/* * Copyright (C) 2011 Igalia S.L. * * 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 2.1 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ #include "config.h" #if ENABLE(WEBGL) #define DISABLE_SHIMS #include "OpenGLShims.h" #include #include #include #define ASSIGN_FUNCTION_TABLE_ENTRY(FunctionName, success) \ openGLFunctionTable()->FunctionName = reinterpret_cast(lookupOpenGLFunctionAddress(#FunctionName, success)) namespace WebCore { typedef void* (*glGetProcAddressType) (const char* procName); static void* getProcAddress(const char* procName) { static bool initialized = false; static glGetProcAddressType getProcAddressFunction = 0; if (!initialized) { getProcAddressFunction = reinterpret_cast(dlsym(RTLD_DEFAULT, "glXGetProcAddress")); if (!getProcAddressFunction) getProcAddressFunction = reinterpret_cast(dlsym(RTLD_DEFAULT, "glXGetProcAddressARB")); } if (!getProcAddressFunction) return dlsym(RTLD_DEFAULT, procName); return getProcAddressFunction(procName); } static void* lookupOpenGLFunctionAddress(const char* functionName, bool& success) { if (!success) return 0; void* target = getProcAddress(functionName); if (target) return target; String fullFunctionName(functionName); fullFunctionName.append("ARB"); target = getProcAddress(fullFunctionName.utf8().data()); if (target) return target; fullFunctionName = functionName; fullFunctionName.append("EXT"); target = getProcAddress(fullFunctionName.utf8().data()); // A null address is still a failure case. if (!target) success = false; return target; } OpenGLFunctionTable* openGLFunctionTable() { static OpenGLFunctionTable table; return &table; } bool initializeOpenGLShims() { static bool success = true; static bool initialized = false; if (initialized) return success; initialized = true; ASSIGN_FUNCTION_TABLE_ENTRY(glActiveTexture, success); ASSIGN_FUNCTION_TABLE_ENTRY(glAttachShader, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBindAttribLocation, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBindBuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBindFramebuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBindRenderbuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBlendColor, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBlendEquation, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBlendEquationSeparate, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBlendFuncSeparate, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBlitFramebuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBufferData, success); ASSIGN_FUNCTION_TABLE_ENTRY(glBufferSubData, success); ASSIGN_FUNCTION_TABLE_ENTRY(glCheckFramebufferStatus, success); ASSIGN_FUNCTION_TABLE_ENTRY(glCompileShader, success); ASSIGN_FUNCTION_TABLE_ENTRY(glCreateProgram, success); ASSIGN_FUNCTION_TABLE_ENTRY(glCreateShader, success); ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteBuffers, success); ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteFramebuffers, success); ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteProgram, success); ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteRenderbuffers, success); ASSIGN_FUNCTION_TABLE_ENTRY(glDeleteShader, success); ASSIGN_FUNCTION_TABLE_ENTRY(glDetachShader, success); ASSIGN_FUNCTION_TABLE_ENTRY(glDisableVertexAttribArray, success); ASSIGN_FUNCTION_TABLE_ENTRY(glEnableVertexAttribArray, success); ASSIGN_FUNCTION_TABLE_ENTRY(glFramebufferRenderbuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glFramebufferTexture2D, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGenBuffers, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGenerateMipmap, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGenFramebuffers, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGenRenderbuffers, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetActiveAttrib, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetActiveUniform, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetAttachedShaders, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetAttribLocation, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetBufferParameteriv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetFramebufferAttachmentParameteriv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetProgramInfoLog, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetProgramiv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetRenderbufferParameteriv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetShaderInfoLog, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetShaderiv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetShaderSource, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetUniformfv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetUniformiv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetUniformLocation, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetVertexAttribfv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetVertexAttribiv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glGetVertexAttribPointerv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glIsBuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glIsFramebuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glIsProgram, success); ASSIGN_FUNCTION_TABLE_ENTRY(glIsRenderbuffer, success); ASSIGN_FUNCTION_TABLE_ENTRY(glIsShader, success); ASSIGN_FUNCTION_TABLE_ENTRY(glLinkProgram, success); ASSIGN_FUNCTION_TABLE_ENTRY(glRenderbufferStorage, success); ASSIGN_FUNCTION_TABLE_ENTRY(glRenderbufferStorageMultisample, success); ASSIGN_FUNCTION_TABLE_ENTRY(glSampleCoverage, success); ASSIGN_FUNCTION_TABLE_ENTRY(glShaderSource, success); ASSIGN_FUNCTION_TABLE_ENTRY(glStencilFuncSeparate, success); ASSIGN_FUNCTION_TABLE_ENTRY(glStencilMaskSeparate, success); ASSIGN_FUNCTION_TABLE_ENTRY(glStencilOpSeparate, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1i, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform1iv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2i, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform2iv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3i, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform3iv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4i, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniform4iv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniformMatrix2fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniformMatrix3fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUniformMatrix4fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glUseProgram, success); ASSIGN_FUNCTION_TABLE_ENTRY(glValidateProgram, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib1f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib1fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib2f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib2fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib3f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib3fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib4f, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttrib4fv, success); ASSIGN_FUNCTION_TABLE_ENTRY(glVertexAttribPointer, success); if (!success) LOG_ERROR("Could not initialize OpenGL shims"); return success; } } // namespace WebCore #endif // ENABLE(WEBGL)