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/*
* Copyright (C) 2010 - 2011 Samsung Electronics Co., Ltd. All rights reserved.
*
* Contact:
* DongKyun Yun <dk77.yun@samsung.com>
* SangJin Kim <sangjin3.kim@samsung.com>
* HyunGoo Kang <hyungoo1.kang@samsung.com>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of
* this software and associated documentation files (the "Software"), to deal in
* the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
* of the Software, and to permit persons to whom the Software is furnished to do
* so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Contributors:
* - S-Core Co., Ltd
*
*/
#include "es2front.h"
#if ! defined(WIN32)
#include <dlfcn.h>
#endif
#include <malloc.h>
static struct es2Context s_defaultContext = {
GL_FALSE,
0,
GL_NO_ERROR,
NULL, 0, 0,
NULL, 0,
NULL, 0,
NULL, 0,
(void*)(&(ES2INTER(NotBound))),
};
static struct es2Context s_context = {
GL_FALSE,
0,
GL_NO_ERROR,
NULL, 0, 0,
NULL, 0,
NULL, 0,
NULL, 0,
(void*)(&(ES2INTER(NotBound))),
};
struct es2Context* ES2INTER(curContext) = &s_context;
void GL_APIENTRY ES2INTER(NotBound)(void) {
fprintf(stderr, "ES2 internal error: you are calling not-bound function\n");
}
void GL_APIENTRY ES2INTER(ResetFnptrs)(struct es2Context* pContext) {
#define ACTION(name) do { \
*(void**)(&pContext->fp##name) = (void*)(&(ES2INTER(NotBound))); \
} while (0)
#include "funcaction.inl"
#undef ACTION
}
void GL_APIENTRY ES2INTER(BindFnptrs)(struct es2Context* pContext) {
#if ! defined(WIN32)
void* dl;
if ((dl = dlopen("libGL.so", RTLD_NOW | RTLD_GLOBAL)) == 0) {
ES2INTER(SetError)(GL_INVALID_OPERATION);
return;
}
#define ACTION(name) do { \
*(void**)(&pContext->fp##name) = dlsym(dl, "gl" #name ); \
if (pContext->fp##name == NULL) { \
*(void**)(&pContext->fp##name) = dlsym(dl, "gl" #name "EXT"); \
assert(pContext->fp##name != NULL) ; \
if (pContext->fp##name == NULL) { \
*(void**)(&pContext->fp##name) = (void*)(&(ES2INTER(NotBound))); \
} \
} \
} while (0)
#include "funcaction.inl"
#undef ACTION
dlclose(dl);
#endif
}
void* GL_APIENTRY EGLCROSS(CreateContext)(void) {
struct es2Context* pContext = malloc(sizeof(struct es2Context));
if (pContext == NULL) {
ES2INTER(SetError)(GL_OUT_OF_MEMORY);
return NULL;
}
memcpy(pContext, &s_defaultContext, sizeof(struct es2Context));
ES2INTER(ResetFnptrs)(pContext);
return pContext;
}
void GL_APIENTRY EGLCROSS(MakeCurrent)(void* ptr) {
int i;
struct es2Context* pContext = (struct es2Context*)ptr;
if (ptr == NULL) {
ES2INTER(curContext) = &s_context;
return;
}
ES2INTER(BindFnptrs)(pContext);
ES2INTER(curContext) = pContext;
pContext->bShaderCompiler = GL_TRUE;
FNPTR(GetIntegerv)(GL_MAX_VERTEX_ATTRIBS, &pContext->nMaxVertexAttribs);
assert(8 <= pContext->nMaxVertexAttribs);
if (pContext->pVertexAttrib == NULL) {
pContext->pVertexAttrib = calloc(pContext->nMaxVertexAttribs,
sizeof(struct VertexAttribUnit));
if (pContext->pVertexAttrib == NULL) {
ES2INTER(SetError)(GL_OUT_OF_MEMORY);
return;
}
for (i = 0; i < pContext->nMaxVertexAttribs; i++) {
ES2INTER(VertexAttribInit)(&(pContext->pVertexAttrib[i]));
}
pContext->uArrayBufferBinding = 0;
pContext->uElementArrayBufferBinding = 0;
}
if (pContext->pBufferObject == NULL) {
pContext->pBufferObject = calloc(INTERNAL_NUM_BUFFER_OBJECTS,
sizeof(struct BufferObjectUnit));
if (pContext->pBufferObject == NULL) {
ES2INTER(SetError)(GL_OUT_OF_MEMORY);
return;
}
pContext->nBufferObjectAllocated = INTERNAL_NUM_BUFFER_OBJECTS;
for (i = 0; i < pContext->nBufferObjectAllocated; i++) {
ES2INTER(BufferObjectInit)(&(pContext->pBufferObject[i]));
}
pContext->pBufferObject[0].bGenerated = GL_TRUE;
}
if (pContext->pShaderObject == NULL) {
pContext->pShaderObject = calloc(INTERNAL_NUM_SHADER_OBJECTS,
sizeof(struct ShaderObjectUnit));
if (pContext->pShaderObject == NULL) {
ES2INTER(SetError)(GL_OUT_OF_MEMORY);
return;
}
pContext->nShaderObjectAllocated = INTERNAL_NUM_SHADER_OBJECTS;
for (i = 0; i < pContext->nShaderObjectAllocated; i++) {
ES2INTER(ShaderObjectInit)(&(pContext->pShaderObject[i]));
}
}
if (pContext->pProgramObject == NULL) {
pContext->pProgramObject = calloc(INTERNAL_NUM_PROGRAM_OBJECTS,
sizeof(struct ProgramObjectUnit));
if (pContext->pProgramObject == NULL) {
ES2INTER(SetError)(GL_OUT_OF_MEMORY);
return;
}
pContext->nProgramObjectAllocated = INTERNAL_NUM_PROGRAM_OBJECTS;
for (i = 0; i < pContext->nProgramObjectAllocated; i++) {
ES2INTER(ProgramObjectInit)(&(pContext->pProgramObject[i]));
}
}
/* from the sepc.,
The values in gl_PointCoord are two-dimensional coordinates indicating
where within a point primitive the current fragment is located, when point
sprites are enabled. They range from 0.0 to 1.0 across the point. If the
current primitive is not a point, or if point sprites are not enabled,
then the values read from gl_PointCoord are undefined.
*/
#if ! defined(GL_POINT_SPRITE)
#define GL_POINT_SPRITE 0x8861
#endif
#if ! defined(GL_VERTEX_PROGRAM_POINT_SIZE)
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#endif
FNPTR(Enable)(GL_POINT_SPRITE);
FNPTR(Enable)(GL_VERTEX_PROGRAM_POINT_SIZE);
}
void GL_APIENTRY EGLCROSS(ReleaseContext)(void* ptr) {
int i;
struct es2Context* pContext = (struct es2Context*)ptr;
if (ptr == NULL) return;
if (pContext == &s_context) return;
if (pContext->pVertexAttrib != NULL) {
for (i = 0; i < pContext->nMaxVertexAttribs; i++) {
ES2INTER(VertexAttribRelease)(&(pContext->pVertexAttrib[i]));
}
free(pContext->pVertexAttrib);
pContext->pVertexAttrib = NULL;
}
if (pContext->pBufferObject == NULL) {
for (i = 0; i < pContext->nBufferObjectAllocated; i++) {
ES2INTER(BufferObjectRelease)(&(pContext->pBufferObject[i]));
}
free(pContext->pBufferObject);
pContext->pBufferObject = NULL;
}
if (pContext->pShaderObject == NULL) {
for (i = 0; i < pContext->nShaderObjectAllocated; i++) {
ES2INTER(ShaderObjectRelease)(&(pContext->pShaderObject[i]));
}
free(pContext->pShaderObject);
pContext->pShaderObject = NULL;
}
if (pContext->pProgramObject == NULL) {
for (i = 0; i < pContext->nProgramObjectAllocated; i++) {
ES2INTER(ProgramObjectRelease)(&(pContext->pProgramObject[i]));
}
free(pContext->pProgramObject);
pContext->pProgramObject = NULL;
}
free(pContext);
if (pContext == ES2INTER(curContext)) {
ES2INTER(curContext) = &s_context;
}
}
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