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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/qwindowsglcontext.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/qwindowsglcontext.cpp')
-rw-r--r--src/plugins/platforms/windows/qwindowsglcontext.cpp126
1 files changed, 12 insertions, 114 deletions
diff --git a/src/plugins/platforms/windows/qwindowsglcontext.cpp b/src/plugins/platforms/windows/qwindowsglcontext.cpp
index 8eac7cca9e..cc2f05b6d1 100644
--- a/src/plugins/platforms/windows/qwindowsglcontext.cpp
+++ b/src/plugins/platforms/windows/qwindowsglcontext.cpp
@@ -156,8 +156,6 @@ void *QWindowsOpengl32DLL::resolve(const char *name)
#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;
}
@@ -199,56 +197,11 @@ bool QWindowsOpengl32DLL::init(bool softwareRendering)
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;
+
+ return wglCreateContext && glGetError && glGetString;
}
BOOL QWindowsOpengl32DLL::swapBuffers(HDC dc)
@@ -1383,78 +1336,23 @@ void QWindowsGLContext::doneCurrent()
QFunctionPointer QWindowsGLContext::getProcAddress(const char *procName)
{
+ // 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));
+
// 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 (!qstrcmp(procName, standardFuncs[i].name))
- return reinterpret_cast<QFunctionPointer>(standardFuncs[i].func);
+ // call into here for _any_ OpenGL function.
+ if (!procAddress || procAddress == reinterpret_cast<void *>(0x1) || procAddress == reinterpret_cast<void *>(0x2)
+ || procAddress == reinterpret_cast<void *>(0x3) || procAddress == reinterpret_cast<void *>(-1))
+ procAddress = reinterpret_cast<QFunctionPointer>(QOpenGLStaticContext::opengl32.resolve(procName));
- // 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));
if (QWindowsContext::verbose > 1)
qCDebug(lcQpaGl) << __FUNCTION__ << procName << QOpenGLStaticContext::opengl32.wglGetCurrentContext() << "returns" << procAddress;
- if (!procAddress && QWindowsContext::verbose)
- qWarning("%s: Unable to resolve '%s'", __FUNCTION__, procName);
+
return procAddress;
}