Fix support of some OpenGL ES and EGL implementations, specifically on Windows.

macos/v1.5.9
Yaron Cohen-Tal 9 years ago
parent b527c5f01f
commit 4c4a6e49ca
  1. 126
      src/dispatch_common.c

@ -114,6 +114,10 @@
#define EGL_LIB "libEGL.so"
#define GLES1_LIB "libGLESv1_CM.so"
#define GLES2_LIB "libGLESv2.so"
#elif defined _WIN32
#define EGL_LIB "libEGL.dll"
#define GLES1_LIB "libGLES_CM.dll"
#define GLES2_LIB "libGLESv2.dll"
#else
#define EGL_LIB "libEGL.so.1"
#define GLES1_LIB "libGLESv1_CM.so.1"
@ -192,7 +196,7 @@ static struct api api = {
static bool library_initialized;
static bool epoxy_current_context_is_glx(void);
static bool epoxy_current_context_is_egl(void);
#if PLATFORM_HAS_EGL
static EGLenum
@ -279,7 +283,7 @@ epoxy_is_desktop_gl(void)
* OpenGL ES, we must also check the context type through EGL (we
* can do that as PowerVR is only usable through EGL).
*/
if (!epoxy_current_context_is_glx()) {
if (epoxy_current_context_is_egl()) {
switch (epoxy_egl_get_current_gl_context_api()) {
case EGL_OPENGL_API: return true;
case EGL_OPENGL_ES_API: return false;
@ -389,59 +393,18 @@ epoxy_internal_has_gl_extension(const char *ext, bool invalid_op_mode)
}
/**
* Tests whether the currently bound context is EGL or GLX, trying to
* avoid loading libraries unless necessary.
* Tests whether the currently bound context is EGL or other (GLX, WGL, etc.).
*/
static bool
epoxy_current_context_is_glx(void)
epoxy_current_context_is_egl(void)
{
#if !PLATFORM_HAS_GLX
return false;
#else
/* If the application hasn't explicitly called some of our GLX
* or EGL code but has presumably set up a context on its own,
* then we need to figure out how to getprocaddress anyway.
*
* If there's a public GetProcAddress loaded in the
* application's namespace, then use that.
*/
void *sym;
sym = dlsym(NULL, "glXGetCurrentContext");
if (sym) {
if (glXGetCurrentContext())
return true;
} else {
(void)dlerror();
}
#if PLATFORM_HAS_EGL
sym = dlsym(NULL, "eglGetCurrentContext");
if (sym) {
if (epoxy_egl_get_current_gl_context_api() != EGL_NONE)
return false;
} else {
(void)dlerror();
}
#endif /* PLATFORM_HAS_EGL */
/* OK, couldn't find anything in the app's address space.
* Presumably they dlopened with RTLD_LOCAL, which hides it
* from us. Just go dlopen()ing likely libraries and try them.
*/
sym = do_dlsym(&api.glx_handle, GLX_LIB, "glXGetCurrentContext", false);
if (sym && glXGetCurrentContext())
if ( get_dlopen_handle (&api.egl_handle, EGL_LIB, false)
&& epoxy_egl_get_current_gl_context_api() != EGL_NONE)
return true;
#if PLATFORM_HAS_EGL
sym = do_dlsym(&api.egl_handle, EGL_LIB, "eglGetCurrentContext",
false);
if (sym && epoxy_egl_get_current_gl_context_api() != EGL_NONE)
return false;
#endif /* PLATFORM_HAS_EGL */
#endif
return false;
#endif /* PLATFORM_HAS_GLX */
}
/**
@ -497,7 +460,7 @@ epoxy_gl_dlsym(const char *name)
void *
epoxy_gles1_dlsym(const char *name)
{
if (epoxy_current_context_is_glx()) {
if (!epoxy_current_context_is_egl()) {
return epoxy_get_proc_address(name);
} else {
return do_dlsym(&api.gles1_handle, GLES1_LIB, name, true);
@ -507,7 +470,7 @@ epoxy_gles1_dlsym(const char *name)
void *
epoxy_gles2_dlsym(const char *name)
{
if (epoxy_current_context_is_glx()) {
if (!epoxy_current_context_is_egl()) {
return epoxy_get_proc_address(name);
} else {
return do_dlsym(&api.gles2_handle, GLES2_LIB, name, true);
@ -527,7 +490,7 @@ epoxy_gles2_dlsym(const char *name)
void *
epoxy_gles3_dlsym(const char *name)
{
if (epoxy_current_context_is_glx()) {
if (!epoxy_current_context_is_egl()) {
return epoxy_get_proc_address(name);
} else {
void *func = do_dlsym(&api.gles2_handle, GLES2_LIB, name, false);
@ -610,14 +573,6 @@ epoxy_egl_get_current_gl_context_api(void)
void *
epoxy_get_bootstrap_proc_address(const char *name)
{
/* If we already have a library that links to libglapi loaded,
* use that.
*/
#if PLATFORM_HAS_GLX
if (api.glx_handle && glXGetCurrentContext())
return epoxy_gl_dlsym(name);
#endif
/* If epoxy hasn't loaded any API-specific library yet, try to
* figure out what API the context is using and use that library,
* since future calls will also use that API (this prevents a
@ -629,21 +584,30 @@ epoxy_get_bootstrap_proc_address(const char *name)
switch (epoxy_egl_get_current_gl_context_api()) {
case EGL_OPENGL_API:
return epoxy_gl_dlsym(name);
case EGL_OPENGL_ES_API:
/* We can't resolve the GL version, because
* epoxy_glGetString() is one of the two things calling
* us. Try the GLES2 implementation first, and fall back
* to GLES1 otherwise.
*/
get_dlopen_handle(&api.gles2_handle, GLES2_LIB, false);
if (api.gles2_handle)
return epoxy_gles2_dlsym(name);
case EGL_OPENGL_ES_API: {
EGLDisplay eglDisplay = eglGetCurrentDisplay();
EGLContext eglContext = eglGetCurrentContext();
EGLint glesVer = -1;
if ( eglDisplay != EGL_NO_DISPLAY
&& eglContext != EGL_NO_CONTEXT
&& eglQueryContext(eglDisplay, eglContext,
EGL_CONTEXT_CLIENT_VERSION, &glesVer) == EGL_TRUE)
return glesVer >= 2 ? epoxy_gles2_dlsym(name) : epoxy_gles1_dlsym(name);
else
return epoxy_gles1_dlsym(name);
return NULL;
}
}
}
#endif /* PLATFORM_HAS_EGL */
/* If we already have a library that links to libglapi loaded,
* use that.
*/
#if PLATFORM_HAS_GLX
if (api.glx_handle && glXGetCurrentContext())
return epoxy_gl_dlsym(name);
#endif
/* Fall back to GLX */
return epoxy_gl_dlsym(name);
}
@ -651,27 +615,17 @@ epoxy_get_bootstrap_proc_address(const char *name)
void *
epoxy_get_proc_address(const char *name)
{
#if PLATFORM_HAS_EGL
if (epoxy_current_context_is_egl())
return eglGetProcAddress(name);
#endif
#ifdef _WIN32
return wglGetProcAddress(name);
void *func = wglGetProcAddress(name);
return func ? func : epoxy_gl_dlsym(name);
#elif defined(__APPLE__)
return epoxy_gl_dlsym(name);
#else
if (epoxy_current_context_is_glx()) {
return glXGetProcAddressARB((const GLubyte *)name);
} else {
#if PLATFORM_HAS_EGL
GLenum egl_api = epoxy_egl_get_current_gl_context_api();
switch (egl_api) {
case EGL_OPENGL_API:
case EGL_OPENGL_ES_API:
return eglGetProcAddress(name);
case EGL_NONE:
break;
}
#endif
}
errx(1, "Couldn't find current GLX or EGL context.\n");
return glXGetProcAddressARB((const GLubyte *)name);
#endif
}

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