Accept gl linkage in hope of future offscreen mesa support. Avoid linking with GLX though. Change-Id: I4e666f60e74fe34075a8da9eeba95807cf8fe38c Signed-off-by: Riccardo Magliocchetti <riccardo.magliocchetti@gmail.com> Reviewed-on: https://gerrit.libreoffice.org/13452 Reviewed-by: Michael Stahl <mstahl@redhat.com> Tested-by: Michael Stahl <mstahl@redhat.com>
296 lines
8.2 KiB
C++
296 lines
8.2 KiB
C++
/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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/*
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* This file is part of the LibreOffice project.
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*
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/.
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*/
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#ifndef INCLUDED_VCL_OPENGL_OPENGLCONTEXT_HXX
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#define INCLUDED_VCL_OPENGL_OPENGLCONTEXT_HXX
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#include <string.h>
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#include <GL/glew.h>
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#if defined( MACOSX )
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#elif defined( IOS )
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#elif defined( ANDROID )
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#elif defined( LIBO_HEADLESS )
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#elif defined( UNX )
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# include <prex.h>
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# include "GL/glxew.h"
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# include <postx.h>
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#elif defined( _WIN32 )
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#ifndef INCLUDED_PRE_POST_WIN_H
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#define INCLUDED_PRE_POST_WIN_H
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# include "prewin.h"
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# include "postwin.h"
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#endif
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#endif
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#if defined( _WIN32 )
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#include <GL/glext.h>
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#include <GL/wglew.h>
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#include <GL/wglext.h>
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#elif defined( MACOSX )
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#include <OpenGL/OpenGL.h>
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#ifdef __OBJC__
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@class NSOpenGLView;
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#else
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class NSOpenGLView;
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#endif
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#elif defined( IOS )
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#elif defined( ANDROID )
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#elif defined( LIBO_HEADLESS )
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#elif defined( UNX )
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#include <GL/glext.h>
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#define GLX_GLXEXT_PROTOTYPES 1
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#include <GL/glx.h>
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#include <GL/glxext.h>
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#endif
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#include <vcl/vclopengl_dllapi.hxx>
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#include <boost/scoped_ptr.hpp>
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#include <boost/ptr_container/ptr_map.hpp>
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#include <vcl/window.hxx>
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#include <tools/gen.hxx>
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#include <vcl/syschild.hxx>
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#include <set>
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class OpenGLFramebuffer;
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class OpenGLProgram;
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class OpenGLTexture;
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class SalGraphicsImpl;
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/// Holds the information of our new child window
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struct GLWindow
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{
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// Copy of gluCheckExtension(), from the Apache-licensed
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// https://code.google.com/p/glues/source/browse/trunk/glues/source/glues_registry.c
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static GLboolean checkExtension(const GLubyte* extName, const GLubyte* extString)
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{
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GLboolean flag=GL_FALSE;
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char* word;
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char* lookHere;
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char* deleteThis;
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if (extString==NULL)
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{
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return GL_FALSE;
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}
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deleteThis=lookHere=(char*)malloc(strlen(reinterpret_cast<const char*>(extString))+1);
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if (lookHere==NULL)
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{
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return GL_FALSE;
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}
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/* strtok() will modify string, so copy it somewhere */
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strcpy(lookHere, reinterpret_cast<const char*>(extString));
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while ((word=strtok(lookHere, " "))!=NULL)
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{
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if (strcmp(word, reinterpret_cast<const char*>(extName))==0)
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{
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flag=GL_TRUE;
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break;
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}
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lookHere=NULL; /* get next token */
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}
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free((void*)deleteThis);
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return flag;
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}
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#if defined( _WIN32 )
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HWND hWnd;
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HDC hDC;
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HGLRC hRC;
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#elif defined( MACOSX )
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#elif defined( IOS )
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#elif defined( ANDROID )
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#elif defined( LIBO_HEADLESS )
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#elif defined( UNX )
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Display* dpy;
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int screen;
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Window win;
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Pixmap pix;
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#if defined( GLX_EXT_texture_from_pixmap )
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GLXFBConfig fbc;
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#endif
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XVisualInfo* vi;
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GLXContext ctx;
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GLXPixmap glPix;
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bool HasGLXExtension( const char* name ) { return checkExtension( reinterpret_cast<const GLubyte*>(name), reinterpret_cast<const GLubyte*>(GLXExtensions) ); }
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const char* GLXExtensions;
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#endif
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unsigned int bpp;
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unsigned int Width;
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unsigned int Height;
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const GLubyte* GLExtensions;
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bool bMultiSampleSupported;
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GLWindow()
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:
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#if defined( _WIN32 )
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#elif defined( MACOSX )
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#elif defined( IOS )
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#elif defined( ANDROID )
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#elif defined( LIBO_HEADLESS )
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#elif defined( UNX )
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dpy(NULL),
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screen(0),
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win(0),
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pix(0),
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#if defined( GLX_EXT_texture_from_pixmap )
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fbc(0),
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#endif
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vi(NULL),
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ctx(0),
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glPix(0),
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GLXExtensions(NULL),
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#endif
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bpp(0),
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Width(0),
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Height(0),
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GLExtensions(NULL),
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bMultiSampleSupported(false)
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{
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}
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~GLWindow();
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};
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class VCLOPENGL_DLLPUBLIC OpenGLContext
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{
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public:
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OpenGLContext();
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~OpenGLContext();
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void requestLegacyContext();
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void requestSingleBufferedRendering();
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void requestVirtualDevice();
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bool init(vcl::Window* pParent = 0);
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bool init(SystemChildWindow* pChildWindow);
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// these methods are for the deep platform layer, don't use them in normal code
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// only in vcl's platform code
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#if defined( UNX ) && !defined MACOSX && !defined IOS && !defined ANDROID && !defined(LIBO_HEADLESS)
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bool init(Display* dpy, Window win, int screen);
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bool init(Display* dpy, Pixmap pix, unsigned int width, unsigned int height, int nScreen);
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#elif defined( _WIN32 )
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bool init( HDC hDC, HWND hWnd );
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#endif
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void reset();
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// use these methods right after setting a context to make sure drawing happens
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// in the right FBO (default one is for onscreen painting)
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bool BindFramebuffer( OpenGLFramebuffer* pFramebuffer );
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bool AcquireDefaultFramebuffer();
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OpenGLFramebuffer* AcquireFramebuffer( const OpenGLTexture& rTexture );
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void ReleaseFramebuffer( OpenGLFramebuffer* pFramebuffer );
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#ifdef DBG_UTIL
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void AddRef(SalGraphicsImpl*);
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void DeRef(SalGraphicsImpl*);
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#else
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void AddRef();
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void DeRef();
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#endif
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void ReleaseFramebuffer( const OpenGLTexture& rTexture );
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void ReleaseFramebuffers();
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// retrieve a program from the cache or compile/link it
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OpenGLProgram* GetProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
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OpenGLProgram* UseProgram( const OUString& rVertexShader, const OUString& rFragmentShader, const OString& preamble = "" );
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bool isCurrent();
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static void clearCurrent();
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/// make this GL context current - so it is implicit in subsequent GL calls
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void makeCurrent();
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/// reset the GL context so this context is not implicit in subsequent GL calls.
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void resetCurrent();
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void swapBuffers();
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void sync();
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void show();
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void setWinPosAndSize(const Point &rPos, const Size& rSize);
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void setWinSize(const Size& rSize);
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const GLWindow& getOpenGLWindow() const { return m_aGLWin;}
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SystemChildWindow* getChildWindow();
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const SystemChildWindow* getChildWindow() const;
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void renderToFile();
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bool isInitialized()
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{
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return mbInitialized;
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}
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bool supportMultiSampling() const;
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static SystemWindowData generateWinData(vcl::Window* pParent, bool bRequestLegacyContext);
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private:
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SAL_DLLPRIVATE bool InitGLEW();
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SAL_DLLPRIVATE bool initWindow();
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SAL_DLLPRIVATE bool ImplInit();
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#if defined( UNX ) && !defined MACOSX && !defined IOS && !defined ANDROID && !defined(LIBO_HEADLESS)
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SAL_DLLPRIVATE void initGLWindow(Visual* pVisual);
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#endif
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#if defined(MACOSX)
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NSOpenGLView* getOpenGLView();
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#endif
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GLWindow m_aGLWin;
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boost::scoped_ptr<vcl::Window> m_pWindow;
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vcl::Window* mpWindow; //points to m_pWindow or the parent window, don't delete it
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SystemChildWindow* m_pChildWindow;
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boost::scoped_ptr<SystemChildWindow> m_pChildWindowGC;
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bool mbInitialized;
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int mnRefCount;
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bool mbRequestLegacyContext;
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bool mbUseDoubleBufferedRendering;
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bool mbRequestVirtualDevice;
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#if defined( UNX ) && !defined MACOSX && !defined IOS && !defined ANDROID && !defined(LIBO_HEADLESS)
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bool mbPixmap; // is a pixmap instead of a window
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#endif
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int mnFramebufferCount;
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OpenGLFramebuffer* mpCurrentFramebuffer;
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OpenGLFramebuffer* mpFirstFramebuffer;
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OpenGLFramebuffer* mpLastFramebuffer;
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struct ProgramKey
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{
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ProgramKey( const OUString& vertexShader, const OUString& fragmentShader, const OString& preamble );
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bool operator< ( const ProgramKey& other ) const;
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OUString vertexShader;
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OUString fragmentShader;
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OString preamble;
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};
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boost::ptr_map<ProgramKey, OpenGLProgram> maPrograms;
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OpenGLProgram* mpCurrentProgram;
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#ifdef DBG_UTIL
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std::set<SalGraphicsImpl*> maParents;
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#endif
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public:
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vcl::Region maClipRegion;
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int mnPainting;
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OpenGLContext* mpPrevContext;
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OpenGLContext* mpNextContext;
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};
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#endif
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/* vim:set shiftwidth=4 softtabstop=4 expandtab: */
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