[PATCH] RFC, weston: Use eglGetProcAddress to retrieve GLESv2 functions
Armin Krezović
krezovic.armin at gmail.com
Sat Sep 10 20:23:14 UTC 2016
It appears that in current Mesa git master, GLESv2 function
prototypes are hidden.
Per Emil's suggestion on [1], use eglGetProcAdddress to get
the functions and update the code to use such functions.
[1] https://patchwork.freedesktop.org/patch/108369/
Signed-off-by: Armin Krezović <krezovic.armin at gmail.com>
---
clients/simple-egl.c | 56 +++++-----
clients/subsurfaces.c | 56 +++++-----
libweston/gl-renderer.c | 264 +++++++++++++++++++++++-----------------------
shared/platform.h | 142 +++++++++++++++++++++++++
tests/buffer-count-test.c | 6 +-
5 files changed, 337 insertions(+), 187 deletions(-)
diff --git a/clients/simple-egl.c b/clients/simple-egl.c
index 9d401f9..59c0db3 100644
--- a/clients/simple-egl.c
+++ b/clients/simple-egl.c
@@ -215,17 +215,17 @@ create_shader(struct window *window, const char *source, GLenum shader_type)
GLuint shader;
GLint status;
- shader = glCreateShader(shader_type);
+ shader = weston_glCreateShader(shader_type);
assert(shader != 0);
- glShaderSource(shader, 1, (const char **) &source, NULL);
- glCompileShader(shader);
+ weston_glShaderSource(shader, 1, (const char **) &source, NULL);
+ weston_glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+ weston_glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
- glGetShaderInfoLog(shader, 1000, &len, log);
+ weston_glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "Error: compiling %s: %*s\n",
shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
len, log);
@@ -245,31 +245,31 @@ init_gl(struct window *window)
frag = create_shader(window, frag_shader_text, GL_FRAGMENT_SHADER);
vert = create_shader(window, vert_shader_text, GL_VERTEX_SHADER);
- program = glCreateProgram();
- glAttachShader(program, frag);
- glAttachShader(program, vert);
- glLinkProgram(program);
+ program = weston_glCreateProgram();
+ weston_glAttachShader(program, frag);
+ weston_glAttachShader(program, vert);
+ weston_glLinkProgram(program);
- glGetProgramiv(program, GL_LINK_STATUS, &status);
+ weston_glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
- glGetProgramInfoLog(program, 1000, &len, log);
+ weston_glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Error: linking:\n%*s\n", len, log);
exit(1);
}
- glUseProgram(program);
+ weston_glUseProgram(program);
window->gl.pos = 0;
window->gl.col = 1;
- glBindAttribLocation(program, window->gl.pos, "pos");
- glBindAttribLocation(program, window->gl.col, "color");
- glLinkProgram(program);
+ weston_glBindAttribLocation(program, window->gl.pos, "pos");
+ weston_glBindAttribLocation(program, window->gl.col, "color");
+ weston_glLinkProgram(program);
window->gl.rotation_uniform =
- glGetUniformLocation(program, "rotation");
+ weston_glGetUniformLocation(program, "rotation");
}
static void
@@ -508,23 +508,23 @@ redraw(void *data, struct wl_callback *callback, uint32_t time)
eglQuerySurface(display->egl.dpy, window->egl_surface,
EGL_BUFFER_AGE_EXT, &buffer_age);
- glViewport(0, 0, window->geometry.width, window->geometry.height);
+ weston_glViewport(0, 0, window->geometry.width, window->geometry.height);
- glUniformMatrix4fv(window->gl.rotation_uniform, 1, GL_FALSE,
+ weston_glUniformMatrix4fv(window->gl.rotation_uniform, 1, GL_FALSE,
(GLfloat *) rotation);
- glClearColor(0.0, 0.0, 0.0, 0.5);
- glClear(GL_COLOR_BUFFER_BIT);
+ weston_glClearColor(0.0, 0.0, 0.0, 0.5);
+ weston_glClear(GL_COLOR_BUFFER_BIT);
- glVertexAttribPointer(window->gl.pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glVertexAttribPointer(window->gl.col, 3, GL_FLOAT, GL_FALSE, 0, colors);
- glEnableVertexAttribArray(window->gl.pos);
- glEnableVertexAttribArray(window->gl.col);
+ weston_glVertexAttribPointer(window->gl.pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ weston_glVertexAttribPointer(window->gl.col, 3, GL_FLOAT, GL_FALSE, 0, colors);
+ weston_glEnableVertexAttribArray(window->gl.pos);
+ weston_glEnableVertexAttribArray(window->gl.col);
- glDrawArrays(GL_TRIANGLES, 0, 3);
+ weston_glDrawArrays(GL_TRIANGLES, 0, 3);
- glDisableVertexAttribArray(window->gl.pos);
- glDisableVertexAttribArray(window->gl.col);
+ weston_glDisableVertexAttribArray(window->gl.pos);
+ weston_glDisableVertexAttribArray(window->gl.col);
if (window->opaque || window->fullscreen) {
region = wl_compositor_create_region(window->display->compositor);
@@ -873,6 +873,8 @@ main(int argc, char **argv)
wl_display_roundtrip(display.display);
+ weston_gles2_api_init();
+
init_egl(&display, &window);
create_surface(&window);
init_gl(&window);
diff --git a/clients/subsurfaces.c b/clients/subsurfaces.c
index 45801a8..63f5be8 100644
--- a/clients/subsurfaces.c
+++ b/clients/subsurfaces.c
@@ -284,17 +284,17 @@ create_shader(const char *source, GLenum shader_type)
GLuint shader;
GLint status;
- shader = glCreateShader(shader_type);
+ shader = weston_glCreateShader(shader_type);
assert(shader != 0);
- glShaderSource(shader, 1, (const char **) &source, NULL);
- glCompileShader(shader);
+ weston_glShaderSource(shader, 1, (const char **) &source, NULL);
+ weston_glCompileShader(shader);
- glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
+ weston_glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
- glGetShaderInfoLog(shader, 1000, &len, log);
+ weston_glGetShaderInfoLog(shader, 1000, &len, log);
fprintf(stderr, "Error: compiling %s: %*s\n",
shader_type == GL_VERTEX_SHADER ? "vertex" : "fragment",
len, log);
@@ -314,30 +314,30 @@ triangle_init_gl(struct triangle_gl_state *trigl)
frag = create_shader(frag_shader_text, GL_FRAGMENT_SHADER);
vert = create_shader(vert_shader_text, GL_VERTEX_SHADER);
- program = glCreateProgram();
- glAttachShader(program, frag);
- glAttachShader(program, vert);
- glLinkProgram(program);
+ program = weston_glCreateProgram();
+ weston_glAttachShader(program, frag);
+ weston_glAttachShader(program, vert);
+ weston_glLinkProgram(program);
- glGetProgramiv(program, GL_LINK_STATUS, &status);
+ weston_glGetProgramiv(program, GL_LINK_STATUS, &status);
if (!status) {
char log[1000];
GLsizei len;
- glGetProgramInfoLog(program, 1000, &len, log);
+ weston_glGetProgramInfoLog(program, 1000, &len, log);
fprintf(stderr, "Error: linking:\n%*s\n", len, log);
exit(1);
}
- glUseProgram(program);
+ weston_glUseProgram(program);
trigl->pos = 0;
trigl->col = 1;
- glBindAttribLocation(program, trigl->pos, "pos");
- glBindAttribLocation(program, trigl->col, "color");
- glLinkProgram(program);
+ weston_glBindAttribLocation(program, trigl->pos, "pos");
+ weston_glBindAttribLocation(program, trigl->col, "color");
+ weston_glLinkProgram(program);
- trigl->rotation_uniform = glGetUniformLocation(program, "rotation");
+ trigl->rotation_uniform = weston_glGetUniformLocation(program, "rotation");
}
static void
@@ -368,21 +368,21 @@ triangle_draw(const struct triangle_gl_state *trigl, uint32_t time)
rotation[2][0] = -sin(angle);
rotation[2][2] = cos(angle);
- glUniformMatrix4fv(trigl->rotation_uniform, 1, GL_FALSE,
+ weston_glUniformMatrix4fv(trigl->rotation_uniform, 1, GL_FALSE,
(GLfloat *) rotation);
- glClearColor(0.0, 0.0, 0.0, 0.5);
- glClear(GL_COLOR_BUFFER_BIT);
+ weston_glClearColor(0.0, 0.0, 0.0, 0.5);
+ weston_glClear(GL_COLOR_BUFFER_BIT);
- glVertexAttribPointer(trigl->pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glVertexAttribPointer(trigl->col, 3, GL_FLOAT, GL_FALSE, 0, colors);
- glEnableVertexAttribArray(trigl->pos);
- glEnableVertexAttribArray(trigl->col);
+ weston_glVertexAttribPointer(trigl->pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ weston_glVertexAttribPointer(trigl->col, 3, GL_FLOAT, GL_FALSE, 0, colors);
+ weston_glEnableVertexAttribArray(trigl->pos);
+ weston_glEnableVertexAttribArray(trigl->col);
- glDrawArrays(GL_TRIANGLES, 0, 3);
+ weston_glDrawArrays(GL_TRIANGLES, 0, 3);
- glDisableVertexAttribArray(trigl->pos);
- glDisableVertexAttribArray(trigl->col);
+ weston_glDisableVertexAttribArray(trigl->pos);
+ weston_glDisableVertexAttribArray(trigl->col);
}
static void
@@ -409,7 +409,7 @@ triangle_frame_callback(void *data, struct wl_callback *callback,
eglMakeCurrent(tri->egl->dpy, tri->egl_surface,
tri->egl_surface, tri->egl->ctx);
- glViewport(0, 0, tri->width, tri->height);
+ weston_glViewport(0, 0, tri->width, tri->height);
triangle_draw(&tri->gl, tri->time);
@@ -797,6 +797,8 @@ main(int argc, char *argv[])
return -1;
}
+ weston_gles2_api_init();
+
app = demoapp_create(display);
display_run(display);
diff --git a/libweston/gl-renderer.c b/libweston/gl-renderer.c
index 031576b..d4424df 100644
--- a/libweston/gl-renderer.c
+++ b/libweston/gl-renderer.c
@@ -606,11 +606,11 @@ triangle_fan_debug(struct weston_view *view, int first, int count)
*index++ = first + i;
}
- glUseProgram(gr->solid_shader.program);
- glUniform4fv(gr->solid_shader.color_uniform, 1,
+ weston_glUseProgram(gr->solid_shader.program);
+ weston_glUniform4fv(gr->solid_shader.color_uniform, 1,
color[color_idx++ % ARRAY_LENGTH(color)]);
- glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
- glUseProgram(gr->current_shader->program);
+ weston_glDrawElements(GL_LINES, nelems, GL_UNSIGNED_SHORT, buffer);
+ weston_glUseProgram(gr->current_shader->program);
free(buffer);
}
@@ -638,22 +638,22 @@ repaint_region(struct weston_view *ev, pixman_region32_t *region,
vtxcnt = gr->vtxcnt.data;
/* position: */
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
- glEnableVertexAttribArray(0);
+ weston_glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[0]);
+ weston_glEnableVertexAttribArray(0);
/* texcoord: */
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
- glEnableVertexAttribArray(1);
+ weston_glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof *v, &v[2]);
+ weston_glEnableVertexAttribArray(1);
for (i = 0, first = 0; i < nfans; i++) {
- glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]);
+ weston_glDrawArrays(GL_TRIANGLE_FAN, first, vtxcnt[i]);
if (gr->fan_debug)
triangle_fan_debug(ev, first, vtxcnt[i]);
first += vtxcnt[i];
}
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(0);
+ weston_glDisableVertexAttribArray(1);
+ weston_glDisableVertexAttribArray(0);
gr->vertices.size = 0;
gr->vtxcnt.size = 0;
@@ -702,7 +702,7 @@ use_shader(struct gl_renderer *gr, struct gl_shader *shader)
if (gr->current_shader == shader)
return;
- glUseProgram(shader->program);
+ weston_glUseProgram(shader->program);
gr->current_shader = shader;
}
@@ -715,13 +715,13 @@ shader_uniforms(struct gl_shader *shader,
struct gl_surface_state *gs = get_surface_state(view->surface);
struct gl_output_state *go = get_output_state(output);
- glUniformMatrix4fv(shader->proj_uniform,
+ weston_glUniformMatrix4fv(shader->proj_uniform,
1, GL_FALSE, go->output_matrix.d);
- glUniform4fv(shader->color_uniform, 1, gs->color);
- glUniform1f(shader->alpha_uniform, view->alpha);
+ weston_glUniform4fv(shader->color_uniform, 1, gs->color);
+ weston_glUniform1f(shader->alpha_uniform, view->alpha);
for (i = 0; i < gs->num_textures; i++)
- glUniform1i(shader->tex_uniforms[i], i);
+ weston_glUniform1i(shader->tex_uniforms[i], i);
}
static void
@@ -754,7 +754,7 @@ draw_view(struct weston_view *ev, struct weston_output *output,
if (!pixman_region32_not_empty(&repaint))
goto out;
- glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ weston_glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
if (gr->fan_debug) {
use_shader(gr, &gr->solid_shader);
@@ -771,10 +771,10 @@ draw_view(struct weston_view *ev, struct weston_output *output,
filter = GL_NEAREST;
for (i = 0; i < gs->num_textures; i++) {
- glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(gs->target, gs->textures[i]);
- glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
+ weston_glActiveTexture(GL_TEXTURE0 + i);
+ weston_glBindTexture(gs->target, gs->textures[i]);
+ weston_glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, filter);
+ weston_glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, filter);
}
/* blended region is whole surface minus opaque region: */
@@ -807,16 +807,16 @@ draw_view(struct weston_view *ev, struct weston_output *output,
}
if (ev->alpha < 1.0)
- glEnable(GL_BLEND);
+ weston_glEnable(GL_BLEND);
else
- glDisable(GL_BLEND);
+ weston_glDisable(GL_BLEND);
repaint_region(ev, &repaint, &surface_opaque);
}
if (pixman_region32_not_empty(&surface_blend)) {
use_shader(gr, gs->shader);
- glEnable(GL_BLEND);
+ weston_glEnable(GL_BLEND);
repaint_region(ev, &repaint, &surface_blend);
}
@@ -849,7 +849,7 @@ draw_output_border_texture(struct gl_output_state *go,
if (!img->data) {
if (img->tex) {
- glDeleteTextures(1, &img->tex);
+ weston_glDeleteTextures(1, &img->tex);
img->tex = 0;
}
@@ -857,26 +857,26 @@ draw_output_border_texture(struct gl_output_state *go,
}
if (!img->tex) {
- glGenTextures(1, &img->tex);
- glBindTexture(GL_TEXTURE_2D, img->tex);
+ weston_glGenTextures(1, &img->tex);
+ weston_glBindTexture(GL_TEXTURE_2D, img->tex);
- glTexParameteri(GL_TEXTURE_2D,
+ weston_glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D,
+ weston_glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D,
+ weston_glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D,
+ weston_glTexParameteri(GL_TEXTURE_2D,
GL_TEXTURE_MAG_FILTER, GL_NEAREST);
} else {
- glBindTexture(GL_TEXTURE_2D, img->tex);
+ weston_glBindTexture(GL_TEXTURE_2D, img->tex);
}
if (go->border_status & (1 << side)) {
- glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
- glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
+ weston_glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, 0);
+ weston_glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
+ weston_glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
+ weston_glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
img->tex_width, img->height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, img->data);
}
@@ -895,15 +895,15 @@ draw_output_border_texture(struct gl_output_state *go,
x, y + height
};
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
- glEnableVertexAttribArray(0);
- glEnableVertexAttribArray(1);
+ weston_glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ weston_glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoord);
+ weston_glEnableVertexAttribArray(0);
+ weston_glEnableVertexAttribArray(1);
- glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
+ weston_glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(0);
+ weston_glDisableVertexAttribArray(1);
+ weston_glDisableVertexAttribArray(0);
}
static int
@@ -939,19 +939,19 @@ draw_output_borders(struct weston_output *output,
full_width = output->current_mode->width + left->width + right->width;
full_height = output->current_mode->height + top->height + bottom->height;
- glDisable(GL_BLEND);
+ weston_glDisable(GL_BLEND);
use_shader(gr, shader);
- glViewport(0, 0, full_width, full_height);
+ weston_glViewport(0, 0, full_width, full_height);
weston_matrix_init(&matrix);
weston_matrix_translate(&matrix, -full_width/2.0, -full_height/2.0, 0);
weston_matrix_scale(&matrix, 2.0/full_width, -2.0/full_height, 1);
- glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, matrix.d);
+ weston_glUniformMatrix4fv(shader->proj_uniform, 1, GL_FALSE, matrix.d);
- glUniform1i(shader->tex_uniforms[0], 0);
- glUniform1f(shader->alpha_uniform, 1);
- glActiveTexture(GL_TEXTURE0);
+ weston_glUniform1i(shader->tex_uniforms[0], 0);
+ weston_glUniform1f(shader->alpha_uniform, 1);
+ weston_glActiveTexture(GL_TEXTURE0);
if (border_status & BORDER_TOP_DIRTY)
draw_output_border_texture(go, GL_RENDERER_BORDER_TOP,
@@ -1093,7 +1093,7 @@ gl_renderer_repaint_output(struct weston_output *output,
return;
/* Calculate the viewport */
- glViewport(go->borders[GL_RENDERER_BORDER_LEFT].width,
+ weston_glViewport(go->borders[GL_RENDERER_BORDER_LEFT].width,
go->borders[GL_RENDERER_BORDER_BOTTOM].height,
output->current_mode->width,
output->current_mode->height);
@@ -1213,8 +1213,8 @@ gl_renderer_read_pixels(struct weston_output *output,
if (use_output(output) < 0)
return -1;
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- glReadPixels(x, y, width, height, gl_format,
+ weston_glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ weston_glReadPixels(x, y, width, height, gl_format,
GL_UNSIGNED_BYTE, pixels);
return 0;
@@ -1257,11 +1257,11 @@ gl_renderer_flush_damage(struct weston_surface *surface)
!gs->needs_full_upload)
goto done;
- glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
+ weston_glBindTexture(GL_TEXTURE_2D, gs->textures[0]);
if (!gr->has_unpack_subimage) {
wl_shm_buffer_begin_access(buffer->shm_buffer);
- glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format,
+ weston_glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format,
gs->pitch, buffer->height, 0,
gs->gl_format, gs->gl_pixel_type,
wl_shm_buffer_get_data(buffer->shm_buffer));
@@ -1270,14 +1270,14 @@ gl_renderer_flush_damage(struct weston_surface *surface)
goto done;
}
- glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, gs->pitch);
+ weston_glPixelStorei(GL_UNPACK_ROW_LENGTH_EXT, gs->pitch);
data = wl_shm_buffer_get_data(buffer->shm_buffer);
if (gs->needs_full_upload) {
- glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
- glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
+ weston_glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, 0);
+ weston_glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, 0);
wl_shm_buffer_begin_access(buffer->shm_buffer);
- glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format,
+ weston_glTexImage2D(GL_TEXTURE_2D, 0, gs->gl_format,
gs->pitch, buffer->height, 0,
gs->gl_format, gs->gl_pixel_type, data);
wl_shm_buffer_end_access(buffer->shm_buffer);
@@ -1291,9 +1291,9 @@ gl_renderer_flush_damage(struct weston_surface *surface)
r = weston_surface_to_buffer_rect(surface, rectangles[i]);
- glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, r.x1);
- glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, r.y1);
- glTexSubImage2D(GL_TEXTURE_2D, 0, r.x1, r.y1,
+ weston_glPixelStorei(GL_UNPACK_SKIP_PIXELS_EXT, r.x1);
+ weston_glPixelStorei(GL_UNPACK_SKIP_ROWS_EXT, r.y1);
+ weston_glTexSubImage2D(GL_TEXTURE_2D, 0, r.x1, r.y1,
r.x2 - r.x1, r.y2 - r.y1,
gs->gl_format, gs->gl_pixel_type, data);
}
@@ -1316,15 +1316,15 @@ ensure_textures(struct gl_surface_state *gs, int num_textures)
return;
for (i = gs->num_textures; i < num_textures; i++) {
- glGenTextures(1, &gs->textures[i]);
- glBindTexture(gs->target, gs->textures[i]);
- glTexParameteri(gs->target,
+ weston_glGenTextures(1, &gs->textures[i]);
+ weston_glBindTexture(gs->target, gs->textures[i]);
+ weston_glTexParameteri(gs->target,
GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(gs->target,
+ weston_glTexParameteri(gs->target,
GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gs->num_textures = num_textures;
- glBindTexture(gs->target, 0);
+ weston_glBindTexture(gs->target, 0);
}
static void
@@ -1454,8 +1454,8 @@ gl_renderer_attach_egl(struct weston_surface *es, struct weston_buffer *buffer,
}
gs->num_images++;
- glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(gs->target, gs->textures[i]);
+ weston_glActiveTexture(GL_TEXTURE0 + i);
+ weston_glBindTexture(gs->target, gs->textures[i]);
gr->image_target_texture_2d(gs->target,
gs->images[i]->image);
}
@@ -1867,8 +1867,8 @@ gl_renderer_attach_dmabuf(struct weston_surface *surface,
gs->target = image->target;
ensure_textures(gs, gs->num_images);
for (i = 0; i < gs->num_images; ++i) {
- glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(gs->target, gs->textures[i]);
+ weston_glActiveTexture(GL_TEXTURE0 + i);
+ weston_glBindTexture(gs->target, gs->textures[i]);
gr->image_target_texture_2d(gs->target, gs->images[i]->image);
}
@@ -1898,7 +1898,7 @@ gl_renderer_attach(struct weston_surface *es, struct weston_buffer *buffer)
gs->images[i] = NULL;
}
gs->num_images = 0;
- glDeleteTextures(gs->num_textures, gs->textures);
+ weston_glDeleteTextures(gs->num_textures, gs->textures);
gs->num_textures = 0;
gs->buffer_type = BUFFER_TYPE_NULL;
gs->y_inverted = 1;
@@ -2023,64 +2023,64 @@ gl_renderer_surface_copy_content(struct weston_surface *surface,
break;
}
- glGenTextures(1, &tex);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cw, ch,
+ weston_glGenTextures(1, &tex);
+ weston_glBindTexture(GL_TEXTURE_2D, tex);
+ weston_glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cw, ch,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glBindTexture(GL_TEXTURE_2D, 0);
+ weston_glBindTexture(GL_TEXTURE_2D, 0);
- glGenFramebuffers(1, &fbo);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ weston_glGenFramebuffers(1, &fbo);
+ weston_glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ weston_glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, tex, 0);
- status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ status = weston_glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
weston_log("%s: fbo error: %#x\n", __func__, status);
- glDeleteFramebuffers(1, &fbo);
- glDeleteTextures(1, &tex);
+ weston_glDeleteFramebuffers(1, &fbo);
+ weston_glDeleteTextures(1, &tex);
return -1;
}
- glViewport(0, 0, cw, ch);
- glDisable(GL_BLEND);
+ weston_glViewport(0, 0, cw, ch);
+ weston_glDisable(GL_BLEND);
use_shader(gr, gs->shader);
if (gs->y_inverted)
proj = projmat_normal;
else
proj = projmat_yinvert;
- glUniformMatrix4fv(gs->shader->proj_uniform, 1, GL_FALSE, proj);
- glUniform1f(gs->shader->alpha_uniform, 1.0f);
+ weston_glUniformMatrix4fv(gs->shader->proj_uniform, 1, GL_FALSE, proj);
+ weston_glUniform1f(gs->shader->alpha_uniform, 1.0f);
for (i = 0; i < gs->num_textures; i++) {
- glUniform1i(gs->shader->tex_uniforms[i], i);
+ weston_glUniform1i(gs->shader->tex_uniforms[i], i);
- glActiveTexture(GL_TEXTURE0 + i);
- glBindTexture(gs->target, gs->textures[i]);
- glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ weston_glActiveTexture(GL_TEXTURE0 + i);
+ weston_glBindTexture(gs->target, gs->textures[i]);
+ weston_glTexParameteri(gs->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ weston_glTexParameteri(gs->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
/* position: */
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glEnableVertexAttribArray(0);
+ weston_glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ weston_glEnableVertexAttribArray(0);
/* texcoord: */
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, verts);
- glEnableVertexAttribArray(1);
+ weston_glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, verts);
+ weston_glEnableVertexAttribArray(1);
- glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ weston_glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
- glDisableVertexAttribArray(1);
- glDisableVertexAttribArray(0);
+ weston_glDisableVertexAttribArray(1);
+ weston_glDisableVertexAttribArray(0);
- glPixelStorei(GL_PACK_ALIGNMENT, bytespp);
- glReadPixels(src_x, src_y, width, height, gl_format,
+ weston_glPixelStorei(GL_PACK_ALIGNMENT, bytespp);
+ weston_glReadPixels(src_x, src_y, width, height, gl_format,
GL_UNSIGNED_BYTE, target);
- glDeleteFramebuffers(1, &fbo);
- glDeleteTextures(1, &tex);
+ weston_glDeleteFramebuffers(1, &fbo);
+ weston_glDeleteTextures(1, &tex);
return 0;
}
@@ -2095,7 +2095,7 @@ surface_state_destroy(struct gl_surface_state *gs, struct gl_renderer *gr)
gs->surface->renderer_state = NULL;
- glDeleteTextures(gs->num_textures, gs->textures);
+ weston_glDeleteTextures(gs->num_textures, gs->textures);
for (i = 0; i < gs->num_images; i++)
egl_image_unref(gs->images[i]);
@@ -2288,12 +2288,12 @@ compile_shader(GLenum type, int count, const char **sources)
char msg[512];
GLint status;
- s = glCreateShader(type);
- glShaderSource(s, count, sources, NULL);
- glCompileShader(s);
- glGetShaderiv(s, GL_COMPILE_STATUS, &status);
+ s = weston_glCreateShader(type);
+ weston_glShaderSource(s, count, sources, NULL);
+ weston_glCompileShader(s);
+ weston_glGetShaderiv(s, GL_COMPILE_STATUS, &status);
if (!status) {
- glGetShaderInfoLog(s, sizeof msg, NULL, msg);
+ weston_glGetShaderInfoLog(s, sizeof msg, NULL, msg);
weston_log("shader info: %s\n", msg);
return GL_NONE;
}
@@ -2327,26 +2327,26 @@ shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
shader->fragment_shader =
compile_shader(GL_FRAGMENT_SHADER, count, sources);
- shader->program = glCreateProgram();
- glAttachShader(shader->program, shader->vertex_shader);
- glAttachShader(shader->program, shader->fragment_shader);
- glBindAttribLocation(shader->program, 0, "position");
- glBindAttribLocation(shader->program, 1, "texcoord");
+ shader->program = weston_glCreateProgram();
+ weston_glAttachShader(shader->program, shader->vertex_shader);
+ weston_glAttachShader(shader->program, shader->fragment_shader);
+ weston_glBindAttribLocation(shader->program, 0, "position");
+ weston_glBindAttribLocation(shader->program, 1, "texcoord");
- glLinkProgram(shader->program);
- glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
+ weston_glLinkProgram(shader->program);
+ weston_glGetProgramiv(shader->program, GL_LINK_STATUS, &status);
if (!status) {
- glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
+ weston_glGetProgramInfoLog(shader->program, sizeof msg, NULL, msg);
weston_log("link info: %s\n", msg);
return -1;
}
- shader->proj_uniform = glGetUniformLocation(shader->program, "proj");
- shader->tex_uniforms[0] = glGetUniformLocation(shader->program, "tex");
- shader->tex_uniforms[1] = glGetUniformLocation(shader->program, "tex1");
- shader->tex_uniforms[2] = glGetUniformLocation(shader->program, "tex2");
- shader->alpha_uniform = glGetUniformLocation(shader->program, "alpha");
- shader->color_uniform = glGetUniformLocation(shader->program, "color");
+ shader->proj_uniform = weston_glGetUniformLocation(shader->program, "proj");
+ shader->tex_uniforms[0] = weston_glGetUniformLocation(shader->program, "tex");
+ shader->tex_uniforms[1] = weston_glGetUniformLocation(shader->program, "tex1");
+ shader->tex_uniforms[2] = weston_glGetUniformLocation(shader->program, "tex2");
+ shader->alpha_uniform = weston_glGetUniformLocation(shader->program, "alpha");
+ shader->color_uniform = weston_glGetUniformLocation(shader->program, "color");
return 0;
}
@@ -2354,9 +2354,9 @@ shader_init(struct gl_shader *shader, struct gl_renderer *renderer,
static void
shader_release(struct gl_shader *shader)
{
- glDeleteShader(shader->vertex_shader);
- glDeleteShader(shader->fragment_shader);
- glDeleteProgram(shader->program);
+ weston_glDeleteShader(shader->vertex_shader);
+ weston_glDeleteShader(shader->fragment_shader);
+ weston_glDeleteProgram(shader->program);
shader->vertex_shader = 0;
shader->fragment_shader = 0;
@@ -2403,19 +2403,19 @@ log_egl_gl_info(EGLDisplay egldpy)
str = eglQueryString(egldpy, EGL_EXTENSIONS);
log_extensions("EGL extensions", str ? str : "(null)");
- str = (char *)glGetString(GL_VERSION);
+ str = (char *)weston_glGetString(GL_VERSION);
weston_log("GL version: %s\n", str ? str : "(null)");
- str = (char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
+ str = (char *)weston_glGetString(GL_SHADING_LANGUAGE_VERSION);
weston_log("GLSL version: %s\n", str ? str : "(null)");
- str = (char *)glGetString(GL_VENDOR);
+ str = (char *)weston_glGetString(GL_VENDOR);
weston_log("GL vendor: %s\n", str ? str : "(null)");
- str = (char *)glGetString(GL_RENDERER);
+ str = (char *)weston_glGetString(GL_RENDERER);
weston_log("GL renderer: %s\n", str ? str : "(null)");
- str = (char *)glGetString(GL_EXTENSIONS);
+ str = (char *)weston_glGetString(GL_EXTENSIONS);
log_extensions("GL extensions", str ? str : "(null)");
}
@@ -2961,6 +2961,8 @@ gl_renderer_create(struct weston_compositor *ec, EGLenum platform,
goto fail_terminate;
}
+ weston_gles2_api_init();
+
ec->renderer = &gr->base;
ec->capabilities |= WESTON_CAP_ROTATION_ANY;
ec->capabilities |= WESTON_CAP_CAPTURE_YFLIP;
@@ -3125,7 +3127,7 @@ gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface)
gr->image_target_texture_2d =
(void *) eglGetProcAddress("glEGLImageTargetTexture2DOES");
- extensions = (const char *) glGetString(GL_EXTENSIONS);
+ extensions = (const char *) weston_glGetString(GL_EXTENSIONS);
if (!extensions) {
weston_log("Retrieving GL extension string failed.\n");
return -1;
@@ -3147,7 +3149,7 @@ gl_renderer_setup(struct weston_compositor *ec, EGLSurface egl_surface)
if (weston_check_egl_extension(extensions, "GL_OES_EGL_image_external"))
gr->has_egl_image_external = 1;
- glActiveTexture(GL_TEXTURE0);
+ weston_glActiveTexture(GL_TEXTURE0);
if (compile_shaders(ec))
return -1;
diff --git a/shared/platform.h b/shared/platform.h
index 1eb96fd..294a948 100644
--- a/shared/platform.h
+++ b/shared/platform.h
@@ -33,6 +33,7 @@
#include <wayland-egl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>
+#include <GLES2/gl2.h>
#endif
#include "weston-egl-ext.h"
@@ -43,6 +44,52 @@ extern "C" {
#ifdef ENABLE_EGL
+static PFNGLACTIVETEXTUREPROC weston_glActiveTexture;
+static PFNGLATTACHSHADERPROC weston_glAttachShader;
+static PFNGLBINDATTRIBLOCATIONPROC weston_glBindAttribLocation;
+static PFNGLBINDFRAMEBUFFERPROC weston_glBindFramebuffer;
+static PFNGLBINDTEXTUREPROC weston_glBindTexture;
+static PFNGLBLENDFUNCPROC weston_glBlendFunc;
+static PFNGLCHECKFRAMEBUFFERSTATUSPROC weston_glCheckFramebufferStatus;
+static PFNGLCLEARPROC weston_glClear;
+static PFNGLCLEARCOLORPROC weston_glClearColor;
+static PFNGLCOMPILESHADERPROC weston_glCompileShader;
+static PFNGLCREATEPROGRAMPROC weston_glCreateProgram;
+static PFNGLCREATESHADERPROC weston_glCreateShader;
+static PFNGLDELETEFRAMEBUFFERSPROC weston_glDeleteFramebuffers;
+static PFNGLDELETEPROGRAMPROC weston_glDeleteProgram;
+static PFNGLDELETESHADERPROC weston_glDeleteShader;
+static PFNGLDELETETEXTURESPROC weston_glDeleteTextures;
+static PFNGLDISABLEPROC weston_glDisable;
+static PFNGLDISABLEVERTEXATTRIBARRAYPROC weston_glDisableVertexAttribArray;
+static PFNGLDRAWARRAYSPROC weston_glDrawArrays;
+static PFNGLDRAWELEMENTSPROC weston_glDrawElements;
+static PFNGLENABLEPROC weston_glEnable;
+static PFNGLENABLEVERTEXATTRIBARRAYPROC weston_glEnableVertexAttribArray;
+static PFNGLFRAMEBUFFERTEXTURE2DPROC weston_glFramebufferTexture2D;
+static PFNGLGENFRAMEBUFFERSPROC weston_glGenFramebuffers;
+static PFNGLGENTEXTURESPROC weston_glGenTextures;
+static PFNGLGETPROGRAMINFOLOGPROC weston_glGetProgramInfoLog;
+static PFNGLGETPROGRAMIVPROC weston_glGetProgramiv;
+static PFNGLGETSHADERINFOLOGPROC weston_glGetShaderInfoLog;
+static PFNGLGETSHADERIVPROC weston_glGetShaderiv;
+static PFNGLGETSTRINGPROC weston_glGetString;
+static PFNGLGETUNIFORMLOCATIONPROC weston_glGetUniformLocation;
+static PFNGLLINKPROGRAMPROC weston_glLinkProgram;
+static PFNGLPIXELSTOREIPROC weston_glPixelStorei;
+static PFNGLREADPIXELSPROC weston_glReadPixels;
+static PFNGLSHADERSOURCEPROC weston_glShaderSource;
+static PFNGLTEXIMAGE2DPROC weston_glTexImage2D;
+static PFNGLTEXPARAMETERIPROC weston_glTexParameteri;
+static PFNGLTEXSUBIMAGE2DPROC weston_glTexSubImage2D;
+static PFNGLUNIFORM1FPROC weston_glUniform1f;
+static PFNGLUNIFORM1IPROC weston_glUniform1i;
+static PFNGLUNIFORM4FVPROC weston_glUniform4fv;
+static PFNGLUNIFORMMATRIX4FVPROC weston_glUniformMatrix4fv;
+static PFNGLUSEPROGRAMPROC weston_glUseProgram;
+static PFNGLVERTEXATTRIBPOINTERPROC weston_glVertexAttribPointer;
+static PFNGLVIEWPORTPROC weston_glViewport;
+
static bool
weston_check_egl_extension(const char *extensions, const char *extension)
{
@@ -128,6 +175,101 @@ weston_platform_create_egl_surface(EGLDisplay dpy, EGLConfig config,
attrib_list);
}
+static inline void
+weston_gles2_api_init(void)
+{
+ weston_glActiveTexture =
+ (void *) weston_platform_get_egl_proc_address("glActiveTexture");
+ weston_glAttachShader =
+ (void *) weston_platform_get_egl_proc_address("glAttachShader");
+ weston_glBindAttribLocation =
+ (void *) weston_platform_get_egl_proc_address("glBindAttribLocation");
+ weston_glBindFramebuffer =
+ (void *) weston_platform_get_egl_proc_address("glBindFramebuffer");
+ weston_glBindTexture =
+ (void *) weston_platform_get_egl_proc_address("glBindTexture");
+ weston_glBlendFunc =
+ (void *) weston_platform_get_egl_proc_address("glBlendFunc");
+ weston_glCheckFramebufferStatus =
+ (void *) weston_platform_get_egl_proc_address("glCheckFramebufferStatus");
+ weston_glClear =
+ (void *) weston_platform_get_egl_proc_address("glClear");
+ weston_glClearColor =
+ (void *) weston_platform_get_egl_proc_address("glClearColor");
+ weston_glCompileShader =
+ (void *) weston_platform_get_egl_proc_address("glCompileShader");
+ weston_glCreateProgram =
+ (void *) weston_platform_get_egl_proc_address("glCreateProgram");
+ weston_glCreateShader =
+ (void *) weston_platform_get_egl_proc_address("glCreateShader");
+ weston_glDeleteFramebuffers =
+ (void *) weston_platform_get_egl_proc_address("glDeleteFramebuffers");
+ weston_glDeleteProgram =
+ (void *) weston_platform_get_egl_proc_address("glDeleteProgram");
+ weston_glDeleteShader =
+ (void *) weston_platform_get_egl_proc_address("glDeleteShader");
+ weston_glDeleteTextures =
+ (void *) weston_platform_get_egl_proc_address("glDeleteTextures");
+ weston_glDisable =
+ (void *) weston_platform_get_egl_proc_address("glDisable");
+ weston_glDisableVertexAttribArray =
+ (void *) weston_platform_get_egl_proc_address("glDisableVertexAttribArray");
+ weston_glDrawArrays =
+ (void *) weston_platform_get_egl_proc_address("glDrawArrays");
+ weston_glDrawElements =
+ (void *) weston_platform_get_egl_proc_address("glDrawElements");
+ weston_glEnable =
+ (void *) weston_platform_get_egl_proc_address("glEnable");
+ weston_glEnableVertexAttribArray =
+ (void *) weston_platform_get_egl_proc_address("glEnableVertexAttribArray");
+ weston_glFramebufferTexture2D =
+ (void *) weston_platform_get_egl_proc_address("glFramebufferTexture2D");
+ weston_glGenFramebuffers =
+ (void *) weston_platform_get_egl_proc_address("glGenFramebuffers");
+ weston_glGenTextures =
+ (void *) weston_platform_get_egl_proc_address("glGenTextures");
+ weston_glGetProgramInfoLog =
+ (void *) weston_platform_get_egl_proc_address("glGetProgramInfoLog");
+ weston_glGetProgramiv =
+ (void *) weston_platform_get_egl_proc_address("glGetProgramiv");
+ weston_glGetShaderInfoLog =
+ (void *) weston_platform_get_egl_proc_address("glGetShaderInfoLog");
+ weston_glGetShaderiv =
+ (void *) weston_platform_get_egl_proc_address("glGetShaderiv");
+ weston_glGetString =
+ (void *) weston_platform_get_egl_proc_address("glGetString");
+ weston_glGetUniformLocation =
+ (void *) weston_platform_get_egl_proc_address("glGetUniformLocation");
+ weston_glLinkProgram =
+ (void *) weston_platform_get_egl_proc_address("glLinkProgram");
+ weston_glPixelStorei =
+ (void *) weston_platform_get_egl_proc_address("glPixelStorei");
+ weston_glReadPixels =
+ (void *) weston_platform_get_egl_proc_address("glReadPixels");
+ weston_glShaderSource =
+ (void *) weston_platform_get_egl_proc_address("glShaderSource");
+ weston_glTexImage2D =
+ (void *) weston_platform_get_egl_proc_address("glTexImage2D");
+ weston_glTexParameteri =
+ (void *) weston_platform_get_egl_proc_address("glTexParameteri");
+ weston_glTexSubImage2D =
+ (void *) weston_platform_get_egl_proc_address("glTexSubImage2D");
+ weston_glUniform1f =
+ (void *) weston_platform_get_egl_proc_address("glUniform1f");
+ weston_glUniform1i =
+ (void *) weston_platform_get_egl_proc_address("glUniform1i");
+ weston_glUniform4fv =
+ (void *) weston_platform_get_egl_proc_address("glUniform4fv");
+ weston_glUniformMatrix4fv =
+ (void *) weston_platform_get_egl_proc_address("glUniformMatrix4fv");
+ weston_glUseProgram =
+ (void *) weston_platform_get_egl_proc_address("glUseProgram");
+ weston_glVertexAttribPointer =
+ (void *) weston_platform_get_egl_proc_address("glVertexAttribPointer");
+ weston_glViewport =
+ (void *) weston_platform_get_egl_proc_address("glViewport");
+}
+
#else /* ENABLE_EGL */
static inline void *
diff --git a/tests/buffer-count-test.c b/tests/buffer-count-test.c
index e7d8ca7..d342826 100644
--- a/tests/buffer-count-test.c
+++ b/tests/buffer-count-test.c
@@ -110,7 +110,7 @@ init_egl(struct test_data *test_data)
/* This test is specific to mesa 10.1 and later, which is the
* first release that doesn't accidentally triple-buffer. */
- str = (const char *) glGetString(GL_VERSION);
+ str = (const char *) weston_glGetString(GL_VERSION);
mesa = strstr(str, "Mesa ");
if (mesa == NULL)
skip("unknown EGL implementation (%s)\n", str);
@@ -132,6 +132,8 @@ TEST(test_buffer_count)
if (!test_data.client->has_wl_drm)
skip("compositor has not bound its display to EGL\n");
+ weston_gles2_api_init();
+
if (init_egl(&test_data) < 0)
skip("could not initialize egl, "
"possibly using the headless backend\n");
@@ -144,7 +146,7 @@ TEST(test_buffer_count)
* doing */
for (i = 0; i < 10; i++) {
- glClear(GL_COLOR_BUFFER_BIT);
+ weston_glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(test_data.egl_dpy, test_data.egl_surface);
}
--
2.10.0
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