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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/qwindowsglcontext.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/qwindowsglcontext.cpp')
-rw-r--r--src/plugins/platforms/windows/qwindowsglcontext.cpp307
1 files changed, 263 insertions, 44 deletions
diff --git a/src/plugins/platforms/windows/qwindowsglcontext.cpp b/src/plugins/platforms/windows/qwindowsglcontext.cpp
index eaa4eca84e..b1152de854 100644
--- a/src/plugins/platforms/windows/qwindowsglcontext.cpp
+++ b/src/plugins/platforms/windows/qwindowsglcontext.cpp
@@ -144,6 +144,131 @@
QT_BEGIN_NAMESPACE
+QWindowsOpengl32DLL QOpenGLStaticContext::opengl32;
+
+void *QWindowsOpengl32DLL::resolve(const char *name)
+{
+#ifndef Q_OS_WINCE
+ void *proc = m_lib ? (void *) ::GetProcAddress(m_lib, name) : 0;
+#else
+ void *proc = m_lib ? (void *) ::GetProcAddress(m_lib, (const wchar_t *) QString::fromLatin1(name).utf16()) : 0;
+#endif
+ if (!proc)
+ qErrnoWarning(::GetLastError(), "Failed to resolve OpenGL function %s", name);
+
+ return proc;
+}
+
+bool QWindowsOpengl32DLL::init(bool softwareRendering)
+{
+ const QByteArray opengl32 = QByteArrayLiteral("opengl32.dll");
+ const QByteArray swopengl = QByteArrayLiteral("QtSoftwareOpenGL.dll");
+
+ QByteArray openglDll = qgetenv("QT_OPENGL_DLL");
+ if (openglDll.isEmpty())
+ openglDll = softwareRendering ? swopengl : opengl32;
+
+ openglDll = openglDll.toLower();
+ m_nonOpengl32 = openglDll != opengl32;
+
+ qCDebug(lcQpaGl) << "Qt: Using WGL and OpenGL from" << openglDll;
+
+ m_lib = ::LoadLibraryA(openglDll.constData());
+ if (!m_lib) {
+ qErrnoWarning(::GetLastError(), "Failed to load %s", openglDll.constData());
+ return false;
+ }
+
+ if (moduleIsNotOpengl32()) {
+ // Load opengl32.dll always. GDI functions like ChoosePixelFormat do
+ // GetModuleHandle for opengl32.dll and behave differently (and call back into
+ // opengl32) when the module is present. This is fine for dummy contexts and windows.
+ ::LoadLibraryA("opengl32.dll");
+ }
+
+ wglCreateContext = reinterpret_cast<HGLRC (WINAPI *)(HDC)>(resolve("wglCreateContext"));
+ wglDeleteContext = reinterpret_cast<BOOL (WINAPI *)(HGLRC)>(resolve("wglDeleteContext"));
+ wglGetCurrentContext = reinterpret_cast<HGLRC (WINAPI *)()>(resolve("wglGetCurrentContext"));
+ wglGetCurrentDC = reinterpret_cast<HDC (WINAPI *)()>(resolve("wglGetCurrentDC"));
+ wglGetProcAddress = reinterpret_cast<PROC (WINAPI *)(LPCSTR)>(resolve("wglGetProcAddress"));
+ wglMakeCurrent = reinterpret_cast<BOOL (WINAPI *)(HDC, HGLRC)>(resolve("wglMakeCurrent"));
+ wglShareLists = reinterpret_cast<BOOL (WINAPI *)(HGLRC, HGLRC)>(resolve("wglShareLists"));
+ wglSwapBuffers = reinterpret_cast<BOOL (WINAPI *)(HDC)>(resolve("wglSwapBuffers"));
+ wglSetPixelFormat = reinterpret_cast<BOOL (WINAPI *)(HDC, int, const PIXELFORMATDESCRIPTOR *)>(resolve("wglSetPixelFormat"));
+
+ 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"));
+
+ glClearDepth = reinterpret_cast<void (APIENTRY *)(GLdouble )>(resolve("glClearDepth"));
+ glDepthRange = reinterpret_cast<void (APIENTRY *)(GLdouble , GLdouble )>(resolve("glDepthRange"));
+
+ return wglCreateContext && glBindTexture && glClearDepth;
+}
+
+BOOL QWindowsOpengl32DLL::swapBuffers(HDC dc)
+{
+ if (moduleIsNotOpengl32())
+ return wglSwapBuffers(dc);
+ else
+ return SwapBuffers(dc);
+}
+
+BOOL QWindowsOpengl32DLL::setPixelFormat(HDC dc, int pf, const PIXELFORMATDESCRIPTOR *pfd)
+{
+ if (moduleIsNotOpengl32())
+ return wglSetPixelFormat(dc, pf, pfd);
+ else
+ return SetPixelFormat(dc, pf, pfd);
+}
+
+QWindowsOpenGLContext *QOpenGLStaticContext::createContext(QOpenGLContext *context)
+{
+ return new QWindowsGLContext(this, context);
+}
+
template <class MaskType, class FlagType> inline bool testFlag(MaskType mask, FlagType flag)
{
return (mask & MaskType(flag)) != 0;
@@ -210,10 +335,11 @@ static inline bool
bool ignoreGLSupport = false) // ARB format may not contain it.
{
const bool pixmapRequested = testFlag(additional.formatFlags, QWindowsGLRenderToPixmap);
- return (ignoreGLSupport || testFlag(pfd.dwFlags, PFD_SUPPORT_OPENGL))
- && testFlag(pfd.dwFlags, PFD_DRAW_TO_BITMAP) == pixmapRequested
- && hasGLOverlay(pfd) == testFlag(additional.formatFlags, QWindowsGLOverlay)
- && (!pixmapRequested || pfd.cColorBits == additional.pixmapDepth);
+ const bool pixmapOk = !pixmapRequested || testFlag(pfd.dwFlags, PFD_DRAW_TO_BITMAP);
+ const bool colorOk = !pixmapRequested || pfd.cColorBits == additional.pixmapDepth;
+ const bool glOk = ignoreGLSupport || testFlag(pfd.dwFlags, PFD_SUPPORT_OPENGL);
+ const bool overlayOk = hasGLOverlay(pfd) == testFlag(additional.formatFlags, QWindowsGLOverlay);
+ return pixmapOk && glOk && overlayOk && colorOk;
}
static void describeFormats(HDC hdc)
@@ -299,10 +425,23 @@ static PIXELFORMATDESCRIPTOR
// over the available formats to find the best one.
// Note: As of Windows 7, it seems direct-rendering is handled, so,
// the code might be obsolete?
+//
+// NB! When using an implementation with a name different than opengl32.dll
+// this code path should not be used since it will result in a mess due to GDI
+// relying on and possibly calling back into functions in opengl32.dll (and not
+// the one we are using). This is not a problem usually since for Mesa, which
+// we are most likely to ship with a name other than opengl32.dll, the ARB code
+// path should work. Hence the early bail out below.
+//
static int choosePixelFormat(HDC hdc, const QSurfaceFormat &format,
const QWindowsOpenGLAdditionalFormat &additional,
PIXELFORMATDESCRIPTOR *obtainedPfd)
{
+ if (QOpenGLStaticContext::opengl32.moduleIsNotOpengl32()) {
+ qWarning("%s: Attempted to use GDI functions with a non-opengl32.dll library", Q_FUNC_INFO);
+ return 0;
+ }
+
// 1) Try ChoosePixelFormat().
PIXELFORMATDESCRIPTOR requestedPfd = qPixelFormatFromSurfaceFormat(format, QWindowsGLDirectRendering);
initPixelFormatDescriptor(obtainedPfd);
@@ -352,12 +491,12 @@ static int choosePixelFormat(HDC hdc, const QSurfaceFormat &format,
static inline HGLRC createContext(HDC hdc, HGLRC shared)
{
- HGLRC result = wglCreateContext(hdc);
+ HGLRC result = QOpenGLStaticContext::opengl32.wglCreateContext(hdc);
if (!result) {
qErrnoWarning("%s: wglCreateContext failed.", __FUNCTION__);
return 0;
}
- if (shared && !wglShareLists(shared, result))
+ if (shared && !QOpenGLStaticContext::opengl32.wglShareLists(shared, result))
qErrnoWarning("%s: wglShareLists() failed.", __FUNCTION__);
return result;
}
@@ -623,7 +762,7 @@ static HGLRC createContext(const QOpenGLStaticContext &staticContext,
if (!result) {
QString message;
QDebug(&message).nospace() << __FUNCTION__ << ": wglCreateContextAttribsARB() failed (GL error code: 0x"
- << hex << glGetError() << dec << ") for format: " << format << ", shared context: " << shared;
+ << hex << staticContext.opengl32.glGetError() << dec << ") for format: " << format << ", shared context: " << shared;
qErrnoWarning("%s", qPrintable(message));
}
return result;
@@ -648,16 +787,17 @@ static inline HGLRC createDummyGLContext(HDC dc)
initPixelFormatDescriptor(&pixelFormDescriptor);
pixelFormDescriptor.dwFlags = PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW | PFD_GENERIC_FORMAT;
pixelFormDescriptor.iPixelType = PFD_TYPE_RGBA;
+ // Use the GDI variant, for the dummy this is fine, even when using something other than opengl32.dll.
const int pixelFormat = ChoosePixelFormat(dc, &pixelFormDescriptor);
if (!pixelFormat) {
qErrnoWarning("%s: ChoosePixelFormat failed.", __FUNCTION__);
return 0;
}
- if (!SetPixelFormat(dc, pixelFormat, &pixelFormDescriptor)) {
+ if (!QOpenGLStaticContext::opengl32.setPixelFormat(dc, pixelFormat, &pixelFormDescriptor)) {
qErrnoWarning("%s: SetPixelFormat failed.", __FUNCTION__);
return 0;
}
- HGLRC rc = wglCreateContext(dc);
+ HGLRC rc = QOpenGLStaticContext::opengl32.wglCreateContext(dc);
if (!rc) {
qErrnoWarning("%s: wglCreateContext failed.", __FUNCTION__);
return 0;
@@ -668,8 +808,8 @@ static inline HGLRC createDummyGLContext(HDC dc)
static inline QOpenGLContextData currentOpenGLContextData()
{
QOpenGLContextData result;
- result.hdc = wglGetCurrentDC();
- result.renderingContext = wglGetCurrentContext();
+ result.hdc = QOpenGLStaticContext::opengl32.wglGetCurrentDC();
+ result.renderingContext = QOpenGLStaticContext::opengl32.wglGetCurrentContext();
return result;
}
@@ -721,7 +861,7 @@ QWindowsOpenGLContextFormat QWindowsOpenGLContextFormat::current()
}
// v3 onwards
GLint value = 0;
- glGetIntegerv(GL_CONTEXT_FLAGS, &value);
+ QOpenGLStaticContext::opengl32.glGetIntegerv(GL_CONTEXT_FLAGS, &value);
if (!(value & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT))
result.options |= QSurfaceFormat::DeprecatedFunctions;
if (value & GL_CONTEXT_FLAG_DEBUG_BIT)
@@ -730,7 +870,7 @@ QWindowsOpenGLContextFormat QWindowsOpenGLContextFormat::current()
return result;
// v3.2 onwards: Profiles
value = 0;
- glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &value);
+ QOpenGLStaticContext::opengl32.glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &value);
if (value & GL_CONTEXT_CORE_PROFILE_BIT)
result.profile = QSurfaceFormat::CoreProfile;
else if (value & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT)
@@ -784,15 +924,15 @@ QOpenGLTemporaryContext::QOpenGLTemporaryContext() :
m_previous(currentOpenGLContextData()),
m_current(createDummyWindowOpenGLContextData())
{
- wglMakeCurrent(m_current.hdc, m_current.renderingContext);
+ QOpenGLStaticContext::opengl32.wglMakeCurrent(m_current.hdc, m_current.renderingContext);
}
QOpenGLTemporaryContext::~QOpenGLTemporaryContext()
{
- wglMakeCurrent(m_previous.hdc, m_previous.renderingContext);
+ QOpenGLStaticContext::opengl32.wglMakeCurrent(m_previous.hdc, m_previous.renderingContext);
ReleaseDC(m_current.hwnd, m_current.hdc);
DestroyWindow(m_current.hwnd);
- wglDeleteContext(m_current.renderingContext);
+ QOpenGLStaticContext::opengl32.wglDeleteContext(m_current.renderingContext);
}
/*!
@@ -807,6 +947,11 @@ QOpenGLTemporaryContext::~QOpenGLTemporaryContext()
Functions pending integration in the next version of OpenGL are post-fixed ARB.
+ No WGL or OpenGL functions are called directly from the windows plugin. Instead, the
+ static context loads opengl32.dll and resolves the necessary functions. This allows
+ building the plugin without linking to opengl32 and enables QT_OPENGL_DYNAMIC builds
+ where both the EGL and WGL (this) based implementation of the context are built.
+
\note Initialization requires an active context (see create()).
\sa QWindowsGLContext
@@ -822,11 +967,11 @@ QOpenGLStaticContext::QOpenGLStaticContext() :
extensionNames(QOpenGLStaticContext::getGlString(GL_EXTENSIONS)),
extensions(0),
defaultFormat(QWindowsOpenGLContextFormat::current()),
- wglGetPixelFormatAttribIVARB((WglGetPixelFormatAttribIVARB)wglGetProcAddress("wglGetPixelFormatAttribivARB")),
- wglChoosePixelFormatARB((WglChoosePixelFormatARB)wglGetProcAddress("wglChoosePixelFormatARB")),
- wglCreateContextAttribsARB((WglCreateContextAttribsARB)wglGetProcAddress("wglCreateContextAttribsARB")),
- wglSwapInternalExt((WglSwapInternalExt)wglGetProcAddress("wglSwapIntervalEXT")),
- wglGetSwapInternalExt((WglGetSwapInternalExt)wglGetProcAddress("wglGetSwapIntervalEXT"))
+ wglGetPixelFormatAttribIVARB((WglGetPixelFormatAttribIVARB)QOpenGLStaticContext::opengl32.wglGetProcAddress("wglGetPixelFormatAttribivARB")),
+ wglChoosePixelFormatARB((WglChoosePixelFormatARB)QOpenGLStaticContext::opengl32.wglGetProcAddress("wglChoosePixelFormatARB")),
+ wglCreateContextAttribsARB((WglCreateContextAttribsARB)QOpenGLStaticContext::opengl32.wglGetProcAddress("wglCreateContextAttribsARB")),
+ wglSwapInternalExt((WglSwapInternalExt)QOpenGLStaticContext::opengl32.wglGetProcAddress("wglSwapIntervalEXT")),
+ wglGetSwapInternalExt((WglGetSwapInternalExt)QOpenGLStaticContext::opengl32.wglGetProcAddress("wglGetSwapIntervalEXT"))
{
if (extensionNames.startsWith(SAMPLE_BUFFER_EXTENSION " ")
|| extensionNames.indexOf(" " SAMPLE_BUFFER_EXTENSION " ") != -1)
@@ -835,16 +980,21 @@ QOpenGLStaticContext::QOpenGLStaticContext() :
QByteArray QOpenGLStaticContext::getGlString(unsigned int which)
{
- if (const GLubyte *s = glGetString(which))
+ if (const GLubyte *s = opengl32.glGetString(which))
return QByteArray((const char*)s);
return QByteArray();
}
-QOpenGLStaticContext *QOpenGLStaticContext::create()
+QOpenGLStaticContext *QOpenGLStaticContext::create(bool softwareRendering)
{
+ if (!opengl32.init(softwareRendering)) {
+ qWarning("%s: Failed to load and resolve WGL/OpenGL functions", Q_FUNC_INFO);
+ return 0;
+ }
+
// We need a current context for wglGetProcAdress()/getGLString() to work.
QScopedPointer<QOpenGLTemporaryContext> temporaryContext;
- if (!wglGetCurrentContext())
+ if (!QOpenGLStaticContext::opengl32.wglGetCurrentContext())
temporaryContext.reset(new QOpenGLTemporaryContext);
QOpenGLStaticContext *result = new QOpenGLStaticContext;
qCDebug(lcQpaGl) << __FUNCTION__ << *result;
@@ -881,7 +1031,7 @@ QDebug operator<<(QDebug d, const QOpenGLStaticContext &s)
\ingroup qt-lighthouse-win
*/
-QWindowsGLContext::QWindowsGLContext(const QOpenGLStaticContextPtr &staticContext,
+QWindowsGLContext::QWindowsGLContext(QOpenGLStaticContext *staticContext,
QOpenGLContext *context) :
m_staticContext(staticContext),
m_context(context),
@@ -890,6 +1040,9 @@ QWindowsGLContext::QWindowsGLContext(const QOpenGLStaticContextPtr &staticContex
m_extensionsUsed(false),
m_swapInterval(-1)
{
+ if (!m_staticContext) // Something went very wrong. Stop here, isValid() will return false.
+ return;
+
QSurfaceFormat format = context->format();
if (format.renderableType() == QSurfaceFormat::DefaultRenderableType)
format.setRenderableType(QSurfaceFormat::OpenGL);
@@ -901,7 +1054,7 @@ QWindowsGLContext::QWindowsGLContext(const QOpenGLStaticContextPtr &staticContex
static bool opengl32dll = false;
if (!opengl32dll) {
GLint params;
- glGetIntegerv(GL_DEPTH_BITS, &params);
+ staticContext->opengl32.glGetIntegerv(GL_DEPTH_BITS, &params);
opengl32dll = true;
}
@@ -954,7 +1107,7 @@ QWindowsGLContext::QWindowsGLContext(const QOpenGLStaticContextPtr &staticContex
qWarning("%s: Unable find a suitable pixel format.", __FUNCTION__);
break;
}
- if (!SetPixelFormat(hdc, m_pixelFormat, &m_obtainedPixelFormatDescriptor)) {
+ if (!QOpenGLStaticContext::opengl32.setPixelFormat(hdc, m_pixelFormat, &m_obtainedPixelFormatDescriptor)) {
qErrnoWarning("SetPixelFormat failed.");
break;
}
@@ -978,7 +1131,7 @@ QWindowsGLContext::QWindowsGLContext(const QOpenGLStaticContextPtr &staticContex
}
// Query obtained parameters and apply swap interval.
- if (!wglMakeCurrent(hdc, m_renderingContext)) {
+ if (!QOpenGLStaticContext::opengl32.wglMakeCurrent(hdc, m_renderingContext)) {
qWarning("Failed to make context current.");
break;
}
@@ -988,7 +1141,7 @@ QWindowsGLContext::QWindowsGLContext(const QOpenGLStaticContextPtr &staticContex
if (m_staticContext->wglGetSwapInternalExt)
obtainedSwapInternal = m_staticContext->wglGetSwapInternalExt();
- wglMakeCurrent(0, 0);
+ QOpenGLStaticContext::opengl32.wglMakeCurrent(0, 0);
} while (false);
if (hdc)
ReleaseDC(dummyWindow, hdc);
@@ -1006,7 +1159,7 @@ QWindowsGLContext::QWindowsGLContext(const QOpenGLStaticContextPtr &staticContex
QWindowsGLContext::~QWindowsGLContext()
{
if (m_renderingContext)
- wglDeleteContext(m_renderingContext);
+ QOpenGLStaticContext::opengl32.wglDeleteContext(m_renderingContext);
releaseDCs();
}
@@ -1043,11 +1196,11 @@ void QWindowsGLContext::swapBuffers(QPlatformSurface *surface)
{
if (QWindowsContext::verbose > 1)
qCDebug(lcQpaGl) << __FUNCTION__ << surface;
- if (const QOpenGLContextData *contextData = findByHWND(m_windowContexts, handleOf(surface))) {
- SwapBuffers(contextData->hdc);
- } else {
+
+ if (const QOpenGLContextData *contextData = findByHWND(m_windowContexts, handleOf(surface)))
+ QOpenGLStaticContext::opengl32.swapBuffers(contextData->hdc);
+ else
qWarning("%s: Cannot find window %p", __FUNCTION__, handleOf(surface));
- }
}
bool QWindowsGLContext::makeCurrent(QPlatformSurface *surface)
@@ -1066,11 +1219,11 @@ bool QWindowsGLContext::makeCurrent(QPlatformSurface *surface)
// Repeated calls to wglMakeCurrent when vsync is enabled in the driver will
// often result in 100% cpuload. This check is cheap and avoids the problem.
// This is reproducable on NVidia cards and Intel onboard chips.
- if (wglGetCurrentContext() == contextData->renderingContext
- && wglGetCurrentDC() == contextData->hdc) {
+ if (QOpenGLStaticContext::opengl32.wglGetCurrentContext() == contextData->renderingContext
+ && QOpenGLStaticContext::opengl32.wglGetCurrentDC() == contextData->hdc) {
return true;
}
- return wglMakeCurrent(contextData->hdc, contextData->renderingContext);
+ return QOpenGLStaticContext::opengl32.wglMakeCurrent(contextData->hdc, contextData->renderingContext);
}
// Create a new entry.
const QOpenGLContextData newContext(m_renderingContext, hwnd, GetDC(hwnd));
@@ -1079,7 +1232,7 @@ bool QWindowsGLContext::makeCurrent(QPlatformSurface *surface)
// Initialize pixel format first time. This will apply to
// the HWND as well and must be done only once.
if (!window->testFlag(QWindowsWindow::OpenGlPixelFormatInitialized)) {
- if (!SetPixelFormat(newContext.hdc, m_pixelFormat, &m_obtainedPixelFormatDescriptor)) {
+ if (!QOpenGLStaticContext::opengl32.setPixelFormat(newContext.hdc, m_pixelFormat, &m_obtainedPixelFormatDescriptor)) {
qErrnoWarning("%s: SetPixelFormat() failed", __FUNCTION__);
ReleaseDC(newContext.hwnd, newContext.hdc);
return false;
@@ -1090,7 +1243,7 @@ bool QWindowsGLContext::makeCurrent(QPlatformSurface *surface)
}
m_windowContexts.append(newContext);
- bool success = wglMakeCurrent(newContext.hdc, newContext.renderingContext);
+ bool success = QOpenGLStaticContext::opengl32.wglMakeCurrent(newContext.hdc, newContext.renderingContext);
// Set the swap interval
if (m_staticContext->wglSwapInternalExt) {
@@ -1110,16 +1263,82 @@ void QWindowsGLContext::doneCurrent()
if (QWindowsContext::verbose > 1)
qCDebug(lcQpaGl) << __FUNCTION__ << this << m_windowContexts.size() << "contexts";
#endif // DEBUG_GL
- wglMakeCurrent(0, 0);
+ QOpenGLStaticContext::opengl32.wglMakeCurrent(0, 0);
releaseDCs();
}
-QWindowsGLContext::GL_Proc QWindowsGLContext::getProcAddress(const QByteArray &procName)
+QFunctionPointer QWindowsGLContext::getProcAddress(const QByteArray &procName)
{
- // TODO: Will that work with the calling conventions?
- GL_Proc procAddress = reinterpret_cast<GL_Proc>(wglGetProcAddress(procName.constData()));
+ // We support AllGLFunctionsQueryable, which means this function must be able to
+ // return a function pointer even for functions that are in GL.h and exported
+ // normally from opengl32.dll. wglGetProcAddress() is not guaranteed to work for such
+ // functions, however in QT_OPENGL_DYNAMIC builds QOpenGLFunctions will just blindly
+ // call into here for _any_ OpenGL function. Hence the need to handle these specially
+ // here. The list has to match QOpenGLFunctions. See
+ // QOpenGLFunctionsPrivate::QOpenGLFunctionsPrivate(QOpenGLContext *).
+ static struct StdFunc {
+ const char *name;
+ void *func;
+ } standardFuncs[] = {
+ { "glBindTexture", (void *) QOpenGLStaticContext::opengl32.glBindTexture },
+ { "glBlendFunc", (void *) QOpenGLStaticContext::opengl32.glBlendFunc },
+ { "glClear", (void *) QOpenGLStaticContext::opengl32.glClear },
+ { "glClearColor", (void *) QOpenGLStaticContext::opengl32.glClearColor },
+ { "glClearStencil", (void *) QOpenGLStaticContext::opengl32.glClearStencil },
+ { "glColorMask", (void *) QOpenGLStaticContext::opengl32.glColorMask },
+ { "glCopyTexImage2D", (void *) QOpenGLStaticContext::opengl32.glCopyTexImage2D },
+ { "glCopyTexSubImage2D", (void *) QOpenGLStaticContext::opengl32.glCopyTexSubImage2D },
+ { "glCullFace", (void *) QOpenGLStaticContext::opengl32.glCullFace },
+ { "glDeleteTextures", (void *) QOpenGLStaticContext::opengl32.glDeleteTextures },
+ { "glDepthFunc", (void *) QOpenGLStaticContext::opengl32.glDepthFunc },
+ { "glDepthMask", (void *) QOpenGLStaticContext::opengl32.glDepthMask },
+ { "glDisable", (void *) QOpenGLStaticContext::opengl32.glDisable },
+ { "glDrawArrays", (void *) QOpenGLStaticContext::opengl32.glDrawArrays },
+ { "glDrawElements", (void *) QOpenGLStaticContext::opengl32.glDrawElements },
+ { "glEnable", (void *) QOpenGLStaticContext::opengl32.glEnable },
+ { "glFinish", (void *) QOpenGLStaticContext::opengl32.glFinish },
+ { "glFlush", (void *) QOpenGLStaticContext::opengl32.glFlush },
+ { "glFrontFace", (void *) QOpenGLStaticContext::opengl32.glFrontFace },
+ { "glGenTextures", (void *) QOpenGLStaticContext::opengl32.glGenTextures },
+ { "glGetBooleanv", (void *) QOpenGLStaticContext::opengl32.glGetBooleanv },
+ { "glGetError", (void *) QOpenGLStaticContext::opengl32.glGetError },
+ { "glGetFloatv", (void *) QOpenGLStaticContext::opengl32.glGetFloatv },
+ { "glGetIntegerv", (void *) QOpenGLStaticContext::opengl32.glGetIntegerv },
+ { "glGetString", (void *) QOpenGLStaticContext::opengl32.glGetString },
+ { "glGetTexParameterfv", (void *) QOpenGLStaticContext::opengl32.glGetTexParameterfv },
+ { "glGetTexParameteriv", (void *) QOpenGLStaticContext::opengl32.glGetTexParameteriv },
+ { "glHint", (void *) QOpenGLStaticContext::opengl32.glHint },
+ { "glIsEnabled", (void *) QOpenGLStaticContext::opengl32.glIsEnabled },
+ { "glIsTexture", (void *) QOpenGLStaticContext::opengl32.glIsTexture },
+ { "glLineWidth", (void *) QOpenGLStaticContext::opengl32.glLineWidth },
+ { "glPixelStorei", (void *) QOpenGLStaticContext::opengl32.glPixelStorei },
+ { "glPolygonOffset", (void *) QOpenGLStaticContext::opengl32.glPolygonOffset },
+ { "glReadPixels", (void *) QOpenGLStaticContext::opengl32.glReadPixels },
+ { "glScissor", (void *) QOpenGLStaticContext::opengl32.glScissor },
+ { "glStencilFunc", (void *) QOpenGLStaticContext::opengl32.glStencilFunc },
+ { "glStencilMask", (void *) QOpenGLStaticContext::opengl32.glStencilMask },
+ { "glStencilOp", (void *) QOpenGLStaticContext::opengl32.glStencilOp },
+ { "glTexImage2D", (void *) QOpenGLStaticContext::opengl32.glTexImage2D },
+ { "glTexParameterf", (void *) QOpenGLStaticContext::opengl32.glTexParameterf },
+ { "glTexParameterfv", (void *) QOpenGLStaticContext::opengl32.glTexParameterfv },
+ { "glTexParameteri", (void *) QOpenGLStaticContext::opengl32.glTexParameteri },
+ { "glTexParameteriv", (void *) QOpenGLStaticContext::opengl32.glTexParameteriv },
+ { "glTexSubImage2D", (void *) QOpenGLStaticContext::opengl32.glTexSubImage2D },
+ { "glViewport", (void *) QOpenGLStaticContext::opengl32.glViewport },
+
+ { "glClearDepth", (void *) QOpenGLStaticContext::opengl32.glClearDepth },
+ { "glDepthRange", (void *) QOpenGLStaticContext::opengl32.glDepthRange },
+ };
+ for (size_t i = 0; i < sizeof(standardFuncs) / sizeof(StdFunc); ++i)
+ if (procName == standardFuncs[i].name)
+ return reinterpret_cast<QFunctionPointer>(standardFuncs[i].func);
+
+ // Even though we use QFunctionPointer, it does not mean the function can be called.
+ // It will need to be cast to the proper function type with the correct calling
+ // convention. QFunctionPointer is nothing more than a glorified void* here.
+ QFunctionPointer procAddress = reinterpret_cast<QFunctionPointer>(QOpenGLStaticContext::opengl32.wglGetProcAddress(procName.constData()));
if (QWindowsContext::verbose > 1)
- qCDebug(lcQpaGl) << __FUNCTION__ << procName << wglGetCurrentContext() << "returns" << procAddress;
+ qCDebug(lcQpaGl) << __FUNCTION__ << procName << QOpenGLStaticContext::opengl32.wglGetCurrentContext() << "returns" << procAddress;
if (!procAddress)
qWarning("%s: Unable to resolve '%s'", __FUNCTION__, procName.constData());
return procAddress;