/*
#include "gpu/GLES2/gl2.h"
#include "gpu/GLES2/gl2ext.h"
*/
void GrGLSetDefaultGLInterface() {
  static GrGLInterface cmd_buffer_interface = {
    kES2_GrGLBinding,

    glActiveTexture,
    glAttachShader,
    glBindAttribLocation,
    glBindBuffer,
    glBindTexture,
    glBlendColor,
    glBlendFunc,
    glBufferData,
    glBufferSubData,
    glClear,
    glClearColor,
    glClearStencil,
    NULL,  // glClientActiveTexture
    NULL,  // glColor4ub
    glColorMask,
    NULL,  // glColorPointer
    glCompileShader,
    glCompressedTexImage2D,
    glCreateProgram,
    glCreateShader,
    glCullFace,
    glDeleteBuffers,
    glDeleteProgram,
    glDeleteShader,
    glDeleteTextures,
    glDepthMask,
    glDisable,
    NULL,  // glDisableClientState
    glDisableVertexAttribArray,
    glDrawArrays,
    glDrawElements,
    glEnable,
    NULL,  // glEnableClientState
    glEnableVertexAttribArray,
    glFrontFace,
    glGenBuffers,
    glGenTextures,
    glGetBufferParameteriv,
    glGetError,
    glGetIntegerv,
    glGetProgramInfoLog,
    glGetProgramiv,
    glGetShaderInfoLog,
    glGetShaderiv,
    glGetString,
    glGetUniformLocation,
    glLineWidth,
    glLinkProgram,
    NULL,  // glLoadMatrixf
    NULL,  // glMatrixMode
    glPixelStorei,
    NULL,  // glPointSize
    glReadPixels,
    glScissor,
    NULL,  // glShadeModel
    glShaderSource,
    glStencilFunc,
    glStencilFuncSeparate,
    glStencilMask,
    glStencilMaskSeparate,
    glStencilOp,
    glStencilOpSeparate,
    NULL,  // glTexCoordPointer
    NULL,  // glTexEnvi
    glTexImage2D,
    glTexParameteri,
    glTexSubImage2D,
    glUniform1f,
    glUniform1i,
    glUniform1fv,
    glUniform1iv,
    glUniform2f,
    glUniform2i,
    glUniform2fv,
    glUniform2iv,
    glUniform3f,
    glUniform3i,
    glUniform3fv,
    glUniform3iv,
    glUniform4f,
    glUniform4i,
    glUniform4fv,
    glUniform4iv,
    glUniformMatrix2fv,
    glUniformMatrix3fv,
    glUniformMatrix4fv,
    glUseProgram,
    glVertexAttrib4fv,
    glVertexAttribPointer,
    NULL,  // glVertexPointer
    glViewport,
    glBindFramebuffer,
    glBindRenderbuffer,
    glCheckFramebufferStatus,
    glDeleteFramebuffers,
    glDeleteRenderbuffers,
    glFramebufferRenderbuffer,
    glFramebufferTexture2D,
    glGenFramebuffers,
    glGenRenderbuffers,
    glRenderbufferStorage,
    NULL,  // glRenderbufferStorageMultisampleEXT,
    NULL,  // glBlitFramebufferEXT,
    NULL,  // glResolveMultisampleFramebuffer
    glMapBufferOES,
    glUnmapBufferOES,
    NULL,
    GrGLInterface::kStaticInitEndGuard
  };
  static bool host_StubGL_initialized = false;
  if (!host_StubGL_initialized) {
    GrGLSetGLInterface(&cmd_buffer_interface);
    host_StubGL_initialized = true;
  }
}
Пример #2
0
void GrGLSetDefaultGLInterface() {
    static GrGLInterface gDefaultInterface;
    static bool gDefaultInterfaceInit;
    if (!gDefaultInterfaceInit) {
        gDefaultInterface.fNPOTRenderTargetSupport = kProbe_GrGLCapability;
        gDefaultInterface.fMinRenderTargetHeight = kProbe_GrGLCapability;
        gDefaultInterface.fMinRenderTargetWidth = kProbe_GrGLCapability;

        gDefaultInterface.fActiveTexture = glActiveTexture;
        gDefaultInterface.fAttachShader = glAttachShader;
        gDefaultInterface.fBindAttribLocation = glBindAttribLocation;
        gDefaultInterface.fBindBuffer = glBindBuffer;
        gDefaultInterface.fBindTexture = glBindTexture;
        gDefaultInterface.fBlendColor = glBlendColor;
        gDefaultInterface.fBlendFunc = glBlendFunc;
        gDefaultInterface.fBufferData = glBufferData;
        gDefaultInterface.fBufferSubData = glBufferSubData;
        gDefaultInterface.fClear = glClear;
        gDefaultInterface.fClearColor = glClearColor;
        gDefaultInterface.fClearStencil = glClearStencil;
        gDefaultInterface.fClientActiveTexture = glClientActiveTexture;
        gDefaultInterface.fColorMask = glColorMask;
        gDefaultInterface.fColorPointer = glColorPointer;
        gDefaultInterface.fColor4ub = glColor4ub;
        gDefaultInterface.fCompileShader = glCompileShader;
        gDefaultInterface.fCompressedTexImage2D = glCompressedTexImage2D;
        gDefaultInterface.fCreateProgram = glCreateProgram;
        gDefaultInterface.fCreateShader = glCreateShader;
        gDefaultInterface.fCullFace = glCullFace;
        gDefaultInterface.fDeleteBuffers = glDeleteBuffers;
        gDefaultInterface.fDeleteProgram = glDeleteProgram;
        gDefaultInterface.fDeleteShader = glDeleteShader;
        gDefaultInterface.fDeleteTextures = glDeleteTextures;
        gDefaultInterface.fDepthMask = glDepthMask;
        gDefaultInterface.fDisable = glDisable;
        gDefaultInterface.fDisableClientState = glDisableClientState;
        gDefaultInterface.fDisableVertexAttribArray = 
                                            glDisableVertexAttribArray;
        gDefaultInterface.fDrawArrays = glDrawArrays;
        gDefaultInterface.fDrawElements = glDrawElements;
        gDefaultInterface.fEnable = glEnable;
        gDefaultInterface.fEnableClientState = glEnableClientState;
        gDefaultInterface.fEnableVertexAttribArray = glEnableVertexAttribArray;
        gDefaultInterface.fFrontFace = glFrontFace;
        gDefaultInterface.fGenBuffers = glGenBuffers;
        gDefaultInterface.fGetBufferParameteriv = glGetBufferParameteriv;
        gDefaultInterface.fGetError = glGetError;
        gDefaultInterface.fGetIntegerv = glGetIntegerv;
        gDefaultInterface.fGetProgramInfoLog = glGetProgramInfoLog;
        gDefaultInterface.fGetProgramiv = glGetProgramiv;
        gDefaultInterface.fGetShaderInfoLog = glGetShaderInfoLog;
        gDefaultInterface.fGetShaderiv = glGetShaderiv;
        gDefaultInterface.fGetString = glGetString;
        gDefaultInterface.fGenTextures = glGenTextures;
        gDefaultInterface.fGetUniformLocation = glGetUniformLocation;
        gDefaultInterface.fLineWidth = glLineWidth;
        gDefaultInterface.fLinkProgram = glLinkProgram;
        gDefaultInterface.fLoadMatrixf = glLoadMatrixf;
        gDefaultInterface.fMapBuffer = glMapBuffer;
        gDefaultInterface.fMatrixMode = glMatrixMode;
        gDefaultInterface.fPointSize = glPointSize;
        gDefaultInterface.fPixelStorei = glPixelStorei;
        gDefaultInterface.fReadPixels = glReadPixels;
        gDefaultInterface.fScissor = glScissor;
        gDefaultInterface.fShadeModel = glShadeModel;
        gDefaultInterface.fShaderSource = glShaderSource;
        gDefaultInterface.fStencilFunc = glStencilFunc;
        gDefaultInterface.fStencilFuncSeparate = glStencilFuncSeparate;
        gDefaultInterface.fStencilMask = glStencilMask;
        gDefaultInterface.fStencilMaskSeparate = glStencilMaskSeparate;
        gDefaultInterface.fStencilOp = glStencilOp;
        gDefaultInterface.fStencilOpSeparate = glStencilOpSeparate;
        gDefaultInterface.fTexCoordPointer = glTexCoordPointer;
        gDefaultInterface.fTexEnvi = glTexEnvi;
        // mac uses GLenum for internalFormat param (non-standard)
        // amounts to int vs. uint.
        gDefaultInterface.fTexImage2D = (GrGLTexImage2DProc)glTexImage2D;
        gDefaultInterface.fTexParameteri = glTexParameteri;
        gDefaultInterface.fTexSubImage2D = glTexSubImage2D;
        gDefaultInterface.fUniform1f = glUniform1f;
        gDefaultInterface.fUniform1i = glUniform1i;
        gDefaultInterface.fUniform1fv = glUniform1fv;
        gDefaultInterface.fUniform1iv = glUniform1iv;
        gDefaultInterface.fUniform2f = glUniform2f;
        gDefaultInterface.fUniform2i = glUniform2i;
        gDefaultInterface.fUniform2fv = glUniform2fv;
        gDefaultInterface.fUniform2iv = glUniform2iv;
        gDefaultInterface.fUniform3f = glUniform3f;
        gDefaultInterface.fUniform3i = glUniform3i;
        gDefaultInterface.fUniform3fv = glUniform3fv;
        gDefaultInterface.fUniform3iv = glUniform3iv;
        gDefaultInterface.fUniform4f = glUniform4f;
        gDefaultInterface.fUniform4i = glUniform4i;
        gDefaultInterface.fUniform4fv = glUniform4fv;
        gDefaultInterface.fUniform4iv = glUniform4iv;
        gDefaultInterface.fUniform4fv = glUniform4fv;
        gDefaultInterface.fUniformMatrix2fv = glUniformMatrix2fv;
        gDefaultInterface.fUniformMatrix3fv = glUniformMatrix3fv;
        gDefaultInterface.fUniformMatrix4fv = glUniformMatrix4fv;
        gDefaultInterface.fUnmapBuffer = glUnmapBuffer;
        gDefaultInterface.fUseProgram = glUseProgram;
        gDefaultInterface.fVertexAttrib4fv = glVertexAttrib4fv;
        gDefaultInterface.fVertexAttribPointer = glVertexAttribPointer;
        gDefaultInterface.fVertexPointer = glVertexPointer;
        gDefaultInterface.fViewport = glViewport;

#if GL_ARB_framebuffer_object
        gDefaultInterface.fGenFramebuffers = glGenFramebuffers;
        gDefaultInterface.fBindFramebuffer = glBindFramebuffer;
        gDefaultInterface.fFramebufferTexture2D = glFramebufferTexture2D;
        gDefaultInterface.fCheckFramebufferStatus = glCheckFramebufferStatus;
        gDefaultInterface.fDeleteFramebuffers = glDeleteFramebuffers;
        gDefaultInterface.fRenderbufferStorage = glRenderbufferStorage;
        gDefaultInterface.fGenRenderbuffers = glGenRenderbuffers;
        gDefaultInterface.fDeleteRenderbuffers = glDeleteRenderbuffers;
        gDefaultInterface.fFramebufferRenderbuffer = glFramebufferRenderbuffer;
        gDefaultInterface.fBindRenderbuffer = glBindRenderbuffer;
        gDefaultInterface.fRenderbufferStorageMultisample = 
                                        glRenderbufferStorageMultisample;
        gDefaultInterface.fBlitFramebuffer = glBlitFramebuffer;
#elif GL_EXT_framebuffer_object
        gDefaultInterface.fGenFramebuffers = glGenFramebuffersEXT;
        gDefaultInterface.fBindFramebuffer = glBindFramebufferEXT;
        gDefaultInterface.fFramebufferTexture2D = glFramebufferTexture2DEXT;
        gDefaultInterface.fCheckFramebufferStatus = glCheckFramebufferStatusEXT;
        gDefaultInterface.fDeleteFramebuffers = glDeleteFramebuffersEXT;
        gDefaultInterface.fRenderbufferStorage = glRenderbufferStorageEXT;
        gDefaultInterface.fGenRenderbuffers = glGenRenderbuffersEXT;
        gDefaultInterface.fDeleteRenderbuffers = glDeleteRenderbuffers;
        gDefaultInterface.fFramebufferRenderbuffer = 
                                                glFramebufferRenderbufferEXT;
        gDefaultInterface.fBindRenderbuffer = glBindRenderbufferEXT;
    #if GL_EXT_framebuffer_multisample
        gDefaultInterface.fRenderbufferStorageMultisample = 
                                            glRenderbufferStorageMultisampleEXT;
    #endif
    #if GL_EXT_framebuffer_blit
        gDefaultInterface.fBlitFramebuffer = glBlitFramebufferEXT;
    #endif
#endif
        gDefaultInterface.fBindFragDataLocationIndexed = NULL;

        gDefaultInterface.fBindingsExported = kDesktop_GrGLBinding;

        gDefaultInterfaceInit = true;
    }
    GrGLSetGLInterface(&gDefaultInterface);
}
void GrGLSetDefaultGLInterface() {
    static GrGLInterface gDefaultInterface;
    static bool gDefaultInterfaceInit;
    if (!gDefaultInterfaceInit && NULL != OSMesaGetCurrentContext()) {
        int major, minor;
        const char* versionString = (const char*) glGetString(GL_VERSION);
        const char* extString = (const char*) glGetString(GL_EXTENSIONS);
        gl_version_from_string(&major, &minor, versionString);

        if (major == 1 && minor < 5) {
            // We must have array and element_array buffer objects.
            return;
        }

        gDefaultInterface.fActiveTexture = glActiveTexture;
        GR_GL_GET_PROC(AttachShader);
        GR_GL_GET_PROC(BindAttribLocation);
        GR_GL_GET_PROC(BindBuffer);
        gDefaultInterface.fBindTexture = glBindTexture;
        gDefaultInterface.fBlendColor = glBlendColor;
        gDefaultInterface.fBlendFunc = glBlendFunc;
        GR_GL_GET_PROC(BufferData);
        GR_GL_GET_PROC(BufferSubData);
        gDefaultInterface.fClear = glClear;
        gDefaultInterface.fClearColor = glClearColor;
        gDefaultInterface.fClearStencil = glClearStencil;
        gDefaultInterface.fClientActiveTexture = glClientActiveTexture;
        gDefaultInterface.fColorMask = glColorMask;
        gDefaultInterface.fColorPointer = glColorPointer;
        gDefaultInterface.fColor4ub = glColor4ub;
        GR_GL_GET_PROC(CompileShader);
        gDefaultInterface.fCompressedTexImage2D = glCompressedTexImage2D;
        GR_GL_GET_PROC(CreateProgram);
        GR_GL_GET_PROC(CreateShader);
        gDefaultInterface.fCullFace = glCullFace;
        GR_GL_GET_PROC(DeleteBuffers);
        GR_GL_GET_PROC(DeleteProgram);
        GR_GL_GET_PROC(DeleteShader);
        gDefaultInterface.fDeleteTextures = glDeleteTextures;
        gDefaultInterface.fDepthMask = glDepthMask;
        gDefaultInterface.fDisable = glDisable;
        gDefaultInterface.fDisableClientState = glDisableClientState;
        GR_GL_GET_PROC(DisableVertexAttribArray);
        gDefaultInterface.fDrawArrays = glDrawArrays;
        gDefaultInterface.fDrawElements = glDrawElements;
        gDefaultInterface.fEnable = glEnable;
        gDefaultInterface.fEnableClientState = glEnableClientState;
        GR_GL_GET_PROC(EnableVertexAttribArray);
        gDefaultInterface.fFrontFace = glFrontFace;
        GR_GL_GET_PROC(GenBuffers);
        GR_GL_GET_PROC(GetBufferParameteriv);
        gDefaultInterface.fGetError = glGetError;
        gDefaultInterface.fGetIntegerv = glGetIntegerv;
        GR_GL_GET_PROC(GetProgramInfoLog);
        GR_GL_GET_PROC(GetProgramiv);
        GR_GL_GET_PROC(GetShaderInfoLog);
        GR_GL_GET_PROC(GetShaderiv);
        gDefaultInterface.fGetString = glGetString;
        gDefaultInterface.fGenTextures = glGenTextures;
        GR_GL_GET_PROC(GetUniformLocation);
        gDefaultInterface.fLineWidth = glLineWidth;
        GR_GL_GET_PROC(LinkProgram);
        gDefaultInterface.fLoadMatrixf = glLoadMatrixf;
        GR_GL_GET_PROC(MapBuffer);
        gDefaultInterface.fMatrixMode = glMatrixMode;
        gDefaultInterface.fPointSize = glPointSize;
        gDefaultInterface.fPixelStorei = glPixelStorei;
        gDefaultInterface.fReadPixels = glReadPixels;
        gDefaultInterface.fScissor = glScissor;
        gDefaultInterface.fShadeModel = glShadeModel;
        GR_GL_GET_PROC(ShaderSource);
        gDefaultInterface.fStencilFunc = glStencilFunc;
        GR_GL_GET_PROC(StencilFuncSeparate);
        gDefaultInterface.fStencilMask = glStencilMask;
        GR_GL_GET_PROC(StencilMaskSeparate);
        gDefaultInterface.fStencilOp = glStencilOp;
        GR_GL_GET_PROC(StencilOpSeparate);
        gDefaultInterface.fTexCoordPointer = glTexCoordPointer;
        gDefaultInterface.fTexEnvi = glTexEnvi;
        //OSMesa on Mac's glTexImage2D takes a GLenum for internalFormat rather than a GLint.
        gDefaultInterface.fTexImage2D = reinterpret_cast<GrGLTexImage2DProc>(glTexImage2D);
        gDefaultInterface.fTexParameteri = glTexParameteri;
        gDefaultInterface.fTexSubImage2D = glTexSubImage2D;
        GR_GL_GET_PROC(Uniform1f);
        GR_GL_GET_PROC(Uniform1i);
        GR_GL_GET_PROC(Uniform1fv);
        GR_GL_GET_PROC(Uniform1iv);
        GR_GL_GET_PROC(Uniform2f);
        GR_GL_GET_PROC(Uniform2i);
        GR_GL_GET_PROC(Uniform2fv);
        GR_GL_GET_PROC(Uniform2iv);
        GR_GL_GET_PROC(Uniform3f);
        GR_GL_GET_PROC(Uniform3i);
        GR_GL_GET_PROC(Uniform3fv);
        GR_GL_GET_PROC(Uniform3iv);
        GR_GL_GET_PROC(Uniform4f);
        GR_GL_GET_PROC(Uniform4i);
        GR_GL_GET_PROC(Uniform4fv);
        GR_GL_GET_PROC(Uniform4iv);
        GR_GL_GET_PROC(UniformMatrix2fv);
        GR_GL_GET_PROC(UniformMatrix3fv);
        GR_GL_GET_PROC(UniformMatrix4fv);
        GR_GL_GET_PROC(UnmapBuffer);
        GR_GL_GET_PROC(UseProgram);
        GR_GL_GET_PROC(VertexAttrib4fv);
        GR_GL_GET_PROC(VertexAttribPointer);
        gDefaultInterface.fVertexPointer = glVertexPointer;
        gDefaultInterface.fViewport = glViewport;

        // First look for GL3.0 FBO or GL_ARB_framebuffer_object (same since
        // GL_ARB_framebuffer_object doesn't use ARB suffix.)
        if (major >= 3 || has_gl_extension_from_string(
                "GL_ARB_framebuffer_object", extString)) {
            GR_GL_GET_PROC(GenFramebuffers);
            GR_GL_GET_PROC(BindFramebuffer);
            GR_GL_GET_PROC(FramebufferTexture2D);
            GR_GL_GET_PROC(CheckFramebufferStatus);
            GR_GL_GET_PROC(DeleteFramebuffers);
            GR_GL_GET_PROC(RenderbufferStorage);
            GR_GL_GET_PROC(GenRenderbuffers);
            GR_GL_GET_PROC(DeleteRenderbuffers);
            GR_GL_GET_PROC(FramebufferRenderbuffer);
            GR_GL_GET_PROC(BindRenderbuffer);
            GR_GL_GET_PROC(RenderbufferStorageMultisample);
            GR_GL_GET_PROC(BlitFramebuffer);
        } else if (has_gl_extension_from_string("GL_EXT_framebuffer_object",
                                                extString)) {
            GR_GL_GET_PROC_SUFFIX(GenFramebuffers, EXT);
            GR_GL_GET_PROC_SUFFIX(BindFramebuffer, EXT);
            GR_GL_GET_PROC_SUFFIX(FramebufferTexture2D, EXT);
            GR_GL_GET_PROC_SUFFIX(CheckFramebufferStatus, EXT);
            GR_GL_GET_PROC_SUFFIX(DeleteFramebuffers, EXT);
            GR_GL_GET_PROC_SUFFIX(RenderbufferStorage, EXT);
            GR_GL_GET_PROC_SUFFIX(GenRenderbuffers, EXT);
            GR_GL_GET_PROC_SUFFIX(DeleteRenderbuffers, EXT);
            GR_GL_GET_PROC_SUFFIX(FramebufferRenderbuffer, EXT);
            GR_GL_GET_PROC_SUFFIX(BindRenderbuffer, EXT);
            if (has_gl_extension_from_string("GL_EXT_framebuffer_multisample",
                                             extString)) {
                GR_GL_GET_PROC_SUFFIX(RenderbufferStorageMultisample, EXT);
            }
            if (has_gl_extension_from_string("GL_EXT_framebuffer_blit",
                                             extString)) {
                GR_GL_GET_PROC_SUFFIX(BlitFramebuffer, EXT);
            }
        } else {
            // we must have FBOs
            return;
        }
        GR_GL_GET_PROC(BindFragDataLocationIndexed);
        gDefaultInterface.fBindingsExported = kDesktop_GrGLBinding;

        gDefaultInterfaceInit = true;
    }
    if (gDefaultInterfaceInit)
        GrGLSetGLInterface(&gDefaultInterface);
}