[PATCH] RFC, weston: Use eglGetProcAddress to retrieve GLESv2 functions
Armin Krezović
krezovic.armin at gmail.com
Mon Sep 12 10:44:43 UTC 2016
On 10.09.2016 22:23, Armin Krezović wrote:
> It appears that in current Mesa git master, GLESv2 function
> prototypes are hidden.
>
For the record, the following commit introduced the mentioned behaviour:
https://cgit.freedesktop.org/mesa/mesa/commit/?id=6a5504de2fbc43b445406324485629a313f7e542
> 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);
> }
>
>
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