forked from google/swiftshader
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathlibGLESv2.hpp
327 lines (308 loc) · 18 KB
/
libGLESv2.hpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#ifndef libGLESv2_hpp
#define libGLESv2_hpp
#include <GLES/gl.h>
#include <GLES/glext.h>
#include <EGL/egl.h>
#include "Common/SharedLibrary.hpp"
namespace sw
{
class FrameBuffer;
enum Format : unsigned char;
}
namespace egl
{
class Display;
class Context;
class Image;
class Config;
class ClientBuffer;
}
class LibGLESv2exports
{
public:
LibGLESv2exports();
void (*glActiveTexture)(GLenum texture);
void (*glAttachShader)(GLuint program, GLuint shader);
void (*glBeginQueryEXT)(GLenum target, GLuint name);
void (*glBindAttribLocation)(GLuint program, GLuint index, const GLchar* name);
void (*glBindBuffer)(GLenum target, GLuint buffer);
void (*glBindFramebuffer)(GLenum target, GLuint framebuffer);
void (*glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
void (*glBindTexture)(GLenum target, GLuint texture);
void (*glBlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glBlendEquation)(GLenum mode);
void (*glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
void (*glBlendFunc)(GLenum sfactor, GLenum dfactor);
void (*glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
void (*glBufferData)(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
void (*glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
GLenum (*glCheckFramebufferStatus)(GLenum target);
void (*glClear)(GLbitfield mask);
void (*glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
void (*glClearDepthf)(GLclampf depth);
void (*glClearStencil)(GLint s);
void (*glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void (*glCompileShader)(GLuint shader);
void (*glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
GLint border, GLsizei imageSize, const GLvoid* data);
void (*glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLsizei imageSize, const GLvoid* data);
void (*glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint (*glCreateProgram)(void);
GLuint (*glCreateShader)(GLenum type);
void (*glCullFace)(GLenum mode);
void (*glDeleteBuffers)(GLsizei n, const GLuint* buffers);
void (*glDeleteFencesNV)(GLsizei n, const GLuint* fences);
void (*glDeleteFramebuffers)(GLsizei n, const GLuint* framebuffers);
void (*glDeleteProgram)(GLuint program);
void (*glDeleteQueriesEXT)(GLsizei n, const GLuint *ids);
void (*glDeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers);
void (*glDeleteShader)(GLuint shader);
void (*glDeleteTextures)(GLsizei n, const GLuint* textures);
void (*glDepthFunc)(GLenum func);
void (*glDepthMask)(GLboolean flag);
void (*glDepthRangef)(GLclampf zNear, GLclampf zFar);
void (*glDetachShader)(GLuint program, GLuint shader);
void (*glDisable)(GLenum cap);
void (*glDisableVertexAttribArray)(GLuint index);
void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count);
void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
void (*glDrawArraysInstancedEXT)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void (*glDrawElementsInstancedEXT)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
void (*glVertexAttribDivisorEXT)(GLuint index, GLuint divisor);
void (*glDrawArraysInstancedANGLE)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
void (*glDrawElementsInstancedANGLE)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
void (*glVertexAttribDivisorANGLE)(GLuint index, GLuint divisor);
void (*glEnable)(GLenum cap);
void (*glEnableVertexAttribArray)(GLuint index);
void (*glEndQueryEXT)(GLenum target);
void (*glFinishFenceNV)(GLuint fence);
void (*glFinish)(void);
void (*glFlush)(void);
void (*glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (*glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (*glFrontFace)(GLenum mode);
void (*glGenBuffers)(GLsizei n, GLuint* buffers);
void (*glGenerateMipmap)(GLenum target);
void (*glGenFencesNV)(GLsizei n, GLuint* fences);
void (*glGenFramebuffers)(GLsizei n, GLuint* framebuffers);
void (*glGenQueriesEXT)(GLsizei n, GLuint* ids);
void (*glGenRenderbuffers)(GLsizei n, GLuint* renderbuffers);
void (*glGenTextures)(GLsizei n, GLuint* textures);
void (*glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void (*glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
void (*glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
int (*glGetAttribLocation)(GLuint program, const GLchar* name);
void (*glGetBooleanv)(GLenum pname, GLboolean* params);
void (*glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params);
GLenum (*glGetError)(void);
void (*glGetFenceivNV)(GLuint fence, GLenum pname, GLint *params);
void (*glGetFloatv)(GLenum pname, GLfloat* params);
void (*glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params);
GLenum (*glGetGraphicsResetStatusEXT)(void);
void (*glGetIntegerv)(GLenum pname, GLint* params);
void (*glGetProgramiv)(GLuint program, GLenum pname, GLint* params);
void (*glGetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void (*glGetQueryivEXT)(GLenum target, GLenum pname, GLint *params);
void (*glGetQueryObjectuivEXT)(GLuint name, GLenum pname, GLuint *params);
void (*glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params);
void (*glGetShaderiv)(GLuint shader, GLenum pname, GLint* params);
void (*glGetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
void (*glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
void (*glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
const GLubyte* (*glGetString)(GLenum name);
void (*glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params);
void (*glGetTexParameteriv)(GLenum target, GLenum pname, GLint* params);
void (*glGetnUniformfvEXT)(GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
void (*glGetUniformfv)(GLuint program, GLint location, GLfloat* params);
void (*glGetnUniformivEXT)(GLuint program, GLint location, GLsizei bufSize, GLint* params);
void (*glGetUniformiv)(GLuint program, GLint location, GLint* params);
int (*glGetUniformLocation)(GLuint program, const GLchar* name);
void (*glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params);
void (*glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params);
void (*glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer);
void (*glHint)(GLenum target, GLenum mode);
GLboolean (*glIsBuffer)(GLuint buffer);
GLboolean (*glIsEnabled)(GLenum cap);
GLboolean (*glIsFenceNV)(GLuint fence);
GLboolean (*glIsFramebuffer)(GLuint framebuffer);
GLboolean (*glIsProgram)(GLuint program);
GLboolean (*glIsQueryEXT)(GLuint name);
GLboolean (*glIsRenderbuffer)(GLuint renderbuffer);
GLboolean (*glIsShader)(GLuint shader);
GLboolean (*glIsTexture)(GLuint texture);
void (*glLineWidth)(GLfloat width);
void (*glLinkProgram)(GLuint program);
void (*glPixelStorei)(GLenum pname, GLint param);
void (*glPolygonOffset)(GLfloat factor, GLfloat units);
void (*glReadnPixelsEXT)(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
void (*glReleaseShaderCompiler)(void);
void (*glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void (*glRenderbufferStorageMultisampleANGLE)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
void (*glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*glSampleCoverage)(GLclampf value, GLboolean invert);
void (*glSetFenceNV)(GLuint fence, GLenum condition);
void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height);
void (*glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
void (*glShaderSource)(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length);
void (*glStencilFunc)(GLenum func, GLint ref, GLuint mask);
void (*glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask);
void (*glStencilMask)(GLuint mask);
void (*glStencilMaskSeparate)(GLenum face, GLuint mask);
void (*glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass);
void (*glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
GLboolean (*glTestFenceNV)(GLuint fence);
void (*glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void (*glTexParameterf)(GLenum target, GLenum pname, GLfloat param);
void (*glTexParameterfv)(GLenum target, GLenum pname, const GLfloat* params);
void (*glTexParameteri)(GLenum target, GLenum pname, GLint param);
void (*glTexParameteriv)(GLenum target, GLenum pname, const GLint* params);
void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
GLenum format, GLenum type, const GLvoid* pixels);
void (*glUniform1f)(GLint location, GLfloat x);
void (*glUniform1fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform1i)(GLint location, GLint x);
void (*glUniform1iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniform2f)(GLint location, GLfloat x, GLfloat y);
void (*glUniform2fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform2i)(GLint location, GLint x, GLint y);
void (*glUniform2iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z);
void (*glUniform3fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform3i)(GLint location, GLint x, GLint y, GLint z);
void (*glUniform3iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glUniform4fv)(GLint location, GLsizei count, const GLfloat* v);
void (*glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w);
void (*glUniform4iv)(GLint location, GLsizei count, const GLint* v);
void (*glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
void (*glUseProgram)(GLuint program);
void (*glValidateProgram)(GLuint program);
void (*glVertexAttrib1f)(GLuint index, GLfloat x);
void (*glVertexAttrib1fv)(GLuint index, const GLfloat* values);
void (*glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y);
void (*glVertexAttrib2fv)(GLuint index, const GLfloat* values);
void (*glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void (*glVertexAttrib3fv)(GLuint index, const GLfloat* values);
void (*glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (*glVertexAttrib4fv)(GLuint index, const GLfloat* values);
void (*glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height);
void (*glBlitFramebufferNV)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
void (*glBlitFramebufferANGLE)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter);
void (*glTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void (*glTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
void (*glCopyTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
void (*glCompressedTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
void (*glCompressedTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
void (*glFramebufferTexture3DOES)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
void (*glEGLImageTargetTexture2DOES)(GLenum target, GLeglImageOES image);
void (*glEGLImageTargetRenderbufferStorageOES)(GLenum target, GLeglImageOES image);
GLboolean (*glIsRenderbufferOES)(GLuint renderbuffer);
void (*glBindRenderbufferOES)(GLenum target, GLuint renderbuffer);
void (*glDeleteRenderbuffersOES)(GLsizei n, const GLuint* renderbuffers);
void (*glGenRenderbuffersOES)(GLsizei n, GLuint* renderbuffers);
void (*glRenderbufferStorageOES)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void (*glGetRenderbufferParameterivOES)(GLenum target, GLenum pname, GLint* params);
GLboolean (*glIsFramebufferOES)(GLuint framebuffer);
void (*glBindFramebufferOES)(GLenum target, GLuint framebuffer);
void (*glDeleteFramebuffersOES)(GLsizei n, const GLuint* framebuffers);
void (*glGenFramebuffersOES)(GLsizei n, GLuint* framebuffers);
GLenum (*glCheckFramebufferStatusOES)(GLenum target);
void (*glFramebufferRenderbufferOES)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void (*glFramebufferTexture2DOES)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void (*glGetFramebufferAttachmentParameterivOES)(GLenum target, GLenum attachment, GLenum pname, GLint* params);
void (*glGenerateMipmapOES)(GLenum target);
void (*glDrawBuffersEXT)(GLsizei n, const GLenum *bufs);
egl::Context *(*es2CreateContext)(egl::Display *display, const egl::Context *shareContext, const egl::Config *config);
__eglMustCastToProperFunctionPointerType (*es2GetProcAddress)(const char *procname);
egl::Image *(*createBackBuffer)(int width, int height, sw::Format format, int multiSampleDepth);
egl::Image *(*createBackBufferFromClientBuffer)(const egl::ClientBuffer& clientBuffer);
egl::Image *(*createDepthStencil)(int width, int height, sw::Format format, int multiSampleDepth);
sw::FrameBuffer *(*createFrameBuffer)(void *nativeDisplay, EGLNativeWindowType window, int width, int height);
};
class LibGLESv2
{
public:
LibGLESv2()
{
}
~LibGLESv2()
{
freeLibrary(libGLESv2);
}
operator bool()
{
return loadExports() != nullptr;
}
LibGLESv2exports *operator->()
{
return loadExports();
}
private:
LibGLESv2exports *loadExports()
{
if(!loadLibraryAttempted && !libGLESv2)
{
#if defined(_WIN32)
#if defined(__LP64__)
const char *libGLESv2_lib[] = {"libGLESv2.dll", "lib64GLES_V2_translator.dll"};
#else
const char *libGLESv2_lib[] = {"libGLESv2.dll", "libGLES_V2_translator.dll"};
#endif
#elif defined(__ANDROID__)
const char *libGLESv2_lib[] = {"libGLESv2_swiftshader.so", "libGLESv2_swiftshader.so"};
#elif defined(__linux__)
#if defined(__LP64__)
const char *libGLESv2_lib[] = {"lib64GLES_V2_translator.so", "libGLESv2.so.2", "libGLESv2.so"};
#else
const char *libGLESv2_lib[] = {"libGLES_V2_translator.so", "libGLESv2.so.2", "libGLESv2.so"};
#endif
#elif defined(__APPLE__)
#if defined(__LP64__)
const char *libGLESv2_lib[] = {"libswiftshader_libGLESv2.dylib", "lib64GLES_V2_translator.dylib", "libGLESv2.dylib"};
#else
const char *libGLESv2_lib[] = {"libswiftshader_libGLESv2.dylib", "libGLES_V2_translator.dylib", "libGLESv2.dylib"};
#endif
#elif defined(__Fuchsia__)
const char *libGLESv2_lib[] = {"libswiftshader_libGLESv2.so", "libGLESv2.so"};
#else
#error "libGLESv2::loadExports unimplemented for this platform"
#endif
std::string directory = getModuleDirectory();
libGLESv2 = loadLibrary(directory, libGLESv2_lib, "libGLESv2_swiftshader");
if(libGLESv2)
{
auto libGLESv2_swiftshader = (LibGLESv2exports *(*)())getProcAddress(libGLESv2, "libGLESv2_swiftshader");
libGLESv2exports = libGLESv2_swiftshader();
}
loadLibraryAttempted = true;
}
return libGLESv2exports;
}
void *libGLESv2 = nullptr;
LibGLESv2exports *libGLESv2exports = nullptr;
bool loadLibraryAttempted = false;
};
#endif // libGLESv2_hpp