String("glUniform2f")); //### REMOVE
glUniform2fv = (_glUniform2fv) ctx->getProcAddress(QLatin1String("glUniform2fv"));
glUniform1f = (_glUniform1f) ctx->getProcAddress(QLatin1String("glUniform1f")); //### REMOVE
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"));
glGetActiveAttrib = (_glGetActiveAttrib) ctx->getProcAddress(QLatin1String("glGetActiveAttrib")); //### REMOVE
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"));
glGetActiveUniform = (_glGetActiveUniform) ctx->getProcAddress(QLatin1String("glGetActiveUniformARB"));//### REMOVE
glGetUniformLocation = (_glGetUniformLocation) ctx->getProcAddress(QLatin1String("glGetUniformLocationARB"));
glUniform4f = (_glUniform4f) ctx->getProcAddress(QLatin1String("glUniform4fARB")); //### REMOVE
glUniform4fv = (_glUniform4fv) ctx->getProcAddress(QLatin1String("glUniform4fvARB"));
glUniform3fv = (_glUniform3fv) ctx->getProcAddress(QLatin1String("glUniform3fvARB"));
glUniform2f = (_glUniform2f) ctx->getProcAddress(QLatin1String("glUniform2fARB")); //### REMOVE
glUniform2fv = (_glUniform2fv) ctx->getProcAddress(QLatin1String("glUniform2fvARB"));
glUniform1f = (_glUniform1f) ctx->getProcAddress(QLatin1String("glUniform1fARB")); //### REMOVE
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"));
glGetActiveAttrib = (_glGetActiveAttrib) ctx->getProcAddress(QLatin1String("glGetActiveAttribARB")); //### REMOVE
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 &&
glGetActiveUniform && //### REMOVE
glGetUniformLocation &&
glUniform1f && //### REMOVE
glUniform1fv &&
glUniform2f && //### REMOVE
glUniform2fv &&
glUniform3fv &&
glUniform4f && //### REMOVE
glUniform4fv &&
glUniform1i &&
glUniform1iv &&
glUniformMatrix2fv &&
glUniformMatrix3fv &&
glUniformMatrix4fv &&
glGetActiveAttrib && //### REMOVE
glBindAttribLocation &&
glGetAttribLocation &&
glVertexAttrib1fv &&
glVertexAttrib2fv &&
glVertexAttrib3fv &&
glVertexAttrib4fv &&
glVertexAttribPointer &&
glDisableVertexAttribArray &&
glEnableVertexAttribArray &&
glStencilOpSeparate;
#endif
}
QT_END_NAMESPACE
|