allow overriding a gl function with the same name, and keep the original accessible through getProcAddress

This commit is contained in:
Alon Zakai 2013-08-16 12:58:13 -07:00
Родитель f46ea8746c
Коммит 1d89260748
3 изменённых файлов: 206 добавлений и 8 удалений

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@ -4319,15 +4319,28 @@ LibraryGL.emscripten_GetProcAddress__deps = [function() {
// ProcAddress is used, so include everything in GL. This runs before we go to the $ProcAddressTable object,
// and we fill its deps just in time, and create the lookup table
var table = {};
LibraryManager.library.emscripten_procAddressTable__deps = keys(LibraryGL).filter(function(x) {
if (x.substr(-6) == '__deps' || x.substr(-9) == '__postset' || x.substr(-5) == '__sig' || x.substr(0, 2) != 'gl') return false;
var sig = LibraryGL[x + '__sig'] || functionStubSigs['_' + x];
if (sig) {
table[x] = Functions.getIndex('_' + x, sig);
if (!(('_' + x) in Functions.implementedFunctions)) Functions.unimplementedFunctions[('_' + x)] = sig;
LibraryManager.library.emscripten_procAddressTable__deps = keys(LibraryGL).map(function(x) {
if (x.substr(-6) == '__deps' || x.substr(-9) == '__postset' || x.substr(-5) == '__sig' || x.substr(-5) == '__asm' || x.substr(0, 2) != 'gl') return null;
var original = x;
if (('_' + x) in Functions.implementedFunctions) {
// a user-implemented function aliases this one, but we still want it to be accessible by name, so rename it
var y = x + '__procTable';
LibraryManager.library[y] = LibraryManager.library[x];
LibraryManager.library[y + '__deps'] = LibraryManager.library[x + '__deps'];
LibraryManager.library[y + '__postset'] = LibraryManager.library[x + '__postset'];
LibraryManager.library[y + '__sig'] = LibraryManager.library[x + '__sig'];//|| Functions.implementedFunctions['_' + x];
LibraryManager.library[y + '__asm'] = LibraryManager.library[x + '__asm'];
x = y;
assert(!(y in Functions.implementedFunctions) && !Functions.unimplementedFunctions['_' + y]);
}
return true;
});
var longX = '_' + x;
var sig = LibraryManager.library[x + '__sig'] || functionStubSigs[longX];
if (sig) {
table[original] = Functions.getIndex(longX, sig);
if (!(longX in Functions.implementedFunctions)) Functions.unimplementedFunctions[longX] = sig;
}
return x;
}).filter(function(x) { return x !== null });
// convert table into function with switch, to not confuse closure compiler
var tableImpl = 'switch(name) {\n';
for (var x in table) tableImpl += 'case "' + x + '": return ' + table[x] + '; break;\n';

180
tests/sdl_ogl_proc_alias.c Normal file
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@ -0,0 +1,180 @@
/*******************************************************************
* *
* Using SDL With OpenGL *
* *
* Tutorial by Kyle Foley (sdw) *
* *
* http://gpwiki.org/index.php/SDL:Tutorials:Using_SDL_with_OpenGL *
* *
*******************************************************************/
/*
THIS WORK, INCLUDING THE SOURCE CODE, DOCUMENTATION
AND RELATED MEDIA AND DATA, IS PLACED INTO THE PUBLIC DOMAIN.
THE ORIGINAL AUTHOR IS KYLE FOLEY.
THIS SOFTWARE IS PROVIDED AS-IS WITHOUT WARRANTY
OF ANY KIND, NOT EVEN THE IMPLIED WARRANTY OF
MERCHANTABILITY. THE AUTHOR OF THIS SOFTWARE,
ASSUMES _NO_ RESPONSIBILITY FOR ANY CONSEQUENCE
RESULTING FROM THE USE, MODIFICATION, OR
REDISTRIBUTION OF THIS SOFTWARE.
*/
#include "SDL/SDL.h"
#include "SDL/SDL_image.h"
#include "SDL/SDL_opengl.h"
#include <stdio.h>
#include <string.h>
void (*true_glGenTextures)(GLsizei, GLuint*) = NULL;
void glGenTextures(GLsizei n, GLuint *textures) {
printf("num? %d\n", n);
true_glGenTextures(n + 1, textures); // correct the error, ensures we are gone through
}
int main(int argc, char *argv[])
{
SDL_Surface *screen;
// Slightly different SDL initialization
if ( SDL_Init(SDL_INIT_VIDEO) != 0 ) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); // *new*
screen = SDL_SetVideoMode( 640, 480, 16, SDL_OPENGL ); // *changed*
if ( !screen ) {
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
// Set the OpenGL state after creating the context with SDL_SetVideoMode
glClearColor( 0, 0, 0, 0 );
glEnable( GL_TEXTURE_2D ); // Needed when we're using the fixed-function pipeline.
glViewport( 0, 0, 640, 480 );
glMatrixMode( GL_PROJECTION );
glPushMatrix(); // just for testing
glLoadIdentity();
glOrtho( 0, 640, 480, 0, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
// Load the OpenGL texture
GLuint texture; // Texture object handle
SDL_Surface *surface; // Gives us the information to make the texture
if ( (surface = IMG_Load("screenshot.png")) ) {
// Check that the image's width is a power of 2
if ( (surface->w & (surface->w - 1)) != 0 ) {
printf("warning: image.bmp's width is not a power of 2\n");
}
// Also check if the height is a power of 2
if ( (surface->h & (surface->h - 1)) != 0 ) {
printf("warning: image.bmp's height is not a power of 2\n");
}
true_glGenTextures = SDL_GL_GetProcAddress("glGenTextures");
// Have OpenGL generate a texture object handle for us
glGenTextures( 0, &texture );
// Bind the texture object
glBindTexture( GL_TEXTURE_2D, texture );
// Set the texture's stretching properties
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
//SDL_LockSurface(surface);
// Add some greyness
memset(surface->pixels, 0x66, surface->w*surface->h);
// Edit the texture object's image data using the information SDL_Surface gives us
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, surface->w, surface->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels );
//SDL_UnlockSurface(surface);
}
else {
printf("SDL could not load image.bmp: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
// Free the SDL_Surface only if it was successfully created
if ( surface ) {
SDL_FreeSurface( surface );
}
// Clear the screen before drawing
glClear( GL_COLOR_BUFFER_BIT );
// Bind the texture to which subsequent calls refer to
glBindTexture( GL_TEXTURE_2D, texture );
glBegin( GL_QUADS );
glTexCoord2i( 0, 0 ); glVertex3f( 10, 10, 0 );
glTexCoord2i( 1, 0 ); glVertex3f( 300, 10, 0 );
glTexCoord2i( 1, 1 ); glVertex3f( 300, 128, 0 );
glTexCoord2i( 0, 1 ); glVertex3f( 10, 128, 0 );
glTexCoord2f( 0, 0.5 ); glVertex3f( 410, 10, 0 );
glTexCoord2f( 1, 0.5 ); glVertex3f( 600, 10, 0 );
glTexCoord2f( 1, 1 ); glVertex3f( 630, 200, 0 );
glTexCoord2f( 0.5, 1 ); glVertex3f( 310, 250, 0 );
glEnd();
glBegin( GL_TRIANGLE_STRIP );
glTexCoord2i( 0, 0 ); glVertex3f( 100, 300, 0 );
glTexCoord2i( 1, 0 ); glVertex3f( 300, 300, 0 );
glTexCoord2i( 1, 1 ); glVertex3f( 300, 400, 0 );
glTexCoord2i( 0, 1 ); glVertex3f( 500, 410, 0 );
glEnd();
glDisable(GL_TEXTURE_2D);
glColor3ub(90, 255, 255);
glBegin( GL_QUADS );
glVertex3f( 10, 410, 0 );
glVertex3f( 300, 410, 0 );
glVertex3f( 300, 480, 0 );
glVertex3f( 10, 470, 0 );
glEnd();
glBegin( GL_QUADS );
glColor3f(1.0, 0, 1.0); glVertex3f( 410, 410, 0 );
glColor3f(0, 1.0, 0); glVertex3f( 600, 410, 0 );
glColor3f(0, 0, 1.0); glVertex3f( 600, 480, 0 );
glColor3f(1.0, 1.0, 1.0); glVertex3f( 410, 470, 0 );
glEnd();
SDL_GL_SwapBuffers();
#if !EMSCRIPTEN
// Wait for 3 seconds to give us a chance to see the image
SDL_Delay(3000);
#endif
// Now we can delete the OpenGL texture and close down SDL
glDeleteTextures( 1, &texture );
SDL_Quit();
return 0;
}

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@ -859,6 +859,11 @@ Press any key to continue.'''
args=['--preload-file', 'screenshot.png', '-s', 'LEGACY_GL_EMULATION=1'],
message='You should see an image with gray at the top.')
def test_sdl_ogl_proc_alias(self):
shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png'))
self.btest('sdl_ogl_proc_alias.c', reference='screenshot-gray-purple.png', reference_slack=1,
args=['-O2', '-g2', '-s', 'INLINING_LIMIT=1', '--preload-file', 'screenshot.png', '-s', 'LEGACY_GL_EMULATION=1', '-s', 'VERBOSE=1'])
def test_sdl_fog_simple(self):
shutil.copyfile(path_from_root('tests', 'screenshot.png'), os.path.join(self.get_dir(), 'screenshot.png'))
self.btest('sdl_fog_simple.c', reference='screenshot-fog-simple.png',