mutter/clutter/cogl/gl/cogl.c
Robert Bragg e4d3b0536f [gl/cogl.c] #include <gmodule.h> for OS X builds
In unifying the {gl,gles}/cogl.c code recently, moving most of the code into
common/cogl.c the gmodule.h include was also mistakenly moved.

Thanks to Felix Rabe for reporting this issue.

Note: I haven't tested this fix myself, as I'm not set up to be able to
build for OS X
2009-04-20 14:20:37 +01:00

494 lines
14 KiB
C

/*
* Cogl
*
* A basic GL/GLES Abstraction/Utility Layer
*
* Copyright (C) 2007,2008,2009 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <string.h>
#include <gmodule.h>
#include "cogl.h"
#ifdef HAVE_CLUTTER_GLX
#include <dlfcn.h>
#include <GL/glx.h>
typedef CoglFuncPtr (*GLXGetProcAddressProc) (const guint8 *procName);
#endif
#include "cogl-internal.h"
#include "cogl-context.h"
CoglFuncPtr
cogl_get_proc_address (const gchar* name)
{
/* Sucks to ifdef here but not other option..? would be nice to
* split the code up for more reuse (once more backends use this
*/
#if defined(HAVE_CLUTTER_GLX)
static GLXGetProcAddressProc get_proc_func = NULL;
static void *dlhand = NULL;
if (get_proc_func == NULL && dlhand == NULL)
{
dlhand = dlopen (NULL, RTLD_LAZY);
if (dlhand)
{
dlerror ();
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddress");
if (dlerror () != NULL)
{
get_proc_func =
(GLXGetProcAddressProc) dlsym (dlhand, "glXGetProcAddressARB");
}
if (dlerror () != NULL)
{
get_proc_func = NULL;
g_warning ("failed to bind GLXGetProcAddress "
"or GLXGetProcAddressARB");
}
}
}
if (get_proc_func)
return get_proc_func ((unsigned char*) name);
#elif defined(HAVE_CLUTTER_WIN32)
return (CoglFuncPtr) wglGetProcAddress ((LPCSTR) name);
#else /* HAVE_CLUTTER_WIN32 */
/* this should find the right function if the program is linked against a
* library providing it */
static GModule *module = NULL;
if (module == NULL)
module = g_module_open (NULL, G_MODULE_BIND_LAZY | G_MODULE_BIND_LOCAL);
if (module)
{
gpointer symbol;
if (g_module_symbol (module, name, &symbol))
return symbol;
}
#endif /* HAVE_CLUTTER_WIN32 */
return NULL;
}
gboolean
cogl_check_extension (const gchar *name, const gchar *ext)
{
gchar *end;
gint name_len, n;
if (name == NULL || ext == NULL)
return FALSE;
end = (gchar*)(ext + strlen(ext));
name_len = strlen(name);
while (ext < end)
{
n = strcspn(ext, " ");
if ((name_len == n) && (!strncmp(name, ext, n)))
return TRUE;
ext += (n + 1);
}
return FALSE;
}
#ifdef HAVE_CLUTTER_OSX
static gboolean
really_enable_npot (void)
{
/* OSX backend + ATI Radeon X1600 + NPOT texture + GL_REPEAT seems to crash
* http://bugzilla.openedhand.com/show_bug.cgi?id=929
*
* Temporary workaround until post 0.8 we rejig the features set up a
* little to allow the backend to overide.
*/
const char *gl_renderer;
const char *env_string;
/* Regardless of hardware, allow user to decide. */
env_string = g_getenv ("COGL_ENABLE_NPOT");
if (env_string != NULL)
return env_string[0] == '1';
gl_renderer = (char*)glGetString (GL_RENDERER);
if (strstr (gl_renderer, "ATI Radeon X1600") != NULL)
return FALSE;
return TRUE;
}
#endif
void
_cogl_features_init (void)
{
CoglFeatureFlags flags = 0;
const gchar *gl_extensions;
GLint max_clip_planes = 0;
GLint num_stencil_bits = 0;
_COGL_GET_CONTEXT (ctx, NO_RETVAL);
flags = COGL_FEATURE_TEXTURE_READ_PIXELS;
gl_extensions = (const gchar*) glGetString (GL_EXTENSIONS);
if (cogl_check_extension ("GL_ARB_texture_non_power_of_two", gl_extensions))
{
#ifdef HAVE_CLUTTER_OSX
if (really_enable_npot ())
#endif
flags |= COGL_FEATURE_TEXTURE_NPOT;
}
#ifdef GL_YCBCR_MESA
if (cogl_check_extension ("GL_MESA_ycbcr_texture", gl_extensions))
{
flags |= COGL_FEATURE_TEXTURE_YUV;
}
#endif
if (cogl_check_extension ("GL_ARB_shader_objects", gl_extensions) &&
cogl_check_extension ("GL_ARB_vertex_shader", gl_extensions) &&
cogl_check_extension ("GL_ARB_fragment_shader", gl_extensions))
{
ctx->pf_glCreateProgramObjectARB =
(COGL_PFNGLCREATEPROGRAMOBJECTARBPROC)
cogl_get_proc_address ("glCreateProgramObjectARB");
ctx->pf_glCreateShaderObjectARB =
(COGL_PFNGLCREATESHADEROBJECTARBPROC)
cogl_get_proc_address ("glCreateShaderObjectARB");
ctx->pf_glShaderSourceARB =
(COGL_PFNGLSHADERSOURCEARBPROC)
cogl_get_proc_address ("glShaderSourceARB");
ctx->pf_glCompileShaderARB =
(COGL_PFNGLCOMPILESHADERARBPROC)
cogl_get_proc_address ("glCompileShaderARB");
ctx->pf_glAttachObjectARB =
(COGL_PFNGLATTACHOBJECTARBPROC)
cogl_get_proc_address ("glAttachObjectARB");
ctx->pf_glLinkProgramARB =
(COGL_PFNGLLINKPROGRAMARBPROC)
cogl_get_proc_address ("glLinkProgramARB");
ctx->pf_glUseProgramObjectARB =
(COGL_PFNGLUSEPROGRAMOBJECTARBPROC)
cogl_get_proc_address ("glUseProgramObjectARB");
ctx->pf_glGetUniformLocationARB =
(COGL_PFNGLGETUNIFORMLOCATIONARBPROC)
cogl_get_proc_address ("glGetUniformLocationARB");
ctx->pf_glDeleteObjectARB =
(COGL_PFNGLDELETEOBJECTARBPROC)
cogl_get_proc_address ("glDeleteObjectARB");
ctx->pf_glGetInfoLogARB =
(COGL_PFNGLGETINFOLOGARBPROC)
cogl_get_proc_address ("glGetInfoLogARB");
ctx->pf_glGetObjectParameterivARB =
(COGL_PFNGLGETOBJECTPARAMETERIVARBPROC)
cogl_get_proc_address ("glGetObjectParameterivARB");
ctx->pf_glUniform1fARB =
(COGL_PFNGLUNIFORM1FARBPROC)
cogl_get_proc_address ("glUniform1fARB");
ctx->pf_glVertexAttribPointerARB =
(COGL_PFNGLVERTEXATTRIBPOINTERARBPROC)
cogl_get_proc_address ("glVertexAttribPointerARB");
ctx->pf_glEnableVertexAttribArrayARB =
(COGL_PFNGLENABLEVERTEXATTRIBARRAYARBPROC)
cogl_get_proc_address ("glEnableVertexAttribArrayARB");
ctx->pf_glDisableVertexAttribArrayARB =
(COGL_PFNGLDISABLEVERTEXATTRIBARRAYARBPROC)
cogl_get_proc_address ("glDisableVertexAttribArrayARB");
ctx->pf_glUniform2fARB =
(COGL_PFNGLUNIFORM2FARBPROC)
cogl_get_proc_address ("glUniform2fARB");
ctx->pf_glUniform3fARB =
(COGL_PFNGLUNIFORM3FARBPROC)
cogl_get_proc_address ("glUniform3fARB");
ctx->pf_glUniform4fARB =
(COGL_PFNGLUNIFORM4FARBPROC)
cogl_get_proc_address ("glUniform4fARB");
ctx->pf_glUniform1fvARB =
(COGL_PFNGLUNIFORM1FVARBPROC)
cogl_get_proc_address ("glUniform1fvARB");
ctx->pf_glUniform2fvARB =
(COGL_PFNGLUNIFORM2FVARBPROC)
cogl_get_proc_address ("glUniform2fvARB");
ctx->pf_glUniform3fvARB =
(COGL_PFNGLUNIFORM3FVARBPROC)
cogl_get_proc_address ("glUniform3fvARB");
ctx->pf_glUniform4fvARB =
(COGL_PFNGLUNIFORM4FVARBPROC)
cogl_get_proc_address ("glUniform4fvARB");
ctx->pf_glUniform1iARB =
(COGL_PFNGLUNIFORM1IARBPROC)
cogl_get_proc_address ("glUniform1iARB");
ctx->pf_glUniform2iARB =
(COGL_PFNGLUNIFORM2IARBPROC)
cogl_get_proc_address ("glUniform2iARB");
ctx->pf_glUniform3iARB =
(COGL_PFNGLUNIFORM3IARBPROC)
cogl_get_proc_address ("glUniform3iARB");
ctx->pf_glUniform4iARB =
(COGL_PFNGLUNIFORM4IARBPROC)
cogl_get_proc_address ("glUniform4iARB");
ctx->pf_glUniform1ivARB =
(COGL_PFNGLUNIFORM1IVARBPROC)
cogl_get_proc_address ("glUniform1ivARB");
ctx->pf_glUniform2ivARB =
(COGL_PFNGLUNIFORM2IVARBPROC)
cogl_get_proc_address ("glUniform2ivARB");
ctx->pf_glUniform3ivARB =
(COGL_PFNGLUNIFORM3IVARBPROC)
cogl_get_proc_address ("glUniform3ivARB");
ctx->pf_glUniform4ivARB =
(COGL_PFNGLUNIFORM4IVARBPROC)
cogl_get_proc_address ("glUniform4ivARB");
ctx->pf_glUniformMatrix2fvARB =
(COGL_PFNGLUNIFORMMATRIX2FVARBPROC)
cogl_get_proc_address ("glUniformMatrix2fvARB");
ctx->pf_glUniformMatrix3fvARB =
(COGL_PFNGLUNIFORMMATRIX3FVARBPROC)
cogl_get_proc_address ("glUniformMatrix3fvARB");
ctx->pf_glUniformMatrix4fvARB =
(COGL_PFNGLUNIFORMMATRIX4FVARBPROC)
cogl_get_proc_address ("glUniformMatrix4fvARB");
if (ctx->pf_glCreateProgramObjectARB &&
ctx->pf_glCreateShaderObjectARB &&
ctx->pf_glShaderSourceARB &&
ctx->pf_glCompileShaderARB &&
ctx->pf_glAttachObjectARB &&
ctx->pf_glLinkProgramARB &&
ctx->pf_glUseProgramObjectARB &&
ctx->pf_glGetUniformLocationARB &&
ctx->pf_glDeleteObjectARB &&
ctx->pf_glGetInfoLogARB &&
ctx->pf_glGetObjectParameterivARB &&
ctx->pf_glUniform1fARB &&
ctx->pf_glUniform2fARB &&
ctx->pf_glUniform3fARB &&
ctx->pf_glUniform4fARB &&
ctx->pf_glUniform1fvARB &&
ctx->pf_glUniform2fvARB &&
ctx->pf_glUniform3fvARB &&
ctx->pf_glUniform4fvARB &&
ctx->pf_glUniform1iARB &&
ctx->pf_glUniform2iARB &&
ctx->pf_glUniform3iARB &&
ctx->pf_glUniform4iARB &&
ctx->pf_glUniform1ivARB &&
ctx->pf_glUniform2ivARB &&
ctx->pf_glUniform3ivARB &&
ctx->pf_glUniform4ivARB &&
ctx->pf_glUniformMatrix2fvARB &&
ctx->pf_glUniformMatrix3fvARB &&
ctx->pf_glUniformMatrix4fvARB &&
ctx->pf_glVertexAttribPointerARB &&
ctx->pf_glEnableVertexAttribArrayARB &&
ctx->pf_glDisableVertexAttribArrayARB)
flags |= COGL_FEATURE_SHADERS_GLSL;
}
if (cogl_check_extension ("GL_EXT_framebuffer_object", gl_extensions) ||
cogl_check_extension ("GL_ARB_framebuffer_object", gl_extensions))
{
ctx->pf_glGenRenderbuffersEXT =
(COGL_PFNGLGENRENDERBUFFERSEXTPROC)
cogl_get_proc_address ("glGenRenderbuffersEXT");
ctx->pf_glDeleteRenderbuffersEXT =
(COGL_PFNGLDELETERENDERBUFFERSEXTPROC)
cogl_get_proc_address ("glDeleteRenderbuffersEXT");
ctx->pf_glBindRenderbufferEXT =
(COGL_PFNGLBINDRENDERBUFFEREXTPROC)
cogl_get_proc_address ("glBindRenderbufferEXT");
ctx->pf_glRenderbufferStorageEXT =
(COGL_PFNGLRENDERBUFFERSTORAGEEXTPROC)
cogl_get_proc_address ("glRenderbufferStorageEXT");
ctx->pf_glGenFramebuffersEXT =
(COGL_PFNGLGENFRAMEBUFFERSEXTPROC)
cogl_get_proc_address ("glGenFramebuffersEXT");
ctx->pf_glBindFramebufferEXT =
(COGL_PFNGLBINDFRAMEBUFFEREXTPROC)
cogl_get_proc_address ("glBindFramebufferEXT");
ctx->pf_glFramebufferTexture2DEXT =
(COGL_PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
cogl_get_proc_address ("glFramebufferTexture2DEXT");
ctx->pf_glFramebufferRenderbufferEXT =
(COGL_PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
cogl_get_proc_address ("glFramebufferRenderbufferEXT");
ctx->pf_glCheckFramebufferStatusEXT =
(COGL_PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
cogl_get_proc_address ("glCheckFramebufferStatusEXT");
ctx->pf_glDeleteFramebuffersEXT =
(COGL_PFNGLDELETEFRAMEBUFFERSEXTPROC)
cogl_get_proc_address ("glDeleteFramebuffersEXT");
if (ctx->pf_glGenRenderbuffersEXT &&
ctx->pf_glBindRenderbufferEXT &&
ctx->pf_glRenderbufferStorageEXT &&
ctx->pf_glGenFramebuffersEXT &&
ctx->pf_glBindFramebufferEXT &&
ctx->pf_glFramebufferTexture2DEXT &&
ctx->pf_glFramebufferRenderbufferEXT &&
ctx->pf_glCheckFramebufferStatusEXT &&
ctx->pf_glDeleteFramebuffersEXT)
flags |= COGL_FEATURE_OFFSCREEN;
}
if (cogl_check_extension ("GL_EXT_framebuffer_blit", gl_extensions))
{
ctx->pf_glBlitFramebufferEXT =
(COGL_PFNGLBLITFRAMEBUFFEREXTPROC)
cogl_get_proc_address ("glBlitFramebufferEXT");
if (ctx->pf_glBlitFramebufferEXT)
flags |= COGL_FEATURE_OFFSCREEN_BLIT;
}
if (cogl_check_extension ("GL_EXT_framebuffer_multisample", gl_extensions))
{
ctx->pf_glRenderbufferStorageMultisampleEXT =
(COGL_PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC)
cogl_get_proc_address ("glRenderbufferStorageMultisampleEXT");
if (ctx->pf_glRenderbufferStorageMultisampleEXT)
flags |= COGL_FEATURE_OFFSCREEN_MULTISAMPLE;
}
GE( glGetIntegerv (GL_STENCIL_BITS, &num_stencil_bits) );
/* We need at least three stencil bits to combine clips */
if (num_stencil_bits > 2)
flags |= COGL_FEATURE_STENCIL_BUFFER;
GE( glGetIntegerv (GL_MAX_CLIP_PLANES, &max_clip_planes) );
if (max_clip_planes >= 4)
flags |= COGL_FEATURE_FOUR_CLIP_PLANES;
if (cogl_check_extension ("GL_ARB_vertex_buffer_object", gl_extensions))
{
ctx->pf_glGenBuffersARB =
(COGL_PFNGLGENBUFFERSARBPROC)
cogl_get_proc_address ("glGenBuffersARB");
ctx->pf_glBindBufferARB =
(COGL_PFNGLBINDBUFFERARBPROC)
cogl_get_proc_address ("glBindBufferARB");
ctx->pf_glBufferDataARB =
(COGL_PFNGLBUFFERDATAARBPROC)
cogl_get_proc_address ("glBufferDataARB");
ctx->pf_glBufferSubDataARB =
(COGL_PFNGLBUFFERSUBDATAARBPROC)
cogl_get_proc_address ("glBufferSubDataARB");
ctx->pf_glDeleteBuffersARB =
(COGL_PFNGLDELETEBUFFERSARBPROC)
cogl_get_proc_address ("glDeleteBuffersARB");
ctx->pf_glMapBufferARB =
(COGL_PFNGLMAPBUFFERARBPROC)
cogl_get_proc_address ("glMapBufferARB");
ctx->pf_glUnmapBufferARB =
(COGL_PFNGLUNMAPBUFFERARBPROC)
cogl_get_proc_address ("glUnmapBufferARB");
if (ctx->pf_glGenBuffersARB
&& ctx->pf_glBindBufferARB
&& ctx->pf_glBufferDataARB
&& ctx->pf_glBufferSubDataARB
&& ctx->pf_glDeleteBuffersARB
&& ctx->pf_glMapBufferARB
&& ctx->pf_glUnmapBufferARB)
flags |= COGL_FEATURE_VBOS;
}
/* These should always be available because they are defined in GL
1.2, but we can't call it directly because under Windows
functions > 1.1 aren't exported */
ctx->pf_glDrawRangeElements =
(COGL_PFNGLDRAWRANGEELEMENTSPROC)
cogl_get_proc_address ("glDrawRangeElements");
ctx->pf_glActiveTexture =
(COGL_PFNGLACTIVETEXTUREPROC)
cogl_get_proc_address ("glActiveTexture");
ctx->pf_glClientActiveTexture =
(COGL_PFNGLCLIENTACTIVETEXTUREPROC)
cogl_get_proc_address ("glClientActiveTexture");
/* Cache features */
ctx->feature_flags = flags;
ctx->features_cached = TRUE;
}