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authorLars Knoll <lars.knoll@theqtcompany.com>2016-02-12 12:50:12 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2016-03-02 12:16:15 +0000
commit69f29b90322338bb7cd884a0cecdb8dd5dd2573e (patch)
treee0f9d7dd3d71b802fa25ca487bc232081179e1d0 /src/plugins/platforms/windows/qwindowseglcontext.cpp
parent6b0a577bf85845780e9a7b101260cdf72fa1d33c (diff)
Clean up resolving of OpenGL functions on Windows
Always try both e/wglGetProcAddress and ::GetProcAddress to resolve the methods. Like this QOpengGLContext::getProcAddress is able to return any OpenGL entry point, and we can both simplify the code we have in the QPA backend as well as get rid of windows specific code paths in Qt Gui. Task-number: QTBUG-39531 Change-Id: I1ddf1b0974f69b56b219a619655b723eb0134b14 Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Diffstat (limited to 'src/plugins/platforms/windows/qwindowseglcontext.cpp')
-rw-r--r--src/plugins/platforms/windows/qwindowseglcontext.cpp476
1 files changed, 167 insertions, 309 deletions
diff --git a/src/plugins/platforms/windows/qwindowseglcontext.cpp b/src/plugins/platforms/windows/qwindowseglcontext.cpp
index 253fa1d217..87800283ee 100644
--- a/src/plugins/platforms/windows/qwindowseglcontext.cpp
+++ b/src/plugins/platforms/windows/qwindowseglcontext.cpp
@@ -107,11 +107,7 @@ static void *resolveFunc(HMODULE lib, const char *name)
void *QWindowsLibEGL::resolve(const char *name)
{
- void *proc = m_lib ? resolveFunc(m_lib, name) : 0;
- if (!proc)
- qErrnoWarning(::GetLastError(), "Failed to resolve EGL function %s", name);
-
- return proc;
+ return m_lib ? resolveFunc(m_lib, name) : 0;
}
#endif // !QT_STATIC
@@ -174,11 +170,7 @@ bool QWindowsLibEGL::init()
#if !defined(QT_STATIC) || defined(QT_OPENGL_DYNAMIC)
void *QWindowsLibGLESv2::resolve(const char *name)
{
- void *proc = m_lib ? resolveFunc(m_lib, name) : 0;
- if (!proc)
- qWarning() << "Failed to resolve OpenGL ES function" << name;
-
- return proc;
+ return m_lib ? resolveFunc(m_lib, name) : 0;
}
#endif // !QT_STATIC
@@ -200,150 +192,10 @@ bool QWindowsLibGLESv2::init()
}
#endif // !QT_STATIC
- glBindTexture = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindTexture);
- glBlendFunc = RESOLVE((void (APIENTRY *)(GLenum , GLenum )), glBlendFunc);
- glClear = RESOLVE((void (APIENTRY *)(GLbitfield )), glClear);
- glClearColor = RESOLVE((void (APIENTRY *)(GLfloat , GLfloat , GLfloat , GLfloat )), glClearColor);
- glClearStencil = RESOLVE((void (APIENTRY *)(GLint )), glClearStencil);
- glColorMask = RESOLVE((void (APIENTRY *)(GLboolean , GLboolean , GLboolean , GLboolean )), glColorMask);
- glCopyTexImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLenum , GLint , GLint , GLsizei , GLsizei , GLint )), glCopyTexImage2D);
- glCopyTexSubImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLint , GLint , GLint , GLsizei , GLsizei )), glCopyTexSubImage2D);
- glCullFace = RESOLVE((void (APIENTRY *)(GLenum )), glCullFace);
- glDeleteTextures = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint *)), glDeleteTextures);
- glDepthFunc = RESOLVE((void (APIENTRY *)(GLenum )), glDepthFunc);
- glDepthMask = RESOLVE((void (APIENTRY *)(GLboolean )), glDepthMask);
- glDisable = RESOLVE((void (APIENTRY *)(GLenum )), glDisable);
- glDrawArrays = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLsizei )), glDrawArrays);
- glDrawElements = RESOLVE((void (APIENTRY *)(GLenum , GLsizei , GLenum , const GLvoid *)), glDrawElements);
- glEnable = RESOLVE((void (APIENTRY *)(GLenum )), glEnable);
- glFinish = RESOLVE((void (APIENTRY *)()), glFinish);
- glFlush = RESOLVE((void (APIENTRY *)()), glFlush);
- glFrontFace = RESOLVE((void (APIENTRY *)(GLenum )), glFrontFace);
- glGenTextures = RESOLVE((void (APIENTRY *)(GLsizei , GLuint *)), glGenTextures);
- glGetBooleanv = RESOLVE((void (APIENTRY *)(GLenum , GLboolean *)), glGetBooleanv);
- glGetError = RESOLVE((GLenum (APIENTRY *)()), glGetError);
- glGetFloatv = RESOLVE((void (APIENTRY *)(GLenum , GLfloat *)), glGetFloatv);
- glGetIntegerv = RESOLVE((void (APIENTRY *)(GLenum , GLint *)), glGetIntegerv);
+ void (APIENTRY * glBindTexture)(GLenum target, GLuint texture) = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindTexture);
+ GLuint (APIENTRY * glCreateShader)(GLenum type) = RESOLVE((GLuint (APIENTRY *)(GLenum )), glCreateShader);
+ void (APIENTRY * glClearDepthf)(GLclampf depth) = RESOLVE((void (APIENTRY *)(GLclampf )), glClearDepthf);
glGetString = RESOLVE((const GLubyte * (APIENTRY *)(GLenum )), glGetString);
- glGetTexParameterfv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLfloat *)), glGetTexParameterfv);
- glGetTexParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint *)), glGetTexParameteriv);
- glHint = RESOLVE((void (APIENTRY *)(GLenum , GLenum )), glHint);
- glIsEnabled = RESOLVE((GLboolean (APIENTRY *)(GLenum )), glIsEnabled);
- glIsTexture = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsTexture);
- glLineWidth = RESOLVE((void (APIENTRY *)(GLfloat )), glLineWidth);
- glPixelStorei = RESOLVE((void (APIENTRY *)(GLenum , GLint )), glPixelStorei);
- glPolygonOffset = RESOLVE((void (APIENTRY *)(GLfloat , GLfloat )), glPolygonOffset);
- glReadPixels = RESOLVE((void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , GLvoid *)), glReadPixels);
- glScissor = RESOLVE((void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei )), glScissor);
- glStencilFunc = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLuint )), glStencilFunc);
- glStencilMask = RESOLVE((void (APIENTRY *)(GLuint )), glStencilMask);
- glStencilOp = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum )), glStencilOp);
- glTexImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *)), glTexImage2D);
- glTexParameterf = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLfloat )), glTexParameterf);
- glTexParameterfv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , const GLfloat *)), glTexParameterfv);
- glTexParameteri = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint )), glTexParameteri);
- glTexParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , const GLint *)), glTexParameteriv);
- glTexSubImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , const GLvoid *)), glTexSubImage2D);
- glViewport = RESOLVE((void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei )), glViewport);
-
- glActiveTexture = RESOLVE((void (APIENTRY *)(GLenum)), glActiveTexture);
- glAttachShader = RESOLVE((void (APIENTRY *)(GLuint , GLuint )), glAttachShader);
- glBindAttribLocation = RESOLVE((void (APIENTRY *)(GLuint , GLuint , const GLchar* )), glBindAttribLocation);
- glBindBuffer = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindBuffer);
- glBindFramebuffer = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindFramebuffer);
- glBindRenderbuffer = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindRenderbuffer);
- glBlendColor = RESOLVE((void (APIENTRY *)(GLclampf , GLclampf , GLclampf , GLclampf )), glBlendColor);
- glBlendEquation = RESOLVE((void (APIENTRY *)(GLenum )), glBlendEquation);
- glBlendEquationSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum )), glBlendEquationSeparate);
- glBlendFuncSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLenum )), glBlendFuncSeparate);
- glBufferData = RESOLVE((void (APIENTRY *)(GLenum , qopengl_GLsizeiptr , const GLvoid* , GLenum )), glBufferData);
- glBufferSubData = RESOLVE((void (APIENTRY *)(GLenum , qopengl_GLintptr , qopengl_GLsizeiptr , const GLvoid* )), glBufferSubData);
- glCheckFramebufferStatus = RESOLVE((GLenum (APIENTRY *)(GLenum )), glCheckFramebufferStatus);
- glCompileShader = RESOLVE((void (APIENTRY *)(GLuint )), glCompileShader);
- glCompressedTexImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLenum , GLsizei , GLsizei, GLint, GLsizei, const GLvoid* )), glCompressedTexImage2D);
- glCompressedTexSubImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid* )), glCompressedTexSubImage2D);
- glCreateProgram = RESOLVE((GLuint (APIENTRY *)(void)), glCreateProgram);
- glCreateShader = RESOLVE((GLuint (APIENTRY *)(GLenum )), glCreateShader);
- glDeleteBuffers = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint*)), glDeleteBuffers);
- glDeleteFramebuffers = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint* )), glDeleteFramebuffers);
- glDeleteProgram = RESOLVE((void (APIENTRY *)(GLuint )), glDeleteProgram);
- glDeleteRenderbuffers = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint* )), glDeleteRenderbuffers);
- glDeleteShader = RESOLVE((void (APIENTRY *)(GLuint )), glDeleteShader);
- glDetachShader = RESOLVE((void (APIENTRY *)(GLuint , GLuint )), glDetachShader);
- glDisableVertexAttribArray = RESOLVE((void (APIENTRY *)(GLuint )), glDisableVertexAttribArray);
- glEnableVertexAttribArray = RESOLVE((void (APIENTRY *)(GLuint )), glEnableVertexAttribArray);
- glFramebufferRenderbuffer = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLuint )), glFramebufferRenderbuffer);
- glFramebufferTexture2D = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLuint , GLint )), glFramebufferTexture2D);
- glGenBuffers = RESOLVE((void (APIENTRY *)(GLsizei , GLuint* )), glGenBuffers);
- glGenerateMipmap = RESOLVE((void (APIENTRY *)(GLenum )), glGenerateMipmap);
- glGenFramebuffers = RESOLVE((void (APIENTRY *)(GLsizei , GLuint* )), glGenFramebuffers);
- glGenRenderbuffers = RESOLVE((void (APIENTRY *)(GLsizei , GLuint* )), glGenRenderbuffers);
- glGetActiveAttrib = RESOLVE((void (APIENTRY *)(GLuint , GLuint , GLsizei , GLsizei* , GLint* , GLenum* , GLchar* )), glGetActiveAttrib);
- glGetActiveUniform = RESOLVE((void (APIENTRY *)(GLuint , GLuint , GLsizei , GLsizei* , GLint* , GLenum* , GLchar* )), glGetActiveUniform);
- glGetAttachedShaders = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei*, GLuint* )), glGetAttachedShaders);
- glGetAttribLocation = RESOLVE((int (APIENTRY *)(GLuint , const GLchar* )), glGetAttribLocation);
- glGetBufferParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint* )), glGetBufferParameteriv);
- glGetFramebufferAttachmentParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum, GLenum , GLint* )), glGetFramebufferAttachmentParameteriv);
- glGetProgramiv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLint* )), glGetProgramiv);
- glGetProgramInfoLog = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei* , GLchar* )), glGetProgramInfoLog);
- glGetRenderbufferParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint* )), glGetRenderbufferParameteriv);
- glGetShaderiv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLint* )), glGetShaderiv);
- glGetShaderInfoLog = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei*, GLchar*)), glGetShaderInfoLog);
- glGetShaderPrecisionFormat = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint* , GLint* )), glGetShaderPrecisionFormat);
- glGetShaderSource = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei* , GLchar* )), glGetShaderSource);
- glGetUniformfv = RESOLVE((void (APIENTRY *)(GLuint , GLint , GLfloat*)), glGetUniformfv);
- glGetUniformiv = RESOLVE((void (APIENTRY *)(GLuint , GLint , GLint*)), glGetUniformiv);
- glGetUniformLocation = RESOLVE((int (APIENTRY *)(GLuint , const GLchar* )), glGetUniformLocation);
- glGetVertexAttribfv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLfloat* )), glGetVertexAttribfv);
- glGetVertexAttribiv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLint* )), glGetVertexAttribiv);
- glGetVertexAttribPointerv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLvoid** pointer)), glGetVertexAttribPointerv);
- glIsBuffer = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsBuffer);
- glIsFramebuffer = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsFramebuffer);
- glIsProgram = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsProgram);
- glIsRenderbuffer = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsRenderbuffer);
- glIsShader = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsShader);
- glLinkProgram = RESOLVE((void (APIENTRY *)(GLuint )), glLinkProgram);
- glReleaseShaderCompiler = RESOLVE((void (APIENTRY *)(void)), glReleaseShaderCompiler);
- glRenderbufferStorage = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLsizei , GLsizei )), glRenderbufferStorage);
- glSampleCoverage = RESOLVE((void (APIENTRY *)(GLclampf , GLboolean )), glSampleCoverage);
- glShaderBinary = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint*, GLenum , const GLvoid* , GLsizei )), glShaderBinary);
- glShaderSource = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , const GLchar* *, const GLint* )), glShaderSource);
- glStencilFuncSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint , GLuint )), glStencilFuncSeparate);
- glStencilMaskSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glStencilMaskSeparate);
- glStencilOpSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLenum )), glStencilOpSeparate);
- glUniform1f = RESOLVE((void (APIENTRY *)(GLint , GLfloat )), glUniform1f);
- glUniform1fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform1fv);
- glUniform1i = RESOLVE((void (APIENTRY *)(GLint , GLint )), glUniform1i);
- glUniform1iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform1iv);
- glUniform2f = RESOLVE((void (APIENTRY *)(GLint , GLfloat , GLfloat )), glUniform2f);
- glUniform2fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform2fv);
- glUniform2i = RESOLVE((void (APIENTRY *)(GLint , GLint , GLint )), glUniform2i);
- glUniform2iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform2iv);
- glUniform3f = RESOLVE((void (APIENTRY *)(GLint , GLfloat , GLfloat , GLfloat )), glUniform3f);
- glUniform3fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform3fv);
- glUniform3i = RESOLVE((void (APIENTRY *)(GLint , GLint , GLint , GLint )), glUniform3i);
- glUniform3iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform3iv);
- glUniform4f = RESOLVE((void (APIENTRY *)(GLint , GLfloat , GLfloat , GLfloat , GLfloat )), glUniform4f);
- glUniform4fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform4fv);
- glUniform4i = RESOLVE((void (APIENTRY *)(GLint , GLint , GLint , GLint , GLint )), glUniform4i);
- glUniform4iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform4iv);
- glUniformMatrix2fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )), glUniformMatrix2fv);
- glUniformMatrix3fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )), glUniformMatrix3fv);
- glUniformMatrix4fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )), glUniformMatrix4fv);
- glUseProgram = RESOLVE((void (APIENTRY *)(GLuint )), glUseProgram);
- glValidateProgram = RESOLVE((void (APIENTRY *)(GLuint )), glValidateProgram);
- glVertexAttrib1f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat )), glVertexAttrib1f);
- glVertexAttrib1fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib1fv);
- glVertexAttrib2f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat , GLfloat )), glVertexAttrib2f);
- glVertexAttrib2fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib2fv);
- glVertexAttrib3f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat , GLfloat , GLfloat )), glVertexAttrib3f);
- glVertexAttrib3fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib3fv);
- glVertexAttrib4f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat , GLfloat , GLfloat , GLfloat )), glVertexAttrib4f);
- glVertexAttrib4fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib4fv);
- glVertexAttribPointer = RESOLVE((void (APIENTRY *)(GLuint , GLint, GLenum, GLboolean, GLsizei, const GLvoid* )), glVertexAttribPointer);
-
- glClearDepthf = RESOLVE((void (APIENTRY *)(GLclampf )), glClearDepthf);
- glDepthRangef = RESOLVE((void (APIENTRY *)(GLclampf , GLclampf )), glDepthRangef);
return glBindTexture && glCreateShader && glClearDepthf;
}
@@ -685,168 +537,174 @@ void QWindowsEGLContext::swapBuffers(QPlatformSurface *surface)
QFunctionPointer QWindowsEGLContext::getProcAddress(const char *procName)
{
+ QWindowsEGLStaticContext::libEGL.eglBindAPI(m_api);
+ QFunctionPointer procAddress = reinterpret_cast<QFunctionPointer>(QWindowsEGLStaticContext::libEGL.eglGetProcAddress(procName));
+
// We support AllGLFunctionsQueryable, which means this function must be able to
// return a function pointer for standard GLES2 functions too. These are not
// guaranteed to be queryable via eglGetProcAddress().
- static struct StdFunc {
- const char *name;
- void *func;
- } standardFuncs[] = {
- { "glBindTexture", (void *) QWindowsEGLStaticContext::libGLESv2.glBindTexture },
- { "glBlendFunc", (void *) QWindowsEGLStaticContext::libGLESv2.glBlendFunc },
- { "glClear", (void *) QWindowsEGLStaticContext::libGLESv2.glClear },
- { "glClearColor", (void *) QWindowsEGLStaticContext::libGLESv2.glClearColor },
- { "glClearStencil", (void *) QWindowsEGLStaticContext::libGLESv2.glClearStencil },
- { "glColorMask", (void *) QWindowsEGLStaticContext::libGLESv2.glColorMask },
- { "glCopyTexImage2D", (void *) QWindowsEGLStaticContext::libGLESv2.glCopyTexImage2D },
- { "glCopyTexSubImage2D", (void *) QWindowsEGLStaticContext::libGLESv2.glCopyTexSubImage2D },
- { "glCullFace", (void *) QWindowsEGLStaticContext::libGLESv2.glCullFace },
- { "glDeleteTextures", (void *) QWindowsEGLStaticContext::libGLESv2.glDeleteTextures },
- { "glDepthFunc", (void *) QWindowsEGLStaticContext::libGLESv2.glDepthFunc },
- { "glDepthMask", (void *) QWindowsEGLStaticContext::libGLESv2.glDepthMask },
- { "glDisable", (void *) QWindowsEGLStaticContext::libGLESv2.glDisable },
- { "glDrawArrays", (void *) QWindowsEGLStaticContext::libGLESv2.glDrawArrays },
- { "glDrawElements", (void *) QWindowsEGLStaticContext::libGLESv2.glDrawElements },
- { "glEnable", (void *) QWindowsEGLStaticContext::libGLESv2.glEnable },
- { "glFinish", (void *) QWindowsEGLStaticContext::libGLESv2.glFinish },
- { "glFlush", (void *) QWindowsEGLStaticContext::libGLESv2.glFlush },
- { "glFrontFace", (void *) QWindowsEGLStaticContext::libGLESv2.glFrontFace },
- { "glGenTextures", (void *) QWindowsEGLStaticContext::libGLESv2.glGenTextures },
- { "glGetBooleanv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetBooleanv },
- { "glGetError", (void *) QWindowsEGLStaticContext::libGLESv2.glGetError },
- { "glGetFloatv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetFloatv },
- { "glGetIntegerv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetIntegerv },
- { "glGetString", (void *) QWindowsEGLStaticContext::libGLESv2.glGetString },
- { "glGetTexParameterfv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetTexParameterfv },
- { "glGetTexParameteriv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetTexParameteriv },
- { "glHint", (void *) QWindowsEGLStaticContext::libGLESv2.glHint },
- { "glIsEnabled", (void *) QWindowsEGLStaticContext::libGLESv2.glIsEnabled },
- { "glIsTexture", (void *) QWindowsEGLStaticContext::libGLESv2.glIsTexture },
- { "glLineWidth", (void *) QWindowsEGLStaticContext::libGLESv2.glLineWidth },
- { "glPixelStorei", (void *) QWindowsEGLStaticContext::libGLESv2.glPixelStorei },
- { "glPolygonOffset", (void *) QWindowsEGLStaticContext::libGLESv2.glPolygonOffset },
- { "glReadPixels", (void *) QWindowsEGLStaticContext::libGLESv2.glReadPixels },
- { "glScissor", (void *) QWindowsEGLStaticContext::libGLESv2.glScissor },
- { "glStencilFunc", (void *) QWindowsEGLStaticContext::libGLESv2.glStencilFunc },
- { "glStencilMask", (void *) QWindowsEGLStaticContext::libGLESv2.glStencilMask },
- { "glStencilOp", (void *) QWindowsEGLStaticContext::libGLESv2.glStencilOp },
- { "glTexImage2D", (void *) QWindowsEGLStaticContext::libGLESv2.glTexImage2D },
- { "glTexParameterf", (void *) QWindowsEGLStaticContext::libGLESv2.glTexParameterf },
- { "glTexParameterfv", (void *) QWindowsEGLStaticContext::libGLESv2.glTexParameterfv },
- { "glTexParameteri", (void *) QWindowsEGLStaticContext::libGLESv2.glTexParameteri },
- { "glTexParameteriv", (void *) QWindowsEGLStaticContext::libGLESv2.glTexParameteriv },
- { "glTexSubImage2D", (void *) QWindowsEGLStaticContext::libGLESv2.glTexSubImage2D },
- { "glViewport", (void *) QWindowsEGLStaticContext::libGLESv2.glViewport },
-
- { "glActiveTexture", (void *) QWindowsEGLStaticContext::libGLESv2.glActiveTexture },
- { "glAttachShader", (void *) QWindowsEGLStaticContext::libGLESv2.glAttachShader },
- { "glBindAttribLocation", (void *) QWindowsEGLStaticContext::libGLESv2.glBindAttribLocation },
- { "glBindBuffer", (void *) QWindowsEGLStaticContext::libGLESv2.glBindBuffer },
- { "glBindFramebuffer", (void *) QWindowsEGLStaticContext::libGLESv2.glBindFramebuffer },
- { "glBindRenderbuffer", (void *) QWindowsEGLStaticContext::libGLESv2.glBindRenderbuffer },
- { "glBlendColor", (void *) QWindowsEGLStaticContext::libGLESv2.glBlendColor },
- { "glBlendEquation", (void *) QWindowsEGLStaticContext::libGLESv2.glBlendEquation },
- { "glBlendEquationSeparate", (void *) QWindowsEGLStaticContext::libGLESv2.glBlendEquationSeparate },
- { "glBlendFuncSeparate", (void *) QWindowsEGLStaticContext::libGLESv2.glBlendFuncSeparate },
- { "glBufferData", (void *) QWindowsEGLStaticContext::libGLESv2.glBufferData },
- { "glBufferSubData", (void *) QWindowsEGLStaticContext::libGLESv2.glBufferSubData },
- { "glCheckFramebufferStatus", (void *) QWindowsEGLStaticContext::libGLESv2.glCheckFramebufferStatus },
- { "glCompileShader", (void *) QWindowsEGLStaticContext::libGLESv2.glCompileShader },
- { "glCompressedTexImage2D", (void *) QWindowsEGLStaticContext::libGLESv2.glCompressedTexImage2D },
- { "glCompressedTexSubImage2D", (void *) QWindowsEGLStaticContext::libGLESv2.glCompressedTexSubImage2D },
- { "glCreateProgram", (void *) QWindowsEGLStaticContext::libGLESv2.glCreateProgram },
- { "glCreateShader", (void *) QWindowsEGLStaticContext::libGLESv2.glCreateShader },
- { "glDeleteBuffers", (void *) QWindowsEGLStaticContext::libGLESv2.glDeleteBuffers },
- { "glDeleteFramebuffers", (void *) QWindowsEGLStaticContext::libGLESv2.glDeleteFramebuffers },
- { "glDeleteProgram", (void *) QWindowsEGLStaticContext::libGLESv2.glDeleteProgram },
- { "glDeleteRenderbuffers", (void *) QWindowsEGLStaticContext::libGLESv2.glDeleteRenderbuffers },
- { "glDeleteShader", (void *) QWindowsEGLStaticContext::libGLESv2.glDeleteShader },
- { "glDetachShader", (void *) QWindowsEGLStaticContext::libGLESv2.glDetachShader },
- { "glDisableVertexAttribArray", (void *) QWindowsEGLStaticContext::libGLESv2.glDisableVertexAttribArray },
- { "glEnableVertexAttribArray", (void *) QWindowsEGLStaticContext::libGLESv2.glEnableVertexAttribArray },
- { "glFramebufferRenderbuffer", (void *) QWindowsEGLStaticContext::libGLESv2.glFramebufferRenderbuffer },
- { "glFramebufferTexture2D", (void *) QWindowsEGLStaticContext::libGLESv2.glFramebufferTexture2D },
- { "glGenBuffers", (void *) QWindowsEGLStaticContext::libGLESv2.glGenBuffers },
- { "glGenerateMipmap", (void *) QWindowsEGLStaticContext::libGLESv2.glGenerateMipmap },
- { "glGenFramebuffers", (void *) QWindowsEGLStaticContext::libGLESv2.glGenFramebuffers },
- { "glGenRenderbuffers", (void *) QWindowsEGLStaticContext::libGLESv2.glGenRenderbuffers },
- { "glGetActiveAttrib", (void *) QWindowsEGLStaticContext::libGLESv2.glGetActiveAttrib },
- { "glGetActiveUniform", (void *) QWindowsEGLStaticContext::libGLESv2.glGetActiveUniform },
- { "glGetAttachedShaders", (void *) QWindowsEGLStaticContext::libGLESv2.glGetAttachedShaders },
- { "glGetAttribLocation", (void *) QWindowsEGLStaticContext::libGLESv2.glGetAttribLocation },
- { "glGetBufferParameteriv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetBufferParameteriv },
- { "glGetFramebufferAttachmentParameteriv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetFramebufferAttachmentParameteriv },
- { "glGetProgramiv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetProgramiv },
- { "glGetProgramInfoLog", (void *) QWindowsEGLStaticContext::libGLESv2.glGetProgramInfoLog },
- { "glGetRenderbufferParameteriv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetRenderbufferParameteriv },
- { "glGetShaderiv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetShaderiv },
- { "glGetShaderInfoLog", (void *) QWindowsEGLStaticContext::libGLESv2.glGetShaderInfoLog },
- { "glGetShaderPrecisionFormat", (void *) QWindowsEGLStaticContext::libGLESv2.glGetShaderPrecisionFormat },
- { "glGetShaderSource", (void *) QWindowsEGLStaticContext::libGLESv2.glGetShaderSource },
- { "glGetUniformfv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetUniformfv },
- { "glGetUniformiv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetUniformiv },
- { "glGetUniformLocation", (void *) QWindowsEGLStaticContext::libGLESv2.glGetUniformLocation },
- { "glGetVertexAttribfv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetVertexAttribfv },
- { "glGetVertexAttribiv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetVertexAttribiv },
- { "glGetVertexAttribPointerv", (void *) QWindowsEGLStaticContext::libGLESv2.glGetVertexAttribPointerv },
- { "glIsBuffer", (void *) QWindowsEGLStaticContext::libGLESv2.glIsBuffer },
- { "glIsFramebuffer", (void *) QWindowsEGLStaticContext::libGLESv2.glIsFramebuffer },
- { "glIsProgram", (void *) QWindowsEGLStaticContext::libGLESv2.glIsProgram },
- { "glIsRenderbuffer", (void *) QWindowsEGLStaticContext::libGLESv2.glIsRenderbuffer },
- { "glIsShader", (void *) QWindowsEGLStaticContext::libGLESv2.glIsShader },
- { "glLinkProgram", (void *) QWindowsEGLStaticContext::libGLESv2.glLinkProgram },
- { "glReleaseShaderCompiler", (void *) QWindowsEGLStaticContext::libGLESv2.glReleaseShaderCompiler },
- { "glRenderbufferStorage", (void *) QWindowsEGLStaticContext::libGLESv2.glRenderbufferStorage },
- { "glSampleCoverage", (void *) QWindowsEGLStaticContext::libGLESv2.glSampleCoverage },
- { "glShaderBinary", (void *) QWindowsEGLStaticContext::libGLESv2.glShaderBinary },
- { "glShaderSource", (void *) QWindowsEGLStaticContext::libGLESv2.glShaderSource },
- { "glStencilFuncSeparate", (void *) QWindowsEGLStaticContext::libGLESv2.glStencilFuncSeparate },
- { "glStencilMaskSeparate", (void *) QWindowsEGLStaticContext::libGLESv2.glStencilMaskSeparate },
- { "glStencilOpSeparate", (void *) QWindowsEGLStaticContext::libGLESv2.glStencilOpSeparate },
- { "glUniform1f", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform1f },
- { "glUniform1fv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform1fv },
- { "glUniform1i", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform1i },
- { "glUniform1iv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform1iv },
- { "glUniform2f", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform2f },
- { "glUniform2fv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform2fv },
- { "glUniform2i", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform2i },
- { "glUniform2iv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform2iv },
- { "glUniform3f", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform3f },
- { "glUniform3fv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform3fv },
- { "glUniform3i", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform3i },
- { "glUniform3iv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform3iv },
- { "glUniform4f", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform4f },
- { "glUniform4fv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform4fv },
- { "glUniform4i", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform4i },
- { "glUniform4iv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniform4iv },
- { "glUniformMatrix2fv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniformMatrix2fv },
- { "glUniformMatrix3fv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniformMatrix3fv },
- { "glUniformMatrix4fv", (void *) QWindowsEGLStaticContext::libGLESv2.glUniformMatrix4fv },
- { "glUseProgram", (void *) QWindowsEGLStaticContext::libGLESv2.glUseProgram },
- { "glValidateProgram", (void *) QWindowsEGLStaticContext::libGLESv2.glValidateProgram },
- { "glVertexAttrib1f", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib1f },
- { "glVertexAttrib1fv", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib1fv },
- { "glVertexAttrib2f", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib2f },
- { "glVertexAttrib2fv", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib2fv },
- { "glVertexAttrib3f", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib3f },
- { "glVertexAttrib3fv", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib3fv },
- { "glVertexAttrib4f", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib4f },
- { "glVertexAttrib4fv", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttrib4fv },
- { "glVertexAttribPointer", (void *) QWindowsEGLStaticContext::libGLESv2.glVertexAttribPointer },
-
- { "glClearDepthf", (void *) QWindowsEGLStaticContext::libGLESv2.glClearDepthf },
- { "glDepthRangef", (void *) QWindowsEGLStaticContext::libGLESv2.glDepthRangef }
- };
- for (size_t i = 0; i < sizeof(standardFuncs) / sizeof(StdFunc); ++i)
- if (!qstrcmp(procName, standardFuncs[i].name))
- return reinterpret_cast<QFunctionPointer>(standardFuncs[i].func);
+ if (!procAddress) {
+#if defined(QT_STATIC)
+ static struct StdFunc {
+ const char *name;
+ void *func;
+ } standardFuncs[] = {
+ { "glBindTexture", (void *) ::glBindTexture },
+ { "glBlendFunc", (void *) ::glBlendFunc },
+ { "glClear", (void *) ::glClear },
+ { "glClearColor", (void *) ::glClearColor },
+ { "glClearStencil", (void *) ::glClearStencil },
+ { "glColorMask", (void *) ::glColorMask },
+ { "glCopyTexImage2D", (void *) ::glCopyTexImage2D },
+ { "glCopyTexSubImage2D", (void *) ::glCopyTexSubImage2D },
+ { "glCullFace", (void *) ::glCullFace },
+ { "glDeleteTextures", (void *) ::glDeleteTextures },
+ { "glDepthFunc", (void *) ::glDepthFunc },
+ { "glDepthMask", (void *) ::glDepthMask },
+ { "glDisable", (void *) ::glDisable },
+ { "glDrawArrays", (void *) ::glDrawArrays },
+ { "glDrawElements", (void *) ::glDrawElements },
+ { "glEnable", (void *) ::glEnable },
+ { "glFinish", (void *) ::glFinish },
+ { "glFlush", (void *) ::glFlush },
+ { "glFrontFace", (void *) ::glFrontFace },
+ { "glGenTextures", (void *) ::glGenTextures },
+ { "glGetBooleanv", (void *) ::glGetBooleanv },
+ { "glGetError", (void *) ::glGetError },
+ { "glGetFloatv", (void *) ::glGetFloatv },
+ { "glGetIntegerv", (void *) ::glGetIntegerv },
+ { "glGetString", (void *) ::glGetString },
+ { "glGetTexParameterfv", (void *) ::glGetTexParameterfv },
+ { "glGetTexParameteriv", (void *) ::glGetTexParameteriv },
+ { "glHint", (void *) ::glHint },
+ { "glIsEnabled", (void *) ::glIsEnabled },
+ { "glIsTexture", (void *) ::glIsTexture },
+ { "glLineWidth", (void *) ::glLineWidth },
+ { "glPixelStorei", (void *) ::glPixelStorei },
+ { "glPolygonOffset", (void *) ::glPolygonOffset },
+ { "glReadPixels", (void *) ::glReadPixels },
+ { "glScissor", (void *) ::glScissor },
+ { "glStencilFunc", (void *) ::glStencilFunc },
+ { "glStencilMask", (void *) ::glStencilMask },
+ { "glStencilOp", (void *) ::glStencilOp },
+ { "glTexImage2D", (void *) ::glTexImage2D },
+ { "glTexParameterf", (void *) ::glTexParameterf },
+ { "glTexParameterfv", (void *) ::glTexParameterfv },
+ { "glTexParameteri", (void *) ::glTexParameteri },
+ { "glTexParameteriv", (void *) ::glTexParameteriv },
+ { "glTexSubImage2D", (void *) ::glTexSubImage2D },
+ { "glViewport", (void *) ::glViewport },
+
+ { "glActiveTexture", (void *) ::glActiveTexture },
+ { "glAttachShader", (void *) ::glAttachShader },
+ { "glBindAttribLocation", (void *) ::glBindAttribLocation },
+ { "glBindBuffer", (void *) ::glBindBuffer },
+ { "glBindFramebuffer", (void *) ::glBindFramebuffer },
+ { "glBindRenderbuffer", (void *) ::glBindRenderbuffer },
+ { "glBlendColor", (void *) ::glBlendColor },
+ { "glBlendEquation", (void *) ::glBlendEquation },
+ { "glBlendEquationSeparate", (void *) ::glBlendEquationSeparate },
+ { "glBlendFuncSeparate", (void *) ::glBlendFuncSeparate },
+ { "glBufferData", (void *) ::glBufferData },
+ { "glBufferSubData", (void *) ::glBufferSubData },
+ { "glCheckFramebufferStatus", (void *) ::glCheckFramebufferStatus },
+ { "glCompileShader", (void *) ::glCompileShader },
+ { "glCompressedTexImage2D", (void *) ::glCompressedTexImage2D },
+ { "glCompressedTexSubImage2D", (void *) ::glCompressedTexSubImage2D },
+ { "glCreateProgram", (void *) ::glCreateProgram },
+ { "glCreateShader", (void *) ::glCreateShader },
+ { "glDeleteBuffers", (void *) ::glDeleteBuffers },
+ { "glDeleteFramebuffers", (void *) ::glDeleteFramebuffers },
+ { "glDeleteProgram", (void *) ::glDeleteProgram },
+ { "glDeleteRenderbuffers", (void *) ::glDeleteRenderbuffers },
+ { "glDeleteShader", (void *) ::glDeleteShader },
+ { "glDetachShader", (void *) ::glDetachShader },
+ { "glDisableVertexAttribArray", (void *) ::glDisableVertexAttribArray },
+ { "glEnableVertexAttribArray", (void *) ::glEnableVertexAttribArray },
+ { "glFramebufferRenderbuffer", (void *) ::glFramebufferRenderbuffer },
+ { "glFramebufferTexture2D", (void *) ::glFramebufferTexture2D },
+ { "glGenBuffers", (void *) ::glGenBuffers },
+ { "glGenerateMipmap", (void *) ::glGenerateMipmap },
+ { "glGenFramebuffers", (void *) ::glGenFramebuffers },
+ { "glGenRenderbuffers", (void *) ::glGenRenderbuffers },
+ { "glGetActiveAttrib", (void *) ::glGetActiveAttrib },
+ { "glGetActiveUniform", (void *) ::glGetActiveUniform },
+ { "glGetAttachedShaders", (void *) ::glGetAttachedShaders },
+ { "glGetAttribLocation", (void *) ::glGetAttribLocation },
+ { "glGetBufferParameteriv", (void *) ::glGetBufferParameteriv },
+ { "glGetFramebufferAttachmentParameteriv", (void *) ::glGetFramebufferAttachmentParameteriv },
+ { "glGetProgramiv", (void *) ::glGetProgramiv },
+ { "glGetProgramInfoLog", (void *) ::glGetProgramInfoLog },
+ { "glGetRenderbufferParameteriv", (void *) ::glGetRenderbufferParameteriv },
+ { "glGetShaderiv", (void *) ::glGetShaderiv },
+ { "glGetShaderInfoLog", (void *) ::glGetShaderInfoLog },
+ { "glGetShaderPrecisionFormat", (void *) ::glGetShaderPrecisionFormat },
+ { "glGetShaderSource", (void *) ::glGetShaderSource },
+ { "glGetUniformfv", (void *) ::glGetUniformfv },
+ { "glGetUniformiv", (void *) ::glGetUniformiv },
+ { "glGetUniformLocation", (void *) ::glGetUniformLocation },
+ { "glGetVertexAttribfv", (void *) ::glGetVertexAttribfv },
+ { "glGetVertexAttribiv", (void *) ::glGetVertexAttribiv },
+ { "glGetVertexAttribPointerv", (void *) ::glGetVertexAttribPointerv },
+ { "glIsBuffer", (void *) ::glIsBuffer },
+ { "glIsFramebuffer", (void *) ::glIsFramebuffer },
+ { "glIsProgram", (void *) ::glIsProgram },
+ { "glIsRenderbuffer", (void *) ::glIsRenderbuffer },
+ { "glIsShader", (void *) ::glIsShader },
+ { "glLinkProgram", (void *) ::glLinkProgram },
+ { "glReleaseShaderCompiler", (void *) ::glReleaseShaderCompiler },
+ { "glRenderbufferStorage", (void *) ::glRenderbufferStorage },
+ { "glSampleCoverage", (void *) ::glSampleCoverage },
+ { "glShaderBinary", (void *) ::glShaderBinary },
+ { "glShaderSource", (void *) ::glShaderSource },
+ { "glStencilFuncSeparate", (void *) ::glStencilFuncSeparate },
+ { "glStencilMaskSeparate", (void *) ::glStencilMaskSeparate },
+ { "glStencilOpSeparate", (void *) ::glStencilOpSeparate },
+ { "glUniform1f", (void *) ::glUniform1f },
+ { "glUniform1fv", (void *) ::glUniform1fv },
+ { "glUniform1i", (void *) ::glUniform1i },
+ { "glUniform1iv", (void *) ::glUniform1iv },
+ { "glUniform2f", (void *) ::glUniform2f },
+ { "glUniform2fv", (void *) ::glUniform2fv },
+ { "glUniform2i", (void *) ::glUniform2i },
+ { "glUniform2iv", (void *) ::glUniform2iv },
+ { "glUniform3f", (void *) ::glUniform3f },
+ { "glUniform3fv", (void *) ::glUniform3fv },
+ { "glUniform3i", (void *) ::glUniform3i },
+ { "glUniform3iv", (void *) ::glUniform3iv },
+ { "glUniform4f", (void *) ::glUniform4f },
+ { "glUniform4fv", (void *) ::glUniform4fv },
+ { "glUniform4i", (void *) ::glUniform4i },
+ { "glUniform4iv", (void *) ::glUniform4iv },
+ { "glUniformMatrix2fv", (void *) ::glUniformMatrix2fv },
+ { "glUniformMatrix3fv", (void *) ::glUniformMatrix3fv },
+ { "glUniformMatrix4fv", (void *) ::glUniformMatrix4fv },
+ { "glUseProgram", (void *) ::glUseProgram },
+ { "glValidateProgram", (void *) ::glValidateProgram },
+ { "glVertexAttrib1f", (void *) ::glVertexAttrib1f },
+ { "glVertexAttrib1fv", (void *) ::glVertexAttrib1fv },
+ { "glVertexAttrib2f", (void *) ::glVertexAttrib2f },
+ { "glVertexAttrib2fv", (void *) ::glVertexAttrib2fv },
+ { "glVertexAttrib3f", (void *) ::glVertexAttrib3f },
+ { "glVertexAttrib3fv", (void *) ::glVertexAttrib3fv },
+ { "glVertexAttrib4f", (void *) ::glVertexAttrib4f },
+ { "glVertexAttrib4fv", (void *) ::glVertexAttrib4fv },
+ { "glVertexAttribPointer", (void *) ::glVertexAttribPointer },
+
+ { "glClearDepthf", (void *) ::glClearDepthf },
+ { "glDepthRangef", (void *) ::glDepthRangef }
+ };
+ for (size_t i = 0; i < sizeof(standardFuncs) / sizeof(StdFunc); ++i)
+ if (!qstrcmp(procName, standardFuncs[i].name))
+ return reinterpret_cast<QFunctionPointer>(standardFuncs[i].func);
+#else
+ procAddress = reinterpret_cast<QFunctionPointer>(QWindowsEGLStaticContext::libGLESv2.resolve(procName));
+#endif
+}
- QWindowsEGLStaticContext::libEGL.eglBindAPI(m_api);
- QFunctionPointer procAddress = reinterpret_cast<QFunctionPointer>(QWindowsEGLStaticContext::libEGL.eglGetProcAddress(procName));
if (QWindowsContext::verbose > 1)
qCDebug(lcQpaGl) << __FUNCTION__ << procName << QWindowsEGLStaticContext::libEGL.eglGetCurrentContext() << "returns" << procAddress;
- if (!procAddress && QWindowsContext::verbose)
- qWarning("%s: Unable to resolve '%s'", __FUNCTION__, procName);
+
return procAddress;
}