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authorLaszlo Agocs <laszlo.agocs@digia.com>2014-04-24 14:36:49 +0200
committerThe Qt Project <gerrit-noreply@qt-project.org>2014-05-22 22:00:59 +0200
commit39e06078258393f28c3def96326c26c55e450844 (patch)
tree4cf90468516dc175b44b83c98fa7abc07d140601 /src/plugins/platforms/windows/qwindowseglcontext.cpp
parent09ed9e3eae71efdcc769a83859fcfa976ed40694 (diff)
Load winsys and gl dynamically in the windows plugin
The dynamic builds (-opengl dynamic) are now functional on Windows. In such a build no components in Qt link to any OpenGL libraries directly and qmake will not automatically add any such libraries to the applications' makefiles. Instead, the libraries are chosen and loaded during runtime and applications are expected to use QOpenGLFunctions instead of direct OpenGLfunction calls. Set the environment variable QT_OPENGL to desktop or angle to skip testing and force the given implementation. The application attributes (AA_UseOpenGLES and such) are also taken into account. The testing logic is same as before: We try to load opengl32 and resolve a shader related function. If this fails, ANGLE is chosen. This allows utilizing full desktop OpenGL on systems that have proper drivers, while a transparent fallback to ANGLE will be done automatically for systems that don't. The latter includes also remote desktop connections. Software rendering via Mesa llvmpipe is supported too. The fallback is automatic on systems where the desktop test fails and ANGLE fails to load or initialize (e.g. due to missing libs like d3dcompiler), as long as a suitable patched build of Mesa is available. [ChangeLog][QtGui] Dynamic OpenGL implementation loading is now supported on Windows. This requires Qt to be configured with -opengl dynamic. Task-number: QTBUG-36483 Change-Id: Ie8bb25a6d55b3a1609b00150aeccd909aec27313 Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
Diffstat (limited to 'src/plugins/platforms/windows/qwindowseglcontext.cpp')
-rw-r--r--src/plugins/platforms/windows/qwindowseglcontext.cpp814
1 files changed, 786 insertions, 28 deletions
diff --git a/src/plugins/platforms/windows/qwindowseglcontext.cpp b/src/plugins/platforms/windows/qwindowseglcontext.cpp
index d5ca06bb3f..6ceddf865c 100644
--- a/src/plugins/platforms/windows/qwindowseglcontext.cpp
+++ b/src/plugins/platforms/windows/qwindowseglcontext.cpp
@@ -1,6 +1,6 @@
/****************************************************************************
**
-** Copyright (C) 2013 Digia Plc and/or its subsidiary(-ies).
+** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies).
** Contact: http://www.qt-project.org/legal
**
** This file is part of the plugins of the Qt Toolkit.
@@ -46,23 +46,282 @@
#include <QtCore/QDebug>
#include <QtGui/QOpenGLContext>
-#include <QtPlatformSupport/private/qeglconvenience_p.h>
-
QT_BEGIN_NAMESPACE
/*!
\class QWindowsEGLStaticContext
\brief Static data for QWindowsEGLContext.
- Keeps the display. The class is shared via
- QSharedPointer in the windows, the contexts
- and in QWindowsIntegration. The display will
- be closed if the last instance is deleted.
+ Keeps the display. The class is shared via QSharedPointer in the windows, the
+ contexts and in QWindowsIntegration. The display will be closed if the last instance
+ is deleted.
+
+ No EGL or OpenGL functions are called directly. Instead, they are resolved
+ dynamically. This works even if the plugin links directly to libegl/libglesv2 so
+ there is no need to differentiate between dynamic or Angle-only builds in here.
\internal
\ingroup qt-lighthouse-win
*/
+QWindowsLibEGL QWindowsEGLStaticContext::libEGL;
+QWindowsLibGLESv2 QWindowsEGLStaticContext::libGLESv2;
+
+#ifdef Q_CC_MINGW
+static void *resolveFunc(HMODULE lib, const char *name)
+{
+ QString baseNameStr = QString::fromLatin1(name);
+ QString nameStr;
+ void *proc = 0;
+
+ // Play nice with 32-bit mingw: Try func first, then func@0, func@4,
+ // func@8, func@12, ..., func@64. The def file does not provide any aliases
+ // in libEGL and libGLESv2 in these builds which results in exporting
+ // function names like eglInitialize@12. This cannot be fixed without
+ // breaking binary compatibility. So be flexible here instead.
+
+ int argSize = -1;
+ while (!proc && argSize <= 64) {
+ nameStr = baseNameStr;
+ if (argSize >= 0)
+ nameStr += QLatin1Char('@') + QString::number(argSize);
+ argSize = argSize < 0 ? 0 : argSize + 4;
+ proc = (void *) ::GetProcAddress(lib, nameStr.toLatin1().constData());
+ }
+ return proc;
+}
+#else
+static void *resolveFunc(HMODULE lib, const char *name)
+{
+# ifndef Q_OS_WINCE
+ return (void *) ::GetProcAddress(lib, name);
+# else
+ return (void *) ::GetProcAddress(lib, (const wchar_t *) QString::fromLatin1(name).utf16());
+# endif // Q_OS_WINCE
+}
+#endif // Q_CC_MINGW
+
+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;
+}
+
+bool QWindowsLibEGL::init()
+{
+#ifdef QT_DEBUG
+ const char dllName[] = "libEGLd.dll";
+#else
+ const char dllName[] = "libEGL.dll";
+#endif
+
+ qCDebug(lcQpaGl) << "Qt: Using EGL from" << dllName;
+
+ m_lib = ::LoadLibraryW((const wchar_t *) QString::fromLatin1(dllName).utf16());
+ if (!m_lib) {
+ qErrnoWarning(::GetLastError(), "Failed to load %s", dllName);
+ return false;
+ }
+
+ eglGetError = reinterpret_cast<EGLint (EGLAPIENTRY *)(void)>(resolve("eglGetError"));
+ eglGetDisplay = reinterpret_cast<EGLDisplay (EGLAPIENTRY *)(EGLNativeDisplayType)>(resolve("eglGetDisplay"));
+ eglInitialize = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay, EGLint *, EGLint *)>(resolve("eglInitialize"));
+ eglTerminate = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay)>(resolve("eglTerminate"));
+ eglChooseConfig = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay, const EGLint *, EGLConfig *, EGLint, EGLint *)>(resolve("eglChooseConfig"));
+ eglGetConfigAttrib = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay, EGLConfig, EGLint, EGLint *)>(resolve("eglGetConfigAttrib"));
+ eglCreateWindowSurface = reinterpret_cast<EGLSurface (EGLAPIENTRY *)(EGLDisplay, EGLConfig, EGLNativeWindowType, const EGLint *)>(resolve("eglCreateWindowSurface"));
+ eglCreatePbufferSurface = reinterpret_cast<EGLSurface (EGLAPIENTRY *)(EGLDisplay , EGLConfig, const EGLint *)>(resolve("eglCreatePbufferSurface"));
+ eglDestroySurface = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLSurface )>(resolve("eglDestroySurface"));
+ eglBindAPI = reinterpret_cast<EGLBoolean (EGLAPIENTRY * )(EGLenum )>(resolve("eglBindAPI"));
+ eglSwapInterval = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLint )>(resolve("eglSwapInterval"));
+ eglCreateContext = reinterpret_cast<EGLContext (EGLAPIENTRY *)(EGLDisplay , EGLConfig , EGLContext , const EGLint *)>(resolve("eglCreateContext"));
+ eglDestroyContext = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay, EGLContext)>(resolve("eglDestroyContext"));
+ eglMakeCurrent = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLSurface , EGLSurface , EGLContext )>(resolve("eglMakeCurrent"));
+ eglGetCurrentContext = reinterpret_cast<EGLContext (EGLAPIENTRY *)(void)>(resolve("eglGetCurrentContext"));
+ eglGetCurrentSurface = reinterpret_cast<EGLSurface (EGLAPIENTRY *)(EGLint )>(resolve("eglGetCurrentSurface"));
+ eglGetCurrentDisplay = reinterpret_cast<EGLDisplay (EGLAPIENTRY *)(void)>(resolve("eglGetCurrentDisplay"));
+ eglSwapBuffers = reinterpret_cast<EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLSurface)>(resolve("eglSwapBuffers"));
+ eglGetProcAddress = reinterpret_cast<__eglMustCastToProperFunctionPointerType (EGLAPIENTRY * )(const char *)>(resolve("eglGetProcAddress"));
+
+ return eglGetError && eglGetDisplay && eglInitialize;
+}
+
+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;
+}
+
+bool QWindowsLibGLESv2::init()
+{
+#ifdef QT_DEBUG
+ const char dllName[] = "libGLESv2d.dll";
+#else
+ const char dllName[] = "libGLESv2.dll";
+#endif
+
+ qCDebug(lcQpaGl) << "Qt: Using OpenGL ES 2.0 from" << dllName;
+
+ m_lib = ::LoadLibraryW((const wchar_t *) QString::fromLatin1(dllName).utf16());
+ if (!m_lib) {
+ qErrnoWarning(::GetLastError(), "Failed to load %s", dllName);
+ return false;
+ }
+
+ glBindTexture = reinterpret_cast<void (APIENTRY *)(GLenum , GLuint )>(resolve("glBindTexture"));
+ glBlendFunc = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum )>(resolve("glBlendFunc"));
+ glClear = reinterpret_cast<void (APIENTRY *)(GLbitfield )>(resolve("glClear"));
+ glClearColor = reinterpret_cast<void (APIENTRY *)(GLfloat , GLfloat , GLfloat , GLfloat )>(resolve("glClearColor"));
+ glClearStencil = reinterpret_cast<void (APIENTRY *)(GLint )>(resolve("glClearStencil"));
+ glColorMask = reinterpret_cast<void (APIENTRY *)(GLboolean , GLboolean , GLboolean , GLboolean )>(resolve("glColorMask"));
+ glCopyTexImage2D = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLenum , GLint , GLint , GLsizei , GLsizei , GLint )>(resolve("glCopyTexImage2D"));
+ glCopyTexSubImage2D = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLint , GLint , GLint , GLint , GLsizei , GLsizei )>(resolve("glCopyTexSubImage2D"));
+ glCullFace = reinterpret_cast<void (APIENTRY *)(GLenum )>(resolve("glCullFace"));
+ glDeleteTextures = reinterpret_cast<void (APIENTRY *)(GLsizei , const GLuint *)>(resolve("glDeleteTextures"));
+ glDepthFunc = reinterpret_cast<void (APIENTRY *)(GLenum )>(resolve("glDepthFunc"));
+ glDepthMask = reinterpret_cast<void (APIENTRY *)(GLboolean )>(resolve("glDepthMask"));
+ glDisable = reinterpret_cast<void (APIENTRY *)(GLenum )>(resolve("glDisable"));
+ glDrawArrays = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLsizei )>(resolve("glDrawArrays"));
+ glDrawElements = reinterpret_cast<void (APIENTRY *)(GLenum , GLsizei , GLenum , const GLvoid *)>(resolve("glDrawElements"));
+ glEnable = reinterpret_cast<void (APIENTRY *)(GLenum )>(resolve("glEnable"));
+ glFinish = reinterpret_cast<void (APIENTRY *)()>(resolve("glFinish"));
+ glFlush = reinterpret_cast<void (APIENTRY *)()>(resolve("glFlush"));
+ glFrontFace = reinterpret_cast<void (APIENTRY *)(GLenum )>(resolve("glFrontFace"));
+ glGenTextures = reinterpret_cast<void (APIENTRY *)(GLsizei , GLuint *)>(resolve("glGenTextures"));
+ glGetBooleanv = reinterpret_cast<void (APIENTRY *)(GLenum , GLboolean *)>(resolve("glGetBooleanv"));
+ glGetError = reinterpret_cast<GLenum (APIENTRY *)()>(resolve("glGetError"));
+ glGetFloatv = reinterpret_cast<void (APIENTRY *)(GLenum , GLfloat *)>(resolve("glGetFloatv"));
+ glGetIntegerv = reinterpret_cast<void (APIENTRY *)(GLenum , GLint *)>(resolve("glGetIntegerv"));
+ glGetString = reinterpret_cast<const GLubyte * (APIENTRY *)(GLenum )>(resolve("glGetString"));
+ glGetTexParameterfv = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLfloat *)>(resolve("glGetTexParameterfv"));
+ glGetTexParameteriv = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLint *)>(resolve("glGetTexParameteriv"));
+ glHint = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum )>(resolve("glHint"));
+ glIsEnabled = reinterpret_cast<GLboolean (APIENTRY *)(GLenum )>(resolve("glIsEnabled"));
+ glIsTexture = reinterpret_cast<GLboolean (APIENTRY *)(GLuint )>(resolve("glIsTexture"));
+ glLineWidth = reinterpret_cast<void (APIENTRY *)(GLfloat )>(resolve("glLineWidth"));
+ glPixelStorei = reinterpret_cast<void (APIENTRY *)(GLenum , GLint )>(resolve("glPixelStorei"));
+ glPolygonOffset = reinterpret_cast<void (APIENTRY *)(GLfloat , GLfloat )>(resolve("glPolygonOffset"));
+ glReadPixels = reinterpret_cast<void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , GLvoid *)>(resolve("glReadPixels"));
+ glScissor = reinterpret_cast<void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei )>(resolve("glScissor"));
+ glStencilFunc = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLuint )>(resolve("glStencilFunc"));
+ glStencilMask = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glStencilMask"));
+ glStencilOp = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLenum )>(resolve("glStencilOp"));
+ glTexImage2D = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLint , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *)>(resolve("glTexImage2D"));
+ glTexParameterf = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLfloat )>(resolve("glTexParameterf"));
+ glTexParameterfv = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , const GLfloat *)>(resolve("glTexParameterfv"));
+ glTexParameteri = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLint )>(resolve("glTexParameteri"));
+ glTexParameteriv = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , const GLint *)>(resolve("glTexParameteriv"));
+ glTexSubImage2D = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , const GLvoid *)>(resolve("glTexSubImage2D"));
+ glViewport = reinterpret_cast<void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei )>(resolve("glViewport"));
+
+ glActiveTexture = reinterpret_cast<void (APIENTRY *)(GLenum)>(resolve("glActiveTexture"));
+ glAttachShader = reinterpret_cast<void (APIENTRY *)(GLuint , GLuint )>(resolve("glAttachShader"));
+ glBindAttribLocation = reinterpret_cast<void (APIENTRY *)(GLuint , GLuint , const GLchar* )>(resolve("glBindAttribLocation"));
+ glBindBuffer = reinterpret_cast<void (APIENTRY *)(GLenum , GLuint )>(resolve("glBindBuffer"));
+ glBindFramebuffer = reinterpret_cast<void (APIENTRY *)(GLenum , GLuint )>(resolve("glBindFramebuffer"));
+ glBindRenderbuffer = reinterpret_cast<void (APIENTRY *)(GLenum , GLuint )>(resolve("glBindRenderbuffer"));
+ glBlendColor = reinterpret_cast<void (APIENTRY *)(GLclampf , GLclampf , GLclampf , GLclampf )>(resolve("glBlendColor"));
+ glBlendEquation = reinterpret_cast<void (APIENTRY *)(GLenum )>(resolve("glBlendEquation"));
+ glBlendEquationSeparate = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum )>(resolve("glBlendEquationSeparate"));
+ glBlendFuncSeparate = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLenum , GLenum )>(resolve("glBlendFuncSeparate"));
+ glBufferData = reinterpret_cast<void (APIENTRY *)(GLenum , qopengl_GLsizeiptr , const GLvoid* , GLenum )>(resolve("glBufferData"));
+ glBufferSubData = reinterpret_cast<void (APIENTRY *)(GLenum , qopengl_GLintptr , qopengl_GLsizeiptr , const GLvoid* )>(resolve("glBufferSubData"));
+ glCheckFramebufferStatus = reinterpret_cast<GLenum (APIENTRY *)(GLenum )>(resolve("glCheckFramebufferStatus"));
+ glCompileShader = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glCompileShader"));
+ glCompressedTexImage2D = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLenum , GLsizei , GLsizei, GLint, GLsizei, const GLvoid* )>(resolve("glCompressedTexImage2D"));
+ glCompressedTexSubImage2D = reinterpret_cast<void (APIENTRY *)(GLenum , GLint , GLint , GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid* )>(resolve("glCompressedTexSubImage2D"));
+ glCreateProgram = reinterpret_cast<GLuint (APIENTRY *)(void)>(resolve("glCreateProgram"));
+ glCreateShader = reinterpret_cast<GLuint (APIENTRY *)(GLenum )>(resolve("glCreateShader"));
+ glDeleteBuffers = reinterpret_cast<void (APIENTRY *)(GLsizei , const GLuint*)>(resolve("glDeleteBuffers"));
+ glDeleteFramebuffers = reinterpret_cast<void (APIENTRY *)(GLsizei , const GLuint* )>(resolve("glDeleteFramebuffers"));
+ glDeleteProgram = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glDeleteProgram"));
+ glDeleteRenderbuffers = reinterpret_cast<void (APIENTRY *)(GLsizei , const GLuint* )>(resolve("glDeleteRenderbuffers"));
+ glDeleteShader = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glDeleteShader"));
+ glDetachShader = reinterpret_cast<void (APIENTRY *)(GLuint , GLuint )>(resolve("glDetachShader"));
+ glDisableVertexAttribArray = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glDisableVertexAttribArray"));
+ glEnableVertexAttribArray = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glEnableVertexAttribArray"));
+ glFramebufferRenderbuffer = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLenum , GLuint )>(resolve("glFramebufferRenderbuffer"));
+ glFramebufferTexture2D = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLenum , GLuint , GLint )>(resolve("glFramebufferTexture2D"));
+ glGenBuffers = reinterpret_cast<void (APIENTRY *)(GLsizei , GLuint* )>(resolve("glGenBuffers"));
+ glGenerateMipmap = reinterpret_cast<void (APIENTRY *)(GLenum )>(resolve("glGenerateMipmap"));
+ glGenFramebuffers = reinterpret_cast<void (APIENTRY *)(GLsizei , GLuint* )>(resolve("glGenFramebuffers"));
+ glGenRenderbuffers = reinterpret_cast<void (APIENTRY *)(GLsizei , GLuint* )>(resolve("glGenRenderbuffers"));
+ glGetActiveAttrib = reinterpret_cast<void (APIENTRY *)(GLuint , GLuint , GLsizei , GLsizei* , GLint* , GLenum* , GLchar* )>(resolve("glGetActiveAttrib"));
+ glGetActiveUniform = reinterpret_cast<void (APIENTRY *)(GLuint , GLuint , GLsizei , GLsizei* , GLint* , GLenum* , GLchar* )>(resolve("glGetActiveUniform"));
+ glGetAttachedShaders = reinterpret_cast<void (APIENTRY *)(GLuint , GLsizei , GLsizei*, GLuint* )>(resolve("glGetAttachedShaders"));
+ glGetAttribLocation = reinterpret_cast<int (APIENTRY *)(GLuint , const GLchar* )>(resolve("glGetAttribLocation"));
+ glGetBufferParameteriv = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLint* )>(resolve("glGetBufferParameteriv"));
+ glGetFramebufferAttachmentParameteriv = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum, GLenum , GLint* )>(resolve("glGetFramebufferAttachmentParameteriv"));
+ glGetProgramiv = reinterpret_cast<void (APIENTRY *)(GLuint , GLenum , GLint* )>(resolve("glGetProgramiv"));
+ glGetProgramInfoLog = reinterpret_cast<void (APIENTRY *)(GLuint , GLsizei , GLsizei* , GLchar* )>(resolve("glGetProgramInfoLog"));
+ glGetRenderbufferParameteriv = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLint* )>(resolve("glGetRenderbufferParameteriv"));
+ glGetShaderiv = reinterpret_cast<void (APIENTRY *)(GLuint , GLenum , GLint* )>(resolve("glGetShaderiv"));
+ glGetShaderInfoLog = reinterpret_cast<void (APIENTRY *)(GLuint , GLsizei , GLsizei*, GLchar*)>(resolve("glGetShaderInfoLog"));
+ glGetShaderPrecisionFormat = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLint* , GLint* )>(resolve("glGetShaderPrecisionFormat"));
+ glGetShaderSource = reinterpret_cast<void (APIENTRY *)(GLuint , GLsizei , GLsizei* , GLchar* )>(resolve("glGetShaderSource"));
+ glGetUniformfv = reinterpret_cast<void (APIENTRY *)(GLuint , GLint , GLfloat*)>(resolve("glGetUniformfv"));
+ glGetUniformiv = reinterpret_cast<void (APIENTRY *)(GLuint , GLint , GLint*)>(resolve("glGetUniformiv"));
+ glGetUniformLocation = reinterpret_cast<int (APIENTRY *)(GLuint , const GLchar* )>(resolve("glGetUniformLocation"));
+ glGetVertexAttribfv = reinterpret_cast<void (APIENTRY *)(GLuint , GLenum , GLfloat* )>(resolve("glGetVertexAttribfv"));
+ glGetVertexAttribiv = reinterpret_cast<void (APIENTRY *)(GLuint , GLenum , GLint* )>(resolve("glGetVertexAttribiv"));
+ glGetVertexAttribPointerv = reinterpret_cast<void (APIENTRY *)(GLuint , GLenum , GLvoid** pointer)>(resolve("glGetVertexAttribPointerv"));
+ glIsBuffer = reinterpret_cast<GLboolean (APIENTRY *)(GLuint )>(resolve("glIsBuffer"));
+ glIsFramebuffer = reinterpret_cast<GLboolean (APIENTRY *)(GLuint )>(resolve("glIsFramebuffer"));
+ glIsProgram = reinterpret_cast<GLboolean (APIENTRY *)(GLuint )>(resolve("glIsProgram"));
+ glIsRenderbuffer = reinterpret_cast<GLboolean (APIENTRY *)(GLuint )>(resolve("glIsRenderbuffer"));
+ glIsShader = reinterpret_cast<GLboolean (APIENTRY *)(GLuint )>(resolve("glIsShader"));
+ glLinkProgram = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glLinkProgram"));
+ glReleaseShaderCompiler = reinterpret_cast<void (APIENTRY *)(void)>(resolve("glReleaseShaderCompiler"));
+ glRenderbufferStorage = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLsizei , GLsizei )>(resolve("glRenderbufferStorage"));
+ glSampleCoverage = reinterpret_cast<void (APIENTRY *)(GLclampf , GLboolean )>(resolve("glSampleCoverage"));
+ glShaderBinary = reinterpret_cast<void (APIENTRY *)(GLsizei , const GLuint*, GLenum , const GLvoid* , GLsizei )>(resolve("glShaderBinary"));
+ glShaderSource = reinterpret_cast<void (APIENTRY *)(GLuint , GLsizei , const GLchar* *, const GLint* )>(resolve("glShaderSource"));
+ glStencilFuncSeparate = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLint , GLuint )>(resolve("glStencilFuncSeparate"));
+ glStencilMaskSeparate = reinterpret_cast<void (APIENTRY *)(GLenum , GLuint )>(resolve("glStencilMaskSeparate"));
+ glStencilOpSeparate = reinterpret_cast<void (APIENTRY *)(GLenum , GLenum , GLenum , GLenum )>(resolve("glStencilOpSeparate"));
+ glUniform1f = reinterpret_cast<void (APIENTRY *)(GLint , GLfloat )>(resolve("glUniform1f"));
+ glUniform1fv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLfloat* )>(resolve("glUniform1fv"));
+ glUniform1i = reinterpret_cast<void (APIENTRY *)(GLint , GLint )>(resolve("glUniform1i"));
+ glUniform1iv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLint* )>(resolve("glUniform1iv"));
+ glUniform2f = reinterpret_cast<void (APIENTRY *)(GLint , GLfloat , GLfloat )>(resolve("glUniform2f"));
+ glUniform2fv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLfloat* )>(resolve("glUniform2fv"));
+ glUniform2i = reinterpret_cast<void (APIENTRY *)(GLint , GLint , GLint )>(resolve("glUniform2i"));
+ glUniform2iv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLint* )>(resolve("glUniform2iv"));
+ glUniform3f = reinterpret_cast<void (APIENTRY *)(GLint , GLfloat , GLfloat , GLfloat )>(resolve("glUniform3f"));
+ glUniform3fv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLfloat* )>(resolve("glUniform3fv"));
+ glUniform3i = reinterpret_cast<void (APIENTRY *)(GLint , GLint , GLint , GLint )>(resolve("glUniform3i"));
+ glUniform3iv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLint* )>(resolve("glUniform3iv"));
+ glUniform4f = reinterpret_cast<void (APIENTRY *)(GLint , GLfloat , GLfloat , GLfloat , GLfloat )>(resolve("glUniform4f"));
+ glUniform4fv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLfloat* )>(resolve("glUniform4fv"));
+ glUniform4i = reinterpret_cast<void (APIENTRY *)(GLint , GLint , GLint , GLint , GLint )>(resolve("glUniform4i"));
+ glUniform4iv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , const GLint* )>(resolve("glUniform4iv"));
+ glUniformMatrix2fv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )>(resolve("glUniformMatrix2fv"));
+ glUniformMatrix3fv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )>(resolve("glUniformMatrix3fv"));
+ glUniformMatrix4fv = reinterpret_cast<void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )>(resolve("glUniformMatrix4fv"));
+ glUseProgram = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glUseProgram"));
+ glValidateProgram = reinterpret_cast<void (APIENTRY *)(GLuint )>(resolve("glValidateProgram"));
+ glVertexAttrib1f = reinterpret_cast<void (APIENTRY *)(GLuint , GLfloat )>(resolve("glVertexAttrib1f"));
+ glVertexAttrib1fv = reinterpret_cast<void (APIENTRY *)(GLuint , const GLfloat* )>(resolve("glVertexAttrib1fv"));
+ glVertexAttrib2f = reinterpret_cast<void (APIENTRY *)(GLuint , GLfloat , GLfloat )>(resolve("glVertexAttrib2f"));
+ glVertexAttrib2fv = reinterpret_cast<void (APIENTRY *)(GLuint , const GLfloat* )>(resolve("glVertexAttrib2fv"));
+ glVertexAttrib3f = reinterpret_cast<void (APIENTRY *)(GLuint , GLfloat , GLfloat , GLfloat )>(resolve("glVertexAttrib3f"));
+ glVertexAttrib3fv = reinterpret_cast<void (APIENTRY *)(GLuint , const GLfloat* )>(resolve("glVertexAttrib3fv"));
+ glVertexAttrib4f = reinterpret_cast<void (APIENTRY *)(GLuint , GLfloat , GLfloat , GLfloat , GLfloat )>(resolve("glVertexAttrib4f"));
+ glVertexAttrib4fv = reinterpret_cast<void (APIENTRY *)(GLuint , const GLfloat* )>(resolve("glVertexAttrib4fv"));
+ glVertexAttribPointer = reinterpret_cast<void (APIENTRY *)(GLuint , GLint, GLenum, GLboolean, GLsizei, const GLvoid* )>(resolve("glVertexAttribPointer"));
+
+ glClearDepthf = reinterpret_cast<void (APIENTRY *)(GLclampf )>(resolve("glClearDepthf"));
+ glDepthRangef = reinterpret_cast<void (APIENTRY *)(GLclampf , GLclampf )>(resolve("glDepthRangef"));
+
+ return glBindTexture && glCreateShader && glClearDepthf;
+}
+
QWindowsEGLStaticContext::QWindowsEGLStaticContext(EGLDisplay display, int version)
: m_display(display), m_version(version)
{
@@ -76,7 +335,16 @@ QWindowsEGLStaticContext *QWindowsEGLStaticContext::create()
return 0;
}
- EGLDisplay display = eglGetDisplay((EGLNativeDisplayType)dc);
+ if (!libEGL.init()) {
+ qWarning("%s: Failed to load and resolve libEGL functions", Q_FUNC_INFO);
+ return 0;
+ }
+ if (!libGLESv2.init()) {
+ qWarning("%s: Failed to load and resolve libGLESv2 functions", Q_FUNC_INFO);
+ return 0;
+ }
+
+ EGLDisplay display = libEGL.eglGetDisplay((EGLNativeDisplayType)dc);
if (!display) {
qWarning("%s: Could not obtain EGL display", Q_FUNC_INFO);
return 0;
@@ -84,9 +352,11 @@ QWindowsEGLStaticContext *QWindowsEGLStaticContext::create()
EGLint major;
EGLint minor;
- if (!eglInitialize(display, &major, &minor)) {
- qWarning("%s: Could not initialize egl display: error %d\n",
- Q_FUNC_INFO, eglGetError());
+ if (!libEGL.eglInitialize(display, &major, &minor)) {
+ int err = libEGL.eglGetError();
+ qWarning("%s: Could not initialize EGL display: error 0x%x\n", Q_FUNC_INFO, err);
+ if (err == 0x3001)
+ qWarning("%s: When using ANGLE, check if d3dcompiler_4x.dll is available", Q_FUNC_INFO);
return 0;
}
@@ -97,7 +367,70 @@ QWindowsEGLStaticContext *QWindowsEGLStaticContext::create()
QWindowsEGLStaticContext::~QWindowsEGLStaticContext()
{
qCDebug(lcQpaGl) << __FUNCTION__ << "Releasing EGL display " << m_display;
- eglTerminate(m_display);
+ libEGL.eglTerminate(m_display);
+}
+
+QWindowsOpenGLContext *QWindowsEGLStaticContext::createContext(QOpenGLContext *context)
+{
+ return new QWindowsEGLContext(this, context->format(), context->shareHandle());
+}
+
+void *QWindowsEGLStaticContext::createWindowSurface(void *nativeWindow, void *nativeConfig)
+{
+ EGLSurface surface = libEGL.eglCreateWindowSurface(m_display, (EGLConfig) nativeConfig,
+ (EGLNativeWindowType) nativeWindow, 0);
+ if (surface == EGL_NO_SURFACE)
+ qWarning("%s: Could not create the EGL window surface: 0x%x\n", Q_FUNC_INFO, libEGL.eglGetError());
+
+ return surface;
+}
+
+void QWindowsEGLStaticContext::destroyWindowSurface(void *nativeSurface)
+{
+ libEGL.eglDestroySurface(m_display, (EGLSurface) nativeSurface);
+}
+
+QSurfaceFormat QWindowsEGLStaticContext::formatFromConfig(EGLDisplay display, EGLConfig config,
+ const QSurfaceFormat &referenceFormat)
+{
+ QSurfaceFormat format;
+ EGLint redSize = 0;
+ EGLint greenSize = 0;
+ EGLint blueSize = 0;
+ EGLint alphaSize = 0;
+ EGLint depthSize = 0;
+ EGLint stencilSize = 0;
+ EGLint sampleCount = 0;
+
+ libEGL.eglGetConfigAttrib(display, config, EGL_RED_SIZE, &redSize);
+ libEGL.eglGetConfigAttrib(display, config, EGL_GREEN_SIZE, &greenSize);
+ libEGL.eglGetConfigAttrib(display, config, EGL_BLUE_SIZE, &blueSize);
+ libEGL.eglGetConfigAttrib(display, config, EGL_ALPHA_SIZE, &alphaSize);
+ libEGL.eglGetConfigAttrib(display, config, EGL_DEPTH_SIZE, &depthSize);
+ libEGL.eglGetConfigAttrib(display, config, EGL_STENCIL_SIZE, &stencilSize);
+ libEGL.eglGetConfigAttrib(display, config, EGL_SAMPLES, &sampleCount);
+
+ format.setRenderableType(QSurfaceFormat::OpenGLES);
+ format.setVersion(referenceFormat.majorVersion(), referenceFormat.minorVersion());
+ format.setProfile(referenceFormat.profile());
+ format.setOptions(referenceFormat.options());
+
+ format.setRedBufferSize(redSize);
+ format.setGreenBufferSize(greenSize);
+ format.setBlueBufferSize(blueSize);
+ format.setAlphaBufferSize(alphaSize);
+ format.setDepthBufferSize(depthSize);
+ format.setStencilBufferSize(stencilSize);
+ format.setSamples(sampleCount);
+ format.setStereo(false);
+ format.setSwapInterval(referenceFormat.swapInterval());
+
+ // Clear the EGL error state because some of the above may
+ // have errored out because the attribute is not applicable
+ // to the surface type. Such errors don't matter.
+ libEGL.eglGetError();
+
+ return format;
}
/*!
@@ -121,40 +454,465 @@ QWindowsEGLStaticContext::~QWindowsEGLStaticContext()
\ingroup qt-lighthouse-win
*/
-QWindowsEGLContext::QWindowsEGLContext(const QWindowsEGLStaticContextPtr &staticContext,
+QWindowsEGLContext::QWindowsEGLContext(QWindowsEGLStaticContext *staticContext,
const QSurfaceFormat &format,
QPlatformOpenGLContext *share)
- : QEGLPlatformContext(format, share, staticContext->display())
- , m_staticContext(staticContext)
+ : m_staticContext(staticContext)
+ , m_eglDisplay(staticContext->display())
+ , m_api(EGL_OPENGL_ES_API)
+ , m_swapInterval(-1)
{
+ if (!m_staticContext)
+ return;
+
+ m_eglConfig = chooseConfig(format);
+ m_format = m_staticContext->formatFromConfig(m_eglDisplay, m_eglConfig, format);
+ m_shareContext = share ? static_cast<QWindowsEGLContext *>(share)->m_eglContext : 0;
+
+ QVector<EGLint> contextAttrs;
+ contextAttrs.append(EGL_CONTEXT_CLIENT_VERSION);
+ contextAttrs.append(m_format.majorVersion());
+ contextAttrs.append(EGL_NONE);
+
+ QWindowsEGLStaticContext::libEGL.eglBindAPI(m_api);
+ m_eglContext = QWindowsEGLStaticContext::libEGL.eglCreateContext(m_eglDisplay, m_eglConfig, m_shareContext, contextAttrs.constData());
+ if (m_eglContext == EGL_NO_CONTEXT && m_shareContext != EGL_NO_CONTEXT) {
+ m_shareContext = 0;
+ m_eglContext = QWindowsEGLStaticContext::libEGL.eglCreateContext(m_eglDisplay, m_eglConfig, 0, contextAttrs.constData());
+ }
+
+ if (m_eglContext == EGL_NO_CONTEXT) {
+ qWarning("QWindowsEGLContext: eglError: %x, this: %p \n", QWindowsEGLStaticContext::libEGL.eglGetError(), this);
+ return;
+ }
+
+ // Make the context current to ensure the GL version query works. This needs a surface too.
+ const EGLint pbufferAttributes[] = {
+ EGL_WIDTH, 1,
+ EGL_HEIGHT, 1,
+ EGL_LARGEST_PBUFFER, EGL_FALSE,
+ EGL_NONE
+ };
+ EGLSurface pbuffer = QWindowsEGLStaticContext::libEGL.eglCreatePbufferSurface(m_eglDisplay, m_eglConfig, pbufferAttributes);
+ if (pbuffer == EGL_NO_SURFACE)
+ return;
+
+ if (QWindowsEGLStaticContext::libEGL.eglMakeCurrent(m_eglDisplay, pbuffer, pbuffer, m_eglContext)) {
+ const GLubyte *s = QWindowsEGLStaticContext::libGLESv2.glGetString(GL_VERSION);
+ if (s) {
+ QByteArray version = QByteArray(reinterpret_cast<const char *>(s));
+ int major, minor;
+ if (QPlatformOpenGLContext::parseOpenGLVersion(version, major, minor)) {
+ m_format.setMajorVersion(major);
+ m_format.setMinorVersion(minor);
+ }
+ }
+ m_format.setProfile(QSurfaceFormat::NoProfile);
+ m_format.setOptions(QSurfaceFormat::FormatOptions());
+ QWindowsEGLStaticContext::libEGL.eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ }
+ QWindowsEGLStaticContext::libEGL.eglDestroySurface(m_eglDisplay, pbuffer);
}
QWindowsEGLContext::~QWindowsEGLContext()
{
+ if (m_eglContext != EGL_NO_CONTEXT) {
+ QWindowsEGLStaticContext::libEGL.eglDestroyContext(m_eglDisplay, m_eglContext);
+ m_eglContext = EGL_NO_CONTEXT;
+ }
}
-bool QWindowsEGLContext::hasThreadedOpenGLCapability()
+bool QWindowsEGLContext::makeCurrent(QPlatformSurface *surface)
{
- return false;
+ Q_ASSERT(surface->surface()->supportsOpenGL());
+
+ QWindowsEGLStaticContext::libEGL.eglBindAPI(m_api);
+
+ QWindowsWindow *window = static_cast<QWindowsWindow *>(surface);
+ EGLSurface eglSurface = static_cast<EGLSurface>(window->surface(m_eglConfig));
+ Q_ASSERT(eglSurface);
+
+ // shortcut: on some GPUs, eglMakeCurrent is not a cheap operation
+ if (QWindowsEGLStaticContext::libEGL.eglGetCurrentContext() == m_eglContext &&
+ QWindowsEGLStaticContext::libEGL.eglGetCurrentDisplay() == m_eglDisplay &&
+ QWindowsEGLStaticContext::libEGL.eglGetCurrentSurface(EGL_READ) == eglSurface &&
+ QWindowsEGLStaticContext::libEGL.eglGetCurrentSurface(EGL_DRAW) == eglSurface) {
+ return true;
+ }
+
+ const bool ok = QWindowsEGLStaticContext::libEGL.eglMakeCurrent(m_eglDisplay, eglSurface, eglSurface, m_eglContext);
+ if (ok) {
+ const int requestedSwapInterval = surface->format().swapInterval();
+ if (requestedSwapInterval >= 0 && m_swapInterval != requestedSwapInterval) {
+ m_swapInterval = requestedSwapInterval;
+ QWindowsEGLStaticContext::libEGL.eglSwapInterval(m_staticContext->display(), m_swapInterval);
+ }
+ } else {
+ qWarning("QWindowsEGLContext::makeCurrent: eglError: %x, this: %p \n", QWindowsEGLStaticContext::libEGL.eglGetError(), this);
+ }
+
+ return ok;
}
-EGLSurface QWindowsEGLContext::eglSurfaceForPlatformSurface(QPlatformSurface *surface)
+void QWindowsEGLContext::doneCurrent()
{
- const QWindowsWindow *window = static_cast<const QWindowsWindow *>(surface);
- return window->eglSurfaceHandle();
+ QWindowsEGLStaticContext::libEGL.eglBindAPI(m_api);
+ bool ok = QWindowsEGLStaticContext::libEGL.eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
+ if (!ok)
+ qWarning("QWindowsEGLContext::doneCurrent: eglError: %d, this: %p \n", QWindowsEGLStaticContext::libEGL.eglGetError(), this);
}
-bool QWindowsEGLContext::makeCurrent(QPlatformSurface *surface)
+void QWindowsEGLContext::swapBuffers(QPlatformSurface *surface)
{
- bool ok = false;
+ QWindowsEGLStaticContext::libEGL.eglBindAPI(m_api);
QWindowsWindow *window = static_cast<QWindowsWindow *>(surface);
- if (EGLSurface eglSurface = window->ensureEglSurfaceHandle(m_staticContext, eglConfig())) {
- ok = eglMakeCurrent(eglDisplay(), eglSurface, eglSurface, eglContext());
- if (!ok)
- qWarning("%s: eglMakeCurrent() failed, eglError: 0x%x, this: %p \n",
- Q_FUNC_INFO, eglGetError(), this);
+ EGLSurface eglSurface = static_cast<EGLSurface>(window->surface(m_eglConfig));
+ Q_ASSERT(eglSurface);
+
+ bool ok = QWindowsEGLStaticContext::libEGL.eglSwapBuffers(m_eglDisplay, eglSurface);
+ if (!ok)
+ qWarning("QWindowsEGLContext::swapBuffers: eglError: %d, this: %p \n", QWindowsEGLStaticContext::libEGL.eglGetError(), this);
+}
+
+QFunctionPointer QWindowsEGLContext::getProcAddress(const QByteArray &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 (procName == standardFuncs[i].name)
+ return reinterpret_cast<QFunctionPointer>(standardFuncs[i].func);
+
+ QWindowsEGLStaticContext::libEGL.eglBindAPI(m_api);
+ QFunctionPointer procAddress = reinterpret_cast<QFunctionPointer>(QWindowsEGLStaticContext::libEGL.eglGetProcAddress(procName.constData()));
+ if (QWindowsContext::verbose > 1)
+ qCDebug(lcQpaGl) << __FUNCTION__ << procName << QWindowsEGLStaticContext::libEGL.eglGetCurrentContext() << "returns" << procAddress;
+ if (!procAddress)
+ qWarning("%s: Unable to resolve '%s'", __FUNCTION__, procName.constData());
+ return procAddress;
+}
+
+static QVector<EGLint> createConfigAttributesFromFormat(const QSurfaceFormat &format)
+{
+ int redSize = format.redBufferSize();
+ int greenSize = format.greenBufferSize();
+ int blueSize = format.blueBufferSize();
+ int alphaSize = format.alphaBufferSize();
+ int depthSize = format.depthBufferSize();
+ int stencilSize = format.stencilBufferSize();
+ int sampleCount = format.samples();
+
+ QVector<EGLint> configAttributes;
+ configAttributes.reserve(16);
+
+ configAttributes.append(EGL_RED_SIZE);
+ configAttributes.append(redSize > 0 ? redSize : 0);
+
+ configAttributes.append(EGL_GREEN_SIZE);
+ configAttributes.append(greenSize > 0 ? greenSize : 0);
+
+ configAttributes.append(EGL_BLUE_SIZE);
+ configAttributes.append(blueSize > 0 ? blueSize : 0);
+
+ configAttributes.append(EGL_ALPHA_SIZE);
+ configAttributes.append(alphaSize > 0 ? alphaSize : 0);
+
+ configAttributes.append(EGL_DEPTH_SIZE);
+ configAttributes.append(depthSize > 0 ? depthSize : 0);
+
+ configAttributes.append(EGL_STENCIL_SIZE);
+ configAttributes.append(stencilSize > 0 ? stencilSize : 0);
+
+ configAttributes.append(EGL_SAMPLES);
+ configAttributes.append(sampleCount > 0 ? sampleCount : 0);
+
+ configAttributes.append(EGL_SAMPLE_BUFFERS);
+ configAttributes.append(sampleCount > 0);
+
+ return configAttributes;
+}
+
+static bool reduceConfigAttributes(QVector<EGLint> *configAttributes)
+{
+ int i = -1;
+
+ i = configAttributes->indexOf(EGL_SWAP_BEHAVIOR);
+ if (i >= 0) {
+ configAttributes->remove(i,2);
}
- return ok;
+
+ i = configAttributes->indexOf(EGL_BUFFER_SIZE);
+ if (i >= 0) {
+ if (configAttributes->at(i+1) == 16) {
+ configAttributes->remove(i,2);
+ return true;
+ }
+ }
+
+ i = configAttributes->indexOf(EGL_SAMPLES);
+ if (i >= 0) {
+ EGLint value = configAttributes->value(i+1, 0);
+ if (value > 1)
+ configAttributes->replace(i+1, qMin(EGLint(16), value / 2));
+ else
+ configAttributes->remove(i, 2);
+ return true;
+ }
+
+ i = configAttributes->indexOf(EGL_SAMPLE_BUFFERS);
+ if (i >= 0) {
+ configAttributes->remove(i,2);
+ return true;
+ }
+
+ i = configAttributes->indexOf(EGL_ALPHA_SIZE);
+ if (i >= 0) {
+ configAttributes->remove(i,2);
+#if defined(EGL_BIND_TO_TEXTURE_RGBA) && defined(EGL_BIND_TO_TEXTURE_RGB)
+ i = configAttributes->indexOf(EGL_BIND_TO_TEXTURE_RGBA);
+ if (i >= 0) {
+ configAttributes->replace(i,EGL_BIND_TO_TEXTURE_RGB);
+ configAttributes->replace(i+1,true);
+
+ }
+#endif
+ return true;
+ }
+
+ i = configAttributes->indexOf(EGL_STENCIL_SIZE);
+ if (i >= 0) {
+ if (configAttributes->at(i + 1) > 1)
+ configAttributes->replace(i + 1, 1);
+ else
+ configAttributes->remove(i, 2);
+ return true;
+ }
+
+ i = configAttributes->indexOf(EGL_DEPTH_SIZE);
+ if (i >= 0) {
+ if (configAttributes->at(i + 1) > 1)
+ configAttributes->replace(i + 1, 1);
+ else
+ configAttributes->remove(i, 2);
+ return true;
+ }
+#ifdef EGL_BIND_TO_TEXTURE_RGB
+ i = configAttributes->indexOf(EGL_BIND_TO_TEXTURE_RGB);
+ if (i >= 0) {
+ configAttributes->remove(i,2);
+ return true;
+ }
+#endif
+
+ return false;
+}
+
+EGLConfig QWindowsEGLContext::chooseConfig(const QSurfaceFormat &format)
+{
+ QVector<EGLint> configureAttributes = createConfigAttributesFromFormat(format);
+ configureAttributes.append(EGL_SURFACE_TYPE);
+ configureAttributes.append(EGL_WINDOW_BIT);
+ configureAttributes.append(EGL_RENDERABLE_TYPE);
+ configureAttributes.append(EGL_OPENGL_ES2_BIT);
+ configureAttributes.append(EGL_NONE);
+
+ EGLDisplay display = m_staticContext->display();
+ EGLConfig cfg = 0;
+ do {
+ // Get the number of matching configurations for this set of properties.
+ EGLint matching = 0;
+ if (!QWindowsEGLStaticContext::libEGL.eglChooseConfig(display, configureAttributes.constData(), 0, 0, &matching) || !matching)
+ continue;
+
+ // Fetch all of the matching configurations and find the
+ // first that matches the pixel format we wanted.
+ int i = configureAttributes.indexOf(EGL_RED_SIZE);
+ int confAttrRed = configureAttributes.at(i+1);
+ i = configureAttributes.indexOf(EGL_GREEN_SIZE);
+ int confAttrGreen = configureAttributes.at(i+1);
+ i = configureAttributes.indexOf(EGL_BLUE_SIZE);
+ int confAttrBlue = configureAttributes.at(i+1);
+ i = configureAttributes.indexOf(EGL_ALPHA_SIZE);
+ int confAttrAlpha = i == -1 ? 0 : configureAttributes.at(i+1);
+
+ QVector<EGLConfig> configs(matching);
+ QWindowsEGLStaticContext::libEGL.eglChooseConfig(display, configureAttributes.constData(), configs.data(), configs.size(), &matching);
+ if (!cfg && matching > 0)
+ cfg = configs.first();
+
+ EGLint red = 0;
+ EGLint green = 0;
+ EGLint blue = 0;
+ EGLint alpha = 0;
+ for (int i = 0; i < configs.size(); ++i) {
+ if (confAttrRed)
+ QWindowsEGLStaticContext::libEGL.eglGetConfigAttrib(display, configs[i], EGL_RED_SIZE, &red);
+ if (confAttrGreen)
+ QWindowsEGLStaticContext::libEGL.eglGetConfigAttrib(display, configs[i], EGL_GREEN_SIZE, &green);
+ if (confAttrBlue)
+ QWindowsEGLStaticContext::libEGL.eglGetConfigAttrib(display, configs[i], EGL_BLUE_SIZE, &blue);
+ if (confAttrAlpha)
+ QWindowsEGLStaticContext::libEGL.eglGetConfigAttrib(display, configs[i], EGL_ALPHA_SIZE, &alpha);
+
+ if (red == confAttrRed && green == confAttrGreen
+ && blue == confAttrBlue && alpha == confAttrAlpha)
+ return configs[i];
+ }
+ } while (reduceConfigAttributes(&configureAttributes));
+
+ if (!cfg)
+ qWarning("Cannot find EGLConfig, returning null config");
+
+ return cfg;
}
QT_END_NAMESPACE