コード例 #1
0
ファイル: glcaps.cpp プロジェクト: dyf128/apitrace
const GLubyte *
__glGetStringi_override(GLenum name, GLuint index)
{
    switch (name) {
    case GL_EXTENSIONS:
        {
            const ExtensionsDesc *desc = getExtraExtensions();
            GLint numExtensions = 0;
            __glGetIntegerv(GL_NUM_EXTENSIONS, &numExtensions);
            if ((GLuint)numExtensions <= index && index < (GLuint)numExtensions + desc->numStrings) {
                return (const GLubyte *)desc->strings[index - (GLuint)numExtensions];
            }
        }
        break;
    default:
        break;
    }

    return __glGetStringi(name, index);
}
コード例 #2
0
ファイル: OpenGL.cpp プロジェクト: jimmiebergmann/Bit-Engine
		BIT_API Bool BindOpenGLExtensions( const Uint32 p_Major, const Uint32 p_Minor )
		{
			// Get all the available extensions
			std::list< std::string > availableExtensions;
			GLint availableExtensionCount = 0;

			// Get the available extension count
			glGetIntegerv( GL_NUM_EXTENSIONS, &availableExtensionCount );

			// Get the proc address for glGetStringi
			__glGetStringi = (PFNGLGETSTRINGIPROC)glGetProcAddress( "glGetStringi" );

			// Get all the available extensions
			for( SizeType i = 0; i < (SizeType)availableExtensionCount; i++ )
			{
				availableExtensions.push_back( ( char * )( __glGetStringi( GL_EXTENSIONS, i ) ) );
			}

			// Go through some of the extensions to confirm some of them.
			for( std::list< std::string >::iterator it = availableExtensions.begin( );
				it != availableExtensions.end( ); it++ )
			{
				if( *it == "GL_ARB_vertex_buffer_object" )
				{
					BIT_ARB_vertex_buffer_object = true;
				}
				else if( *it == "GL_ARB_vertex_array_object" )
				{
					BIT_ARB_vertex_array_object = true;
				}
				else if( *it == "GL_ARB_framebuffer_object" )
				{
					BIT_ARB_framebuffer_object = true;
				}

				// Checking for shader extensions
				else if( *it == "GL_ARB_shading_language_100" )
				{
					BIT_ARB_shading_language_100 = true;
				}
				else if( *it == "GL_ARB_shader_objects" )
				{
					BIT_ARB_shader_objects = true;
				}
				else if( *it == "GL_ARB_vertex_shader" )
				{
					BIT_ARB_vertex_shader = true;
				}
				else if( *it == "GL_ARB_fragment_shader" )
				{
					BIT_ARB_fragment_shader = true;
				}

				// Check for texture extensions
				else if( *it == "GL_EXT_texture_filter_anisotropic" )
				{
					BIT_EXT_texture_filter_anisotropic = true;

					// Get the max level
					GLfloat levels;
					glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &levels );
					g_AnisotropicMaxLevel = static_cast<Uint32>( levels + 0.5f );
				}

			}

			// Use a boolean to check if any attempt in getting
			// any OpenGL function failed
			Bool Ret = 0;

			// Get the texture functions
			if( BIT_ARB_framebuffer_object )
			{

				Ret |= (__glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)
					glGetProcAddress("glClearBufferfv")) == NULL;

				Ret |= (__glDrawBuffers = (PFNGLDRAWBUFFERSPROC)
					glGetProcAddress("glDrawBuffers")) == NULL;

				Ret |= (__glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)
					glGetProcAddress("glBlitFramebuffer")) == NULL;

				Ret |= ( __glGenerateMipmap = ( PFNGLGENERATEMIPMAPPROC )
					glGetProcAddress( "glGenerateMipmap" ) ) == NULL;

				Ret |= ( __glBindFramebuffer = ( PFNGLBINDFRAMEBUFFERPROC )
					glGetProcAddress( "glBindFramebuffer" ) ) == NULL;

				Ret |= ( __glBindRenderbuffer = ( PFNGLBINDRENDERBUFFERPROC )
					glGetProcAddress( "glBindRenderbuffer" ) ) == NULL;

				Ret |= ( __glCheckFramebufferStatus = ( PFNGLCHECKFRAMEBUFFERSTATUSPROC )
					glGetProcAddress( "glCheckFramebufferStatus" ) ) == NULL;

				Ret |= ( __glDeleteFramebuffers = ( PFNGLDELETEFRAMEBUFFERSPROC )
					glGetProcAddress( "glDeleteFramebuffers" ) ) == NULL;

				Ret |= ( __glDeleteRenderbuffers = ( PFNGLDELETERENDERBUFFERSPROC )
					glGetProcAddress( "glDeleteRenderbuffers" ) ) == NULL;

				Ret |= ( __glFramebufferRenderbuffer = ( PFNGLFRAMEBUFFERRENDERBUFFERPROC )
					glGetProcAddress( "glFramebufferRenderbuffer" ) ) == NULL;

				Ret |= ( __glFramebufferTexture2D = ( PFNGLFRAMEBUFFERTEXTURE2DPROC )
					glGetProcAddress( "glFramebufferTexture2D" ) ) == NULL;

				Ret |= ( __glGenFramebuffers = ( PFNGLGENFRAMEBUFFERSPROC )
					glGetProcAddress( "glGenFramebuffers" ) ) == NULL;

				Ret |= ( __glGenRenderbuffers = ( PFNGLGENRENDERBUFFERSPROC )
					glGetProcAddress( "glGenRenderbuffers" ) ) == NULL;

				Ret |= ( __glRenderbufferStorage = ( PFNGLRENDERBUFFERSTORAGEPROC )
					glGetProcAddress( "glRenderbufferStorage" ) ) == NULL;

				Ret |= ( __glRenderbufferStorageMultisample = ( PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC )
					glGetProcAddress( "glRenderbufferStorageMultisample" ) ) == NULL;

				Ret |= ( __glTexImage2DMultisample = ( PFNGLTEXIMAGE2DMULTISAMPLEPROC )
					glGetProcAddress( "glTexImage2DMultisample" ) ) == NULL;

				if( Ret )
				{
					BIT_ARB_framebuffer_object = false;
				}
			}

			// Reset the return flag
			Ret = 0;


			if( p_Major > 1 || ( p_Major == 1 && p_Minor >= 3 ) )
			{
				Ret |= ( __glActiveTexture = ( PFNGLACTIVETEXTUREPROC )
					glGetProcAddress( "glActiveTexture" ) ) == NULL;

				if( !Ret )
				{
					s_GeneralTextureFunctions = true;
				}
			}

			// Reset the return flag
			Ret = 0;

			// Get the buffer functions
			if( p_Major > 1 || ( p_Major == 1 && p_Minor >= 5 ) )
			{

				Ret |= ( __glBindBuffer = ( PFNGLBINDBUFFERPROC )
					glGetProcAddress( "glBindBuffer" ) ) == NULL;

				Ret |= ( __glBufferData = ( PFNGLBUFFERDATAPROC )
					glGetProcAddress( "glBufferData" ) ) == NULL;

				Ret |= ( __glBufferSubData = ( PFNGLBUFFERSUBDATAPROC )
					glGetProcAddress( "glBufferSubData" ) ) == NULL;

				Ret |= ( __glDeleteBuffers = ( PFNGLDELETEBUFFERSPROC )
					glGetProcAddress( "glDeleteBuffers" ) ) == NULL;

				Ret |= ( __glGenBuffers = ( PFNGLGENBUFFERSPROC )
					glGetProcAddress( "glGenBuffers" ) ) == NULL;

				if( !Ret )
				{
					s_GeneralBuffersFunctions = true;
				}
			}

			// Reset the return flag
			Ret = 0;

			// Get the vertex array object functions if they are available
			if( BIT_ARB_vertex_array_object )
			{
				Ret |= ( __glBindVertexArray = ( PFNGLBINDVERTEXARRAYPROC )
					glGetProcAddress( "glBindVertexArray" ) ) == NULL;

				Ret |= ( __glDeleteVertexArrays = ( PFNGLDELETEVERTEXARRAYSPROC )
					glGetProcAddress( "glDeleteVertexArrays" ) ) == NULL;

				Ret |= ( __glGenVertexArrays = ( PFNGLGENVERTEXARRAYSPROC )
					glGetProcAddress( "glGenVertexArrays" ) ) == NULL;

				Ret |= ( __glIsVertexArray = ( PFNGLISVERTEXARRAYPROC )
					glGetProcAddress( "glIsVertexArray" ) ) == NULL;

				if( Ret )
				{
					BIT_ARB_vertex_array_object = false;
				}
			}

			// Reset the return flag
			Ret = 0;

			// Load the shader functions if the shader extenstions are available
			// and we are using the right verison of OpenGL
			// WARNING: comparison of unsigned expression >= 0 is always true [-Wtype-limits]|
			if( p_Major >= 2 )
			{
				// Needed for the vertex objects.
				Ret |= ( __glEnableVertexAttribArray = ( PFNGLENABLEVERTEXATTRIBARRAYPROC )
					glGetProcAddress( "glEnableVertexAttribArray" ) ) == NULL;

				Ret |= ( __glVertexAttribPointer = ( PFNGLVERTEXATTRIBPOINTERPROC )
					glGetProcAddress( "glVertexAttribPointer" ) ) == NULL;

				Ret |=  ( __glAttachShader = ( PFNGLATTACHSHADERPROC )
					 glGetProcAddress( "glAttachShader" ) ) == NULL;

				Ret |= ( __glCompileShader = ( PFNGLCOMPILESHADERPROC )
					glGetProcAddress( "glCompileShader" ) ) == NULL;

				Ret |= ( __glCreateProgram = ( PFNGLCREATEPROGRAMPROC )
					glGetProcAddress( "glCreateProgram" ) ) == NULL;

				Ret |= ( __glCreateShader = ( PFNGLCREATESHADERPROC )
					glGetProcAddress( "glCreateShader" ) ) == NULL;

				Ret |= ( __glDeleteProgram = ( PFNGLDELETEPROGRAMPROC )
					glGetProcAddress( "glDeleteProgram" ) ) == NULL;

				Ret |= ( __glDeleteShader = ( PFNGLDELETESHADERPROC )
					glGetProcAddress( "glDeleteShader" ) ) == NULL;

				Ret |= ( __glGetProgramInfoLog = ( PFNGLGETPROGRAMINFOLOGPROC )
					glGetProcAddress( "glGetProgramInfoLog" ) ) == NULL;

				Ret |= ( __glGetProgramiv = ( PFNGLGETPROGRAMIVPROC )
					glGetProcAddress( "glGetProgramiv" ) ) == NULL;

				Ret |= ( __glGetShaderInfoLog = ( PFNGLGETSHADERINFOLOGPROC )
					glGetProcAddress( "glGetShaderInfoLog" ) ) == NULL;

				Ret |= ( __glGetShaderiv = ( PFNGLGETSHADERIVPROC )
					glGetProcAddress( "glGetShaderiv" ) ) == NULL;

				Ret |= ( __glGetUniformLocation = ( PFNGLGETUNIFORMLOCATIONPROC )
					glGetProcAddress( "glGetUniformLocation" ) ) == NULL;

				Ret |= ( __glLinkProgram = ( PFNGLLINKPROGRAMPROC )
					glGetProcAddress( "glLinkProgram" ) ) == NULL;

				Ret |= ( __glShaderSource = ( PFNGLSHADERSOURCEPROC )
					glGetProcAddress( "glShaderSource" ) ) == NULL;

				Ret |= ( __glValidateProgram = ( PFNGLVALIDATEPROGRAMPROC )
					glGetProcAddress( "glValidateProgram" ) ) == NULL;

				Ret |= ( __glBindAttribLocation = ( PFNGLBINDATTRIBLOCATIONPROC )
					glGetProcAddress( "glBindAttribLocation" ) ) == NULL;

				Ret |= ( __glGetAttribLocation = ( PFNGLGETATTRIBLOCATIONPROC )
					glGetProcAddress( "glGetAttribLocation" ) ) == NULL;

				Ret |= ( __glUseProgram = ( PFNGLUSEPROGRAMPROC )
					glGetProcAddress( "glUseProgram" ) ) == NULL;

				// Uniforms
				Ret |= ( __glUniform1f = ( PFNGLUNIFORM1FPROC )
					glGetProcAddress( "glUniform1f" ) ) == NULL;

				Ret |= ( __glUniform1fv = ( PFNGLUNIFORM1FVPROC )
					glGetProcAddress( "glUniform1fv" ) ) == NULL;

				Ret |= ( __glUniform1i = ( PFNGLUNIFORM1IPROC )
					glGetProcAddress( "glUniform1i" ) ) == NULL;

				Ret |= ( __glUniform1iv = ( PFNGLUNIFORM1IVPROC )
					glGetProcAddress( "glUniform1iv" ) ) == NULL;

				Ret |= ( __glUniform2f = ( PFNGLUNIFORM2FPROC )
					glGetProcAddress( "glUniform2f" ) ) == NULL;

				Ret |= ( __glUniform2fv = ( PFNGLUNIFORM2FVPROC )
					glGetProcAddress( "glUniform2fv" ) ) == NULL;

				Ret |= ( __glUniform2i = ( PFNGLUNIFORM2IPROC )
					glGetProcAddress( "glUniform2i" ) ) == NULL;

				Ret |= ( __glUniform2iv = ( PFNGLUNIFORM2IVPROC )
					glGetProcAddress( "glUniform2iv" ) ) == NULL;

				Ret |= ( __glUniform3f = ( PFNGLUNIFORM3FPROC )
					glGetProcAddress( "glUniform3f" ) ) == NULL;

				Ret |= ( __glUniform3fv = ( PFNGLUNIFORM3FVPROC )
					glGetProcAddress( "glUniform3fv" ) ) == NULL;

				Ret |= ( __glUniform3i = ( PFNGLUNIFORM3IPROC )
					glGetProcAddress( "glUniform3i" ) ) == NULL;

				Ret |= ( __glUniform3iv = ( PFNGLUNIFORM3IVPROC )
					glGetProcAddress( "glUniform3iv" ) ) == NULL;

				Ret |= ( __glUniform4f = ( PFNGLUNIFORM4FPROC )
					glGetProcAddress( "glUniform4f" ) ) == NULL;

				Ret |= ( __glUniform4fv = ( PFNGLUNIFORM4FVPROC )
					glGetProcAddress( "glUniform4fv" ) ) == NULL;

				Ret |= ( __glUniform4i = ( PFNGLUNIFORM4IPROC )
					glGetProcAddress( "glUniform4i" ) ) == NULL;

				Ret |= ( __glUniform4iv = ( PFNGLUNIFORM4IVPROC )
					glGetProcAddress( "glUniform4iv" ) ) == NULL;

				Ret |= ( __glUniformMatrix2fv = ( PFNGLUNIFORMMATRIX2FVPROC )
					glGetProcAddress( "glUniformMatrix2fv" ) ) == NULL;

				Ret |= ( __glUniformMatrix3fv = ( PFNGLUNIFORMMATRIX3FVPROC )
					glGetProcAddress( "glUniformMatrix3fv" ) ) == NULL;

				Ret |= ( __glUniformMatrix4fv = ( PFNGLUNIFORMMATRIX4FVPROC )
					glGetProcAddress( "glUniformMatrix4fv" ) ) == NULL;


				// Error check the OpenGL shader functions
				if( Ret == 0 )
				{
					s_AllShaderFunctions = true;
				}

			}

			return true;
		}