diff options
Diffstat (limited to 'src/plugins/platforms/windows/qwindowseglcontext.cpp')
-rw-r--r-- | src/plugins/platforms/windows/qwindowseglcontext.cpp | 829 |
1 files changed, 801 insertions, 28 deletions
diff --git a/src/plugins/platforms/windows/qwindowseglcontext.cpp b/src/plugins/platforms/windows/qwindowseglcontext.cpp index d5ca06bb3f..c62875d0ef 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 +46,297 @@ #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; + +#ifndef QT_STATIC + +#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; +} + +#endif // !QT_STATIC + +#ifndef QT_STATIC +# define RESOLVE(signature, name) signature(resolve( #name )); +#else +# define RESOLVE(signature, name) signature(&::name); +#endif + +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; + +#ifndef QT_STATIC + m_lib = ::LoadLibraryW((const wchar_t *) QString::fromLatin1(dllName).utf16()); + if (!m_lib) { + qErrnoWarning(::GetLastError(), "Failed to load %s", dllName); + return false; + } +#endif + + eglGetError = RESOLVE((EGLint (EGLAPIENTRY *)(void)), eglGetError); + eglGetDisplay = RESOLVE((EGLDisplay (EGLAPIENTRY *)(EGLNativeDisplayType)), eglGetDisplay); + eglInitialize = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay, EGLint *, EGLint *)), eglInitialize); + eglTerminate = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay)), eglTerminate); + eglChooseConfig = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay, const EGLint *, EGLConfig *, EGLint, EGLint *)), eglChooseConfig); + eglGetConfigAttrib = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay, EGLConfig, EGLint, EGLint *)), eglGetConfigAttrib); + eglCreateWindowSurface = RESOLVE((EGLSurface (EGLAPIENTRY *)(EGLDisplay, EGLConfig, EGLNativeWindowType, const EGLint *)), eglCreateWindowSurface); + eglCreatePbufferSurface = RESOLVE((EGLSurface (EGLAPIENTRY *)(EGLDisplay , EGLConfig, const EGLint *)), eglCreatePbufferSurface); + eglDestroySurface = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLSurface )), eglDestroySurface); + eglBindAPI = RESOLVE((EGLBoolean (EGLAPIENTRY * )(EGLenum )), eglBindAPI); + eglSwapInterval = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLint )), eglSwapInterval); + eglCreateContext = RESOLVE((EGLContext (EGLAPIENTRY *)(EGLDisplay , EGLConfig , EGLContext , const EGLint *)), eglCreateContext); + eglDestroyContext = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay, EGLContext)), eglDestroyContext); + eglMakeCurrent = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLSurface , EGLSurface , EGLContext )), eglMakeCurrent); + eglGetCurrentContext = RESOLVE((EGLContext (EGLAPIENTRY *)(void)), eglGetCurrentContext); + eglGetCurrentSurface = RESOLVE((EGLSurface (EGLAPIENTRY *)(EGLint )), eglGetCurrentSurface); + eglGetCurrentDisplay = RESOLVE((EGLDisplay (EGLAPIENTRY *)(void)), eglGetCurrentDisplay); + eglSwapBuffers = RESOLVE((EGLBoolean (EGLAPIENTRY *)(EGLDisplay , EGLSurface)), eglSwapBuffers); + eglGetProcAddress = RESOLVE((__eglMustCastToProperFunctionPointerType (EGLAPIENTRY * )(const char *)), eglGetProcAddress); + + return eglGetError && eglGetDisplay && eglInitialize; +} + +#ifndef QT_STATIC +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; +} +#endif // !QT_STATIC + +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; +#ifndef QT_STATIC + m_lib = ::LoadLibraryW((const wchar_t *) QString::fromLatin1(dllName).utf16()); + if (!m_lib) { + qErrnoWarning(::GetLastError(), "Failed to load %s", dllName); + return false; + } +#endif // !QT_STATIC + + glBindTexture = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindTexture); + glBlendFunc = RESOLVE((void (APIENTRY *)(GLenum , GLenum )), glBlendFunc); + glClear = RESOLVE((void (APIENTRY *)(GLbitfield )), glClear); + glClearColor = RESOLVE((void (APIENTRY *)(GLfloat , GLfloat , GLfloat , GLfloat )), glClearColor); + glClearStencil = RESOLVE((void (APIENTRY *)(GLint )), glClearStencil); + glColorMask = RESOLVE((void (APIENTRY *)(GLboolean , GLboolean , GLboolean , GLboolean )), glColorMask); + glCopyTexImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLenum , GLint , GLint , GLsizei , GLsizei , GLint )), glCopyTexImage2D); + glCopyTexSubImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLint , GLint , GLint , GLsizei , GLsizei )), glCopyTexSubImage2D); + glCullFace = RESOLVE((void (APIENTRY *)(GLenum )), glCullFace); + glDeleteTextures = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint *)), glDeleteTextures); + glDepthFunc = RESOLVE((void (APIENTRY *)(GLenum )), glDepthFunc); + glDepthMask = RESOLVE((void (APIENTRY *)(GLboolean )), glDepthMask); + glDisable = RESOLVE((void (APIENTRY *)(GLenum )), glDisable); + glDrawArrays = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLsizei )), glDrawArrays); + glDrawElements = RESOLVE((void (APIENTRY *)(GLenum , GLsizei , GLenum , const GLvoid *)), glDrawElements); + glEnable = RESOLVE((void (APIENTRY *)(GLenum )), glEnable); + glFinish = RESOLVE((void (APIENTRY *)()), glFinish); + glFlush = RESOLVE((void (APIENTRY *)()), glFlush); + glFrontFace = RESOLVE((void (APIENTRY *)(GLenum )), glFrontFace); + glGenTextures = RESOLVE((void (APIENTRY *)(GLsizei , GLuint *)), glGenTextures); + glGetBooleanv = RESOLVE((void (APIENTRY *)(GLenum , GLboolean *)), glGetBooleanv); + glGetError = RESOLVE((GLenum (APIENTRY *)()), glGetError); + glGetFloatv = RESOLVE((void (APIENTRY *)(GLenum , GLfloat *)), glGetFloatv); + glGetIntegerv = RESOLVE((void (APIENTRY *)(GLenum , GLint *)), glGetIntegerv); + glGetString = RESOLVE((const GLubyte * (APIENTRY *)(GLenum )), glGetString); + glGetTexParameterfv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLfloat *)), glGetTexParameterfv); + glGetTexParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint *)), glGetTexParameteriv); + glHint = RESOLVE((void (APIENTRY *)(GLenum , GLenum )), glHint); + glIsEnabled = RESOLVE((GLboolean (APIENTRY *)(GLenum )), glIsEnabled); + glIsTexture = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsTexture); + glLineWidth = RESOLVE((void (APIENTRY *)(GLfloat )), glLineWidth); + glPixelStorei = RESOLVE((void (APIENTRY *)(GLenum , GLint )), glPixelStorei); + glPolygonOffset = RESOLVE((void (APIENTRY *)(GLfloat , GLfloat )), glPolygonOffset); + glReadPixels = RESOLVE((void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , GLvoid *)), glReadPixels); + glScissor = RESOLVE((void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei )), glScissor); + glStencilFunc = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLuint )), glStencilFunc); + glStencilMask = RESOLVE((void (APIENTRY *)(GLuint )), glStencilMask); + glStencilOp = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum )), glStencilOp); + glTexImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLsizei , GLsizei , GLint , GLenum , GLenum , const GLvoid *)), glTexImage2D); + glTexParameterf = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLfloat )), glTexParameterf); + glTexParameterfv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , const GLfloat *)), glTexParameterfv); + glTexParameteri = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint )), glTexParameteri); + glTexParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , const GLint *)), glTexParameteriv); + glTexSubImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLint , GLsizei , GLsizei , GLenum , GLenum , const GLvoid *)), glTexSubImage2D); + glViewport = RESOLVE((void (APIENTRY *)(GLint , GLint , GLsizei , GLsizei )), glViewport); + + glActiveTexture = RESOLVE((void (APIENTRY *)(GLenum)), glActiveTexture); + glAttachShader = RESOLVE((void (APIENTRY *)(GLuint , GLuint )), glAttachShader); + glBindAttribLocation = RESOLVE((void (APIENTRY *)(GLuint , GLuint , const GLchar* )), glBindAttribLocation); + glBindBuffer = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindBuffer); + glBindFramebuffer = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindFramebuffer); + glBindRenderbuffer = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glBindRenderbuffer); + glBlendColor = RESOLVE((void (APIENTRY *)(GLclampf , GLclampf , GLclampf , GLclampf )), glBlendColor); + glBlendEquation = RESOLVE((void (APIENTRY *)(GLenum )), glBlendEquation); + glBlendEquationSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum )), glBlendEquationSeparate); + glBlendFuncSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLenum )), glBlendFuncSeparate); + glBufferData = RESOLVE((void (APIENTRY *)(GLenum , qopengl_GLsizeiptr , const GLvoid* , GLenum )), glBufferData); + glBufferSubData = RESOLVE((void (APIENTRY *)(GLenum , qopengl_GLintptr , qopengl_GLsizeiptr , const GLvoid* )), glBufferSubData); + glCheckFramebufferStatus = RESOLVE((GLenum (APIENTRY *)(GLenum )), glCheckFramebufferStatus); + glCompileShader = RESOLVE((void (APIENTRY *)(GLuint )), glCompileShader); + glCompressedTexImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLenum , GLsizei , GLsizei, GLint, GLsizei, const GLvoid* )), glCompressedTexImage2D); + glCompressedTexSubImage2D = RESOLVE((void (APIENTRY *)(GLenum , GLint , GLint , GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid* )), glCompressedTexSubImage2D); + glCreateProgram = RESOLVE((GLuint (APIENTRY *)(void)), glCreateProgram); + glCreateShader = RESOLVE((GLuint (APIENTRY *)(GLenum )), glCreateShader); + glDeleteBuffers = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint*)), glDeleteBuffers); + glDeleteFramebuffers = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint* )), glDeleteFramebuffers); + glDeleteProgram = RESOLVE((void (APIENTRY *)(GLuint )), glDeleteProgram); + glDeleteRenderbuffers = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint* )), glDeleteRenderbuffers); + glDeleteShader = RESOLVE((void (APIENTRY *)(GLuint )), glDeleteShader); + glDetachShader = RESOLVE((void (APIENTRY *)(GLuint , GLuint )), glDetachShader); + glDisableVertexAttribArray = RESOLVE((void (APIENTRY *)(GLuint )), glDisableVertexAttribArray); + glEnableVertexAttribArray = RESOLVE((void (APIENTRY *)(GLuint )), glEnableVertexAttribArray); + glFramebufferRenderbuffer = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLuint )), glFramebufferRenderbuffer); + glFramebufferTexture2D = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLuint , GLint )), glFramebufferTexture2D); + glGenBuffers = RESOLVE((void (APIENTRY *)(GLsizei , GLuint* )), glGenBuffers); + glGenerateMipmap = RESOLVE((void (APIENTRY *)(GLenum )), glGenerateMipmap); + glGenFramebuffers = RESOLVE((void (APIENTRY *)(GLsizei , GLuint* )), glGenFramebuffers); + glGenRenderbuffers = RESOLVE((void (APIENTRY *)(GLsizei , GLuint* )), glGenRenderbuffers); + glGetActiveAttrib = RESOLVE((void (APIENTRY *)(GLuint , GLuint , GLsizei , GLsizei* , GLint* , GLenum* , GLchar* )), glGetActiveAttrib); + glGetActiveUniform = RESOLVE((void (APIENTRY *)(GLuint , GLuint , GLsizei , GLsizei* , GLint* , GLenum* , GLchar* )), glGetActiveUniform); + glGetAttachedShaders = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei*, GLuint* )), glGetAttachedShaders); + glGetAttribLocation = RESOLVE((int (APIENTRY *)(GLuint , const GLchar* )), glGetAttribLocation); + glGetBufferParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint* )), glGetBufferParameteriv); + glGetFramebufferAttachmentParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum, GLenum , GLint* )), glGetFramebufferAttachmentParameteriv); + glGetProgramiv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLint* )), glGetProgramiv); + glGetProgramInfoLog = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei* , GLchar* )), glGetProgramInfoLog); + glGetRenderbufferParameteriv = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint* )), glGetRenderbufferParameteriv); + glGetShaderiv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLint* )), glGetShaderiv); + glGetShaderInfoLog = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei*, GLchar*)), glGetShaderInfoLog); + glGetShaderPrecisionFormat = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint* , GLint* )), glGetShaderPrecisionFormat); + glGetShaderSource = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , GLsizei* , GLchar* )), glGetShaderSource); + glGetUniformfv = RESOLVE((void (APIENTRY *)(GLuint , GLint , GLfloat*)), glGetUniformfv); + glGetUniformiv = RESOLVE((void (APIENTRY *)(GLuint , GLint , GLint*)), glGetUniformiv); + glGetUniformLocation = RESOLVE((int (APIENTRY *)(GLuint , const GLchar* )), glGetUniformLocation); + glGetVertexAttribfv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLfloat* )), glGetVertexAttribfv); + glGetVertexAttribiv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLint* )), glGetVertexAttribiv); + glGetVertexAttribPointerv = RESOLVE((void (APIENTRY *)(GLuint , GLenum , GLvoid** pointer)), glGetVertexAttribPointerv); + glIsBuffer = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsBuffer); + glIsFramebuffer = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsFramebuffer); + glIsProgram = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsProgram); + glIsRenderbuffer = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsRenderbuffer); + glIsShader = RESOLVE((GLboolean (APIENTRY *)(GLuint )), glIsShader); + glLinkProgram = RESOLVE((void (APIENTRY *)(GLuint )), glLinkProgram); + glReleaseShaderCompiler = RESOLVE((void (APIENTRY *)(void)), glReleaseShaderCompiler); + glRenderbufferStorage = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLsizei , GLsizei )), glRenderbufferStorage); + glSampleCoverage = RESOLVE((void (APIENTRY *)(GLclampf , GLboolean )), glSampleCoverage); + glShaderBinary = RESOLVE((void (APIENTRY *)(GLsizei , const GLuint*, GLenum , const GLvoid* , GLsizei )), glShaderBinary); + glShaderSource = RESOLVE((void (APIENTRY *)(GLuint , GLsizei , const GLchar* *, const GLint* )), glShaderSource); + glStencilFuncSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLint , GLuint )), glStencilFuncSeparate); + glStencilMaskSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLuint )), glStencilMaskSeparate); + glStencilOpSeparate = RESOLVE((void (APIENTRY *)(GLenum , GLenum , GLenum , GLenum )), glStencilOpSeparate); + glUniform1f = RESOLVE((void (APIENTRY *)(GLint , GLfloat )), glUniform1f); + glUniform1fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform1fv); + glUniform1i = RESOLVE((void (APIENTRY *)(GLint , GLint )), glUniform1i); + glUniform1iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform1iv); + glUniform2f = RESOLVE((void (APIENTRY *)(GLint , GLfloat , GLfloat )), glUniform2f); + glUniform2fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform2fv); + glUniform2i = RESOLVE((void (APIENTRY *)(GLint , GLint , GLint )), glUniform2i); + glUniform2iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform2iv); + glUniform3f = RESOLVE((void (APIENTRY *)(GLint , GLfloat , GLfloat , GLfloat )), glUniform3f); + glUniform3fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform3fv); + glUniform3i = RESOLVE((void (APIENTRY *)(GLint , GLint , GLint , GLint )), glUniform3i); + glUniform3iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform3iv); + glUniform4f = RESOLVE((void (APIENTRY *)(GLint , GLfloat , GLfloat , GLfloat , GLfloat )), glUniform4f); + glUniform4fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLfloat* )), glUniform4fv); + glUniform4i = RESOLVE((void (APIENTRY *)(GLint , GLint , GLint , GLint , GLint )), glUniform4i); + glUniform4iv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , const GLint* )), glUniform4iv); + glUniformMatrix2fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )), glUniformMatrix2fv); + glUniformMatrix3fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )), glUniformMatrix3fv); + glUniformMatrix4fv = RESOLVE((void (APIENTRY *)(GLint , GLsizei , GLboolean , const GLfloat* )), glUniformMatrix4fv); + glUseProgram = RESOLVE((void (APIENTRY *)(GLuint )), glUseProgram); + glValidateProgram = RESOLVE((void (APIENTRY *)(GLuint )), glValidateProgram); + glVertexAttrib1f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat )), glVertexAttrib1f); + glVertexAttrib1fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib1fv); + glVertexAttrib2f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat , GLfloat )), glVertexAttrib2f); + glVertexAttrib2fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib2fv); + glVertexAttrib3f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat , GLfloat , GLfloat )), glVertexAttrib3f); + glVertexAttrib3fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib3fv); + glVertexAttrib4f = RESOLVE((void (APIENTRY *)(GLuint , GLfloat , GLfloat , GLfloat , GLfloat )), glVertexAttrib4f); + glVertexAttrib4fv = RESOLVE((void (APIENTRY *)(GLuint , const GLfloat* )), glVertexAttrib4fv); + glVertexAttribPointer = RESOLVE((void (APIENTRY *)(GLuint , GLint, GLenum, GLboolean, GLsizei, const GLvoid* )), glVertexAttribPointer); + + glClearDepthf = RESOLVE((void (APIENTRY *)(GLclampf )), glClearDepthf); + glDepthRangef = RESOLVE((void (APIENTRY *)(GLclampf , GLclampf )), glDepthRangef); + + return glBindTexture && glCreateShader && glClearDepthf; +} + QWindowsEGLStaticContext::QWindowsEGLStaticContext(EGLDisplay display, int version) : m_display(display), m_version(version) { @@ -76,7 +350,16 @@ 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 +367,11 @@ 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 +382,70 @@ 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 +469,465 @@ 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 && QWindowsContext::verbose) + 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 |