#include "config.h"
#if USE(3D_GRAPHICS) || defined(QT_OPENGL_SHIMS)
#define DISABLE_SHIMS
#include "OpenGLShims.h"
#if !PLATFORM(QT)
#include <dlfcn.h>
#endif
#include <wtf/text/CString.h>
#include <wtf/text/WTFString.h>
namespace WebCore {
OpenGLFunctionTable* openGLFunctionTable()
{
static OpenGLFunctionTable table;
return &table;
}
#if PLATFORM(QT)
static void* getProcAddress(const char* procName)
{
return reinterpret_cast<void*>(QOpenGLContext::currentContext()->getProcAddress(procName));
}
#else
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<glGetProcAddressType>(dlsym(RTLD_DEFAULT, "glXGetProcAddress"));
if (!getProcAddressFunction)
getProcAddressFunction = reinterpret_cast<glGetProcAddressType>(dlsym(RTLD_DEFAULT, "glXGetProcAddressARB"));
}
if (!getProcAddressFunction)
return dlsym(RTLD_DEFAULT, procName);
return getProcAddressFunction(procName);
}
#endif
static void* lookupOpenGLFunctionAddress(const char* functionName, bool* success = 0)
{
if (success && !*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());
#if defined(GL_ES_VERSION_2_0)
fullFunctionName = functionName;
fullFunctionName.append("ANGLE");
target = getProcAddress(fullFunctionName.utf8().data());
if (target)
return target;
fullFunctionName = functionName;
fullFunctionName.append("APPLE");
target = getProcAddress(fullFunctionName.utf8().data());
#endif
if (!target && success)
*success = false;
return target;
}
#if PLATFORM(QT) && defined(QT_OPENGL_ES_2)
#define ASSIGN_FUNCTION_TABLE_ENTRY(FunctionName, success) \
openGLFunctionTable()->FunctionName = reinterpret_cast<FunctionName##Type>(::FunctionName)
#else
#define ASSIGN_FUNCTION_TABLE_ENTRY(FunctionName, success) \
openGLFunctionTable()->FunctionName = reinterpret_cast<FunctionName##Type>(lookupOpenGLFunctionAddress(#FunctionName, &success))
#endif
#define ASSIGN_FUNCTION_TABLE_ENTRY_EXT(FunctionName) \
openGLFunctionTable()->FunctionName = reinterpret_cast<FunctionName##Type>(lookupOpenGLFunctionAddress(#FunctionName))
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_EXT(glBindVertexArray);
ASSIGN_FUNCTION_TABLE_ENTRY(glBlendColor, success);
ASSIGN_FUNCTION_TABLE_ENTRY(glBlendEquation, success);
ASSIGN_FUNCTION_TABLE_ENTRY(glBlendEquationSeparate, success);
ASSIGN_FUNCTION_TABLE_ENTRY(glBlendFuncSeparate, success);
#if defined(GL_ES_VERSION_2_0)
ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glBlitFramebuffer);
#else
ASSIGN_FUNCTION_TABLE_ENTRY(glBlitFramebuffer, success);
#endif
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(glCompressedTexImage2D, success);
ASSIGN_FUNCTION_TABLE_ENTRY(glCompressedTexSubImage2D, 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_EXT(glDeleteVertexArrays);
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_EXT(glGenVertexArrays);
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_EXT(glIsVertexArray);
ASSIGN_FUNCTION_TABLE_ENTRY(glLinkProgram, success);
ASSIGN_FUNCTION_TABLE_ENTRY(glRenderbufferStorage, success);
#if defined(GL_ES_VERSION_2_0)
ASSIGN_FUNCTION_TABLE_ENTRY_EXT(glRenderbufferStorageMultisample);
#else
ASSIGN_FUNCTION_TABLE_ENTRY(glRenderbufferStorageMultisample, success);
#endif
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;
}
}
#endif // USE(3D_GRAPHICS)