зеркало из https://github.com/mozilla/pjs.git
b=580345; fix up some GLESv2 vs. desktop GL differences; r=joe
This commit is contained in:
Родитель
80cfddf53e
Коммит
52e319b273
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@ -319,11 +319,7 @@ WebGLContext::SetDimensions(PRInt32 width, PRInt32 height)
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gl->fBindFramebuffer(LOCAL_GL_FRAMEBUFFER, gl->GetOffscreenFBO());
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gl->fViewport(0, 0, mWidth, mHeight);
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gl->fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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#ifdef USE_GLES2
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gl->fClearDepthf(1.0f);
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#else
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gl->fClearDepth(1.0f);
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#endif
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gl->fClearStencil(0);
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gl->fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
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@ -526,11 +526,7 @@ WebGLContext::Clear(PRUint32 mask)
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GL_SAME_METHOD_4(ClearColor, ClearColor, WebGLfloat, WebGLfloat, WebGLfloat, WebGLfloat)
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#ifdef USE_GLES2
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GL_SAME_METHOD_1(ClearDepthf, ClearDepth, WebGLfloat)
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#else
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GL_SAME_METHOD_1(ClearDepth, ClearDepth, WebGLfloat)
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#endif
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GL_SAME_METHOD_1(ClearStencil, ClearStencil, WebGLint)
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@ -834,11 +830,7 @@ WebGLContext::DepthFunc(WebGLenum func)
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GL_SAME_METHOD_1(DepthMask, DepthMask, WebGLboolean)
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#ifdef USE_GLES2
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GL_SAME_METHOD_2(DepthRangef, DepthRange, WebGLfloat, WebGLfloat)
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#else
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GL_SAME_METHOD_2(DepthRange, DepthRange, WebGLfloat, WebGLfloat)
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#endif
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NS_IMETHODIMP
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WebGLContext::DisableVertexAttribArray(WebGLuint index)
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@ -1342,18 +1334,18 @@ WebGLContext::GetParameter(PRUint32 pname, nsIVariant **retval)
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case LOCAL_GL_MAX_VARYING_VECTORS:
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{
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#ifdef USE_GLES2
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if (gl->IsGLES2()) {
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GLint i = 0;
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gl->fGetIntegerv(pname, &i);
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wrval->SetAsInt32(i);
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#else
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} else {
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// since this pname is absent from desktop OpenGL, we have to implement it by hand.
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// The formula below comes from the public_webgl list, "problematic GetParameter pnames" thread
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GLint i = 0, j = 0;
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_OUTPUT_COMPONENTS, &i);
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_INPUT_COMPONENTS, &j);
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wrval->SetAsInt32(PR_MIN(i,j)/4);
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#endif
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}
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}
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break;
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@ -407,20 +407,27 @@ WebGLContext::InitAndValidateGL()
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gl->fGetIntegerv(LOCAL_GL_MAX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxTextureImageUnits);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, (GLint*) &mGLMaxVertexTextureImageUnits);
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#ifdef USE_GLES2
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, (GLint*) &mGLMaxFragmentUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, (GLint*) &mGLMaxVertexUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, (GLint*) &mGLMaxVaryingVectors);
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#else
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, (GLint*) &mGLMaxFragmentUniformVectors);
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mGLMaxFragmentUniformVectors /= 4;
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, (GLint*) &mGLMaxVertexUniformVectors);
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mGLMaxVertexUniformVectors /= 4;
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_FLOATS, (GLint*) &mGLMaxVaryingVectors);
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mGLMaxVaryingVectors /= 4;
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#endif
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if (gl->IsGLES2()) {
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_VECTORS, (GLint*) &mGLMaxFragmentUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_VECTORS, (GLint*) &mGLMaxVertexUniformVectors);
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_VECTORS, (GLint*) &mGLMaxVaryingVectors);
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} else {
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gl->fGetIntegerv(LOCAL_GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, (GLint*) &mGLMaxFragmentUniformVectors);
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mGLMaxFragmentUniformVectors /= 4;
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gl->fGetIntegerv(LOCAL_GL_MAX_VERTEX_UNIFORM_COMPONENTS, (GLint*) &mGLMaxVertexUniformVectors);
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mGLMaxVertexUniformVectors /= 4;
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gl->fGetIntegerv(LOCAL_GL_MAX_VARYING_FLOATS, (GLint*) &mGLMaxVaryingVectors);
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mGLMaxVaryingVectors /= 4;
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}
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#if 0
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// Leaving this code in here, even though it's ifdef'd out, for
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// when we support more than 1 color attachment.
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gl->fGetIntegerv(LOCAL_GL_MAX_COLOR_ATTACHMENTS, (GLint*) &val);
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#else
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// Always 1 for GLES2
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val = 1;
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#endif
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mFramebufferColorAttachments.SetLength(val);
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#if defined(DEBUG_vladimir) && defined(USE_GLES2)
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@ -431,11 +438,11 @@ WebGLContext::InitAndValidateGL()
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fprintf(stderr, "GL_IMPLEMENTATION_COLOR_READ_TYPE: 0x%04x\n", val);
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#endif
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#ifndef USE_GLES2
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// gl_PointSize is always available in ES2 GLSL, but has to be
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// specifically enabled on desktop GLSL.
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gl->fEnable(LOCAL_GL_VERTEX_PROGRAM_POINT_SIZE);
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#endif
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if (!gl->IsGLES2()) {
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// gl_PointSize is always available in ES2 GLSL, but has to be
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// specifically enabled on desktop GLSL.
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gl->fEnable(LOCAL_GL_VERTEX_PROGRAM_POINT_SIZE);
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}
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#if !defined(USE_GLES2) && defined(USE_ANGLE)
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// initialize shader translator
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@ -701,15 +701,15 @@ BasicCanvasLayer::Updated(const nsIntRect& aRect)
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// For simplicity, we read the entire framebuffer for now -- in
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// the future we should use mUpdatedRect, though with WebGL we don't
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// have an easy way to generate one.
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#ifndef USE_GLES2
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mGLContext->fReadPixels(0, 0, mBounds.width, mBounds.height,
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LOCAL_GL_BGRA, LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV,
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isurf->Data());
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#else
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mGLContext->fReadPixels(0, 0, mBounds.width, mBounds.height,
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LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
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isurf->Data());
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#endif
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if (mGLContext->IsGLES2()) {
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mGLContext->fReadPixels(0, 0, mBounds.width, mBounds.height,
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LOCAL_GL_RGBA, LOCAL_GL_UNSIGNED_BYTE,
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isurf->Data());
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} else {
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mGLContext->fReadPixels(0, 0, mBounds.width, mBounds.height,
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LOCAL_GL_BGRA, LOCAL_GL_UNSIGNED_INT_8_8_8_8_REV,
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isurf->Data());
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}
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// Put back the previous framebuffer binding.
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if (currentFramebuffer != mCanvasFramebuffer)
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@ -173,33 +173,17 @@ GLContext::InitWithPrefix(const char *prefix, PRBool trygl)
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{ (PRFuncPtr*) &fBufferSubData, { "BufferSubData", NULL } },
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{ (PRFuncPtr*) &fClear, { "Clear", NULL } },
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{ (PRFuncPtr*) &fClearColor, { "ClearColor", NULL } },
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#ifdef USE_GLES2
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{ (PRFuncPtr*) &fClearDepthf, { "ClearDepthf", NULL } },
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#else
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{ (PRFuncPtr*) &fClearDepth, { "ClearDepth", NULL } },
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#endif
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{ (PRFuncPtr*) &fClearStencil, { "ClearStencil", NULL } },
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{ (PRFuncPtr*) &fColorMask, { "ColorMask", NULL } },
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{ (PRFuncPtr*) &fCullFace, { "CullFace", NULL } },
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{ (PRFuncPtr*) &fDetachShader, { "DetachShader", "DetachShaderARB", NULL } },
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{ (PRFuncPtr*) &fDepthFunc, { "DepthFunc", NULL } },
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{ (PRFuncPtr*) &fDepthMask, { "DepthMask", NULL } },
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#ifdef USE_GLES2
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{ (PRFuncPtr*) &fDepthRangef, { "DepthRangef", NULL } },
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#else
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{ (PRFuncPtr*) &fDepthRange, { "DepthRange", NULL } },
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#endif
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{ (PRFuncPtr*) &fDisable, { "Disable", NULL } },
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#ifndef USE_GLES2
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{ (PRFuncPtr*) &fDisableClientState, { "DisableClientState", NULL } },
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#endif
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{ (PRFuncPtr*) &fDisableVertexAttribArray, { "DisableVertexAttribArray", "DisableVertexAttribArrayARB", NULL } },
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{ (PRFuncPtr*) &fDrawArrays, { "DrawArrays", NULL } },
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{ (PRFuncPtr*) &fDrawElements, { "DrawElements", NULL } },
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{ (PRFuncPtr*) &fEnable, { "Enable", NULL } },
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#ifndef USE_GLES2
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{ (PRFuncPtr*) &fEnableClientState, { "EnableClientState", NULL } },
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#endif
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{ (PRFuncPtr*) &fEnableVertexAttribArray, { "EnableVertexAttribArray", "EnableVertexAttribArrayARB", NULL } },
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{ (PRFuncPtr*) &fFinish, { "Finish", NULL } },
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{ (PRFuncPtr*) &fFlush, { "Flush", NULL } },
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@ -215,9 +199,6 @@ GLContext::InitWithPrefix(const char *prefix, PRBool trygl)
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{ (PRFuncPtr*) &fGetError, { "GetError", NULL } },
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{ (PRFuncPtr*) &fGetProgramiv, { "GetProgramiv", "GetProgramivARB", NULL } },
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{ (PRFuncPtr*) &fGetProgramInfoLog, { "GetProgramInfoLog", "GetProgramInfoLogARB", NULL } },
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#ifndef USE_GLES2
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{ (PRFuncPtr*) &fTexCoordPointer, { "TexCoordPointer", NULL } },
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#endif
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{ (PRFuncPtr*) &fTexParameteri, { "TexParameteri", NULL } },
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{ (PRFuncPtr*) &fTexParameterf, { "TexParameterf", NULL } },
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{ (PRFuncPtr*) &fGetString, { "GetString", NULL } },
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@ -238,9 +219,6 @@ GLContext::InitWithPrefix(const char *prefix, PRBool trygl)
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{ (PRFuncPtr*) &fLinkProgram, { "LinkProgram", "LinkProgramARB", NULL } },
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{ (PRFuncPtr*) &fPixelStorei, { "PixelStorei", NULL } },
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{ (PRFuncPtr*) &fPolygonOffset, { "PolygonOffset", NULL } },
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#ifndef USE_GLES2
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{ (PRFuncPtr*) &fReadBuffer, { "ReadBuffer", NULL } },
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#endif
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{ (PRFuncPtr*) &fReadPixels, { "ReadPixels", NULL } },
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{ (PRFuncPtr*) &fSampleCoverage, { "SampleCoverage", NULL } },
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{ (PRFuncPtr*) &fScissor, { "Scissor", NULL } },
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@ -250,9 +228,6 @@ GLContext::InitWithPrefix(const char *prefix, PRBool trygl)
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{ (PRFuncPtr*) &fStencilMaskSeparate, { "StencilMaskSeparate", "StencilMaskSeparateEXT", NULL } },
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{ (PRFuncPtr*) &fStencilOp, { "StencilOp", NULL } },
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{ (PRFuncPtr*) &fStencilOpSeparate, { "StencilOpSeparate", "StencilOpSeparateEXT", NULL } },
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#ifndef USE_GLES2
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{ (PRFuncPtr*) &fTexEnvf, { "TexEnvf", NULL } },
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#endif
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{ (PRFuncPtr*) &fTexImage2D, { "TexImage2D", NULL } },
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{ (PRFuncPtr*) &fTexSubImage2D, { "TexSubImage2D", NULL } },
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{ (PRFuncPtr*) &fUniform1f, { "Uniform1f", NULL } },
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@ -285,9 +260,6 @@ GLContext::InitWithPrefix(const char *prefix, PRBool trygl)
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{ (PRFuncPtr*) &fVertexAttrib2fv, { "VertexAttrib2fv", NULL } },
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{ (PRFuncPtr*) &fVertexAttrib3fv, { "VertexAttrib3fv", NULL } },
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{ (PRFuncPtr*) &fVertexAttrib4fv, { "VertexAttrib4fv", NULL } },
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#ifndef USE_GLES2
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{ (PRFuncPtr*) &fVertexPointer, { "VertexPointer", NULL } },
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#endif
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{ (PRFuncPtr*) &fViewport, { "Viewport", NULL } },
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{ (PRFuncPtr*) &fCompileShader, { "CompileShader", NULL } },
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{ (PRFuncPtr*) &fCopyTexImage2D, { "CopyTexImage2D", NULL } },
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@ -323,6 +295,15 @@ GLContext::InitWithPrefix(const char *prefix, PRBool trygl)
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{ (PRFuncPtr*) &priv_fDeleteFramebuffers, { "DeleteFramebuffers", "DeleteFramebuffersEXT", NULL } },
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{ (PRFuncPtr*) &priv_fDeleteRenderbuffers, { "DeleteRenderbuffers", "DeleteRenderbuffersEXT", NULL } },
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{ mIsGLES2 ? (PRFuncPtr*) &priv_fClearDepthf : (PRFuncPtr*) &priv_fClearDepth,
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{ mIsGLES2 ? "ClearDepthf" : "ClearDepth", NULL } },
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{ mIsGLES2 ? (PRFuncPtr*) &priv_fDepthRangef : (PRFuncPtr*) &priv_fDepthRange,
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{ mIsGLES2 ? "DepthRangef" : "DepthRange", NULL } },
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// XXX FIXME -- we shouldn't be using glReadBuffer!
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{ mIsGLES2 ? (PRFuncPtr*) NULL : (PRFuncPtr*) &fReadBuffer,
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{ mIsGLES2 ? NULL : "ReadBuffer", NULL } },
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{ NULL, { NULL } },
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};
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@ -655,21 +636,13 @@ GLContext::ClearSafely()
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fClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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fClearStencil(0);
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#ifdef USE_GLES2
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fClearDepthf(1.0f);
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#else
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fClearDepth(1.0);
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#endif
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fClearDepth(1.0f);
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fClear(LOCAL_GL_COLOR_BUFFER_BIT | LOCAL_GL_DEPTH_BUFFER_BIT | LOCAL_GL_STENCIL_BUFFER_BIT);
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fClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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fClearStencil(clearStencil);
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#ifdef USE_GLES2
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fClearDepthf(clearDepth);
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#else
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fClearDepth(clearDepth);
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#endif
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}
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void
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@ -332,8 +332,13 @@ public:
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PRBool aIsOffscreen = PR_FALSE,
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GLContext *aSharedContext = nsnull)
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: mInitialized(PR_FALSE),
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mCreationFormat(aFormat),
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mIsOffscreen(aIsOffscreen),
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#ifdef USE_GLES2
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mIsGLES2(PR_TRUE),
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#else
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mIsGLES2(PR_FALSE),
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#endif
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mCreationFormat(aFormat),
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mSharedContext(aSharedContext),
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mOffscreenTexture(0),
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mOffscreenFBO(0),
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@ -397,6 +402,15 @@ public:
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* If this context is double-buffered, returns TRUE.
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*/
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virtual PRBool IsDoubleBuffered() { return PR_FALSE; }
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/**
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* If this context is the GLES2 API, returns TRUE.
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* This means that various GLES2 restrictions might be in effect (modulo
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* extensions).
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*/
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PRBool IsGLES2() {
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return mIsGLES2;
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}
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/**
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* If this context wraps a double-buffered target, swap the back
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@ -542,8 +556,9 @@ public:
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protected:
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PRPackedBool mInitialized;
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ContextFormat mCreationFormat;
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PRPackedBool mIsOffscreen;
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PRPackedBool mIsGLES2;
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ContextFormat mCreationFormat;
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nsRefPtr<GLContext> mSharedContext;
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void UpdateActualFormat();
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@ -568,6 +583,11 @@ protected:
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nsDataHashtable<nsVoidPtrHashKey, void*> mUserData;
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void SetIsGLES2(PRBool aIsGLES2) {
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NS_ASSERTION(!mInitialized, "SetIsGLES2 can only be called before initialization!");
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mIsGLES2 = aIsGLES2;
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}
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PRBool InitWithPrefix(const char *prefix, PRBool trygl);
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PRBool IsExtensionSupported(const char *extension);
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@ -615,13 +635,6 @@ public:
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PFNGLCLEARPROC fClear;
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typedef void (GLAPIENTRY * PFNGLCLEARCOLORPROC) (GLclampf, GLclampf, GLclampf, GLclampf);
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PFNGLCLEARCOLORPROC fClearColor;
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#ifdef USE_GLES2
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typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf);
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PFNGLCLEARDEPTHFPROC fClearDepthf;
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#else
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typedef void (GLAPIENTRY * PFNGLCLEARDEPTHPROC) (GLclampd);
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PFNGLCLEARDEPTHPROC fClearDepth;
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#endif
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typedef void (GLAPIENTRY * PFNGLCLEARSTENCILPROC) (GLint);
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PFNGLCLEARSTENCILPROC fClearStencil;
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typedef void (GLAPIENTRY * PFNGLCOLORMASKPROC) (realGLboolean red, realGLboolean green, realGLboolean blue, realGLboolean alpha);
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@ -634,17 +647,8 @@ public:
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PFNGLDEPTHFUNCPROC fDepthFunc;
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typedef void (GLAPIENTRY * PFNGLDEPTHMASKPROC) (realGLboolean);
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PFNGLDEPTHMASKPROC fDepthMask;
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#ifdef USE_GLES2
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typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf, GLclampf);
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PFNGLDEPTHRANGEFPROC fDepthRangef;
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#else
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typedef void (GLAPIENTRY * PFNGLDEPTHRANGEPROC) (GLclampd, GLclampd);
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PFNGLDEPTHRANGEPROC fDepthRange;
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#endif
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typedef void (GLAPIENTRY * PFNGLDISABLEPROC) (GLenum);
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PFNGLDISABLEPROC fDisable;
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typedef void (GLAPIENTRY * PFNGLDISABLECLIENTSTATEPROC) (GLenum);
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PFNGLDISABLECLIENTSTATEPROC fDisableClientState;
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typedef void (GLAPIENTRY * PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint);
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PFNGLDISABLEVERTEXATTRIBARRAYPROC fDisableVertexAttribArray;
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typedef void (GLAPIENTRY * PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count);
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@ -653,8 +657,6 @@ public:
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PFNGLDRAWELEMENTSPROC fDrawElements;
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typedef void (GLAPIENTRY * PFNGLENABLEPROC) (GLenum);
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PFNGLENABLEPROC fEnable;
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||||
typedef void (GLAPIENTRY * PFNGLENABLECLIENTSTATEPROC) (GLenum);
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PFNGLENABLECLIENTSTATEPROC fEnableClientState;
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||||
typedef void (GLAPIENTRY * PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint);
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PFNGLENABLEVERTEXATTRIBARRAYPROC fEnableVertexAttribArray;
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||||
typedef void (GLAPIENTRY * PFNGLFINISHPROC) (void);
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||||
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@ -687,8 +689,6 @@ public:
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PFNGLGETPROGRAMIVPROC fGetProgramiv;
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||||
typedef void (GLAPIENTRY * PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
|
||||
PFNGLGETPROGRAMINFOLOGPROC fGetProgramInfoLog;
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||||
typedef void (GLAPIENTRY * PFNGLTEXENVFPROC) (GLenum, GLenum, GLfloat);
|
||||
PFNGLTEXENVFPROC fTexEnvf;
|
||||
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
|
||||
PFNGLTEXPARAMETERIPROC fTexParameteri;
|
||||
typedef void (GLAPIENTRY * PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param);
|
||||
|
@ -749,11 +749,6 @@ public:
|
|||
PFNGLSTENCILOPPROC fStencilOp;
|
||||
typedef void (GLAPIENTRY * PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
|
||||
PFNGLSTENCILOPSEPARATEPROC fStencilOpSeparate;
|
||||
typedef void (GLAPIENTRY * PFNGLTEXCOORDPOINTERPROC) (GLint,
|
||||
GLenum,
|
||||
GLsizei,
|
||||
const GLvoid *);
|
||||
PFNGLTEXCOORDPOINTERPROC fTexCoordPointer;
|
||||
typedef void (GLAPIENTRY * PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
|
||||
PFNGLTEXIMAGE2DPROC fTexImage2D;
|
||||
typedef void (GLAPIENTRY * PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels);
|
||||
|
@ -818,11 +813,6 @@ public:
|
|||
PFNGLVERTEXATTRIB3FVPROC fVertexAttrib3fv;
|
||||
typedef void (GLAPIENTRY * PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat* v);
|
||||
PFNGLVERTEXATTRIB4FVPROC fVertexAttrib4fv;
|
||||
typedef void (GLAPIENTRY * PFNGLVERTEXPOINTERPROC) (GLint,
|
||||
GLenum,
|
||||
GLsizei,
|
||||
const GLvoid *);
|
||||
PFNGLVERTEXPOINTERPROC fVertexPointer;
|
||||
typedef void (GLAPIENTRY * PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
|
||||
PFNGLVIEWPORTPROC fViewport;
|
||||
typedef void (GLAPIENTRY * PFNGLCOMPILESHADERPROC) (GLuint shader);
|
||||
|
@ -861,7 +851,36 @@ public:
|
|||
typedef void (GLAPIENTRY * PFNGLRENDERBUFFERSTORAGE) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height);
|
||||
PFNGLRENDERBUFFERSTORAGE fRenderbufferStorage;
|
||||
|
||||
void fDepthRange(GLclampf a, GLclampf b) {
|
||||
if (mIsGLES2) {
|
||||
priv_fDepthRangef(a, b);
|
||||
} else {
|
||||
priv_fDepthRange(a, b);
|
||||
}
|
||||
}
|
||||
|
||||
void fClearDepth(GLclampf v) {
|
||||
if (mIsGLES2) {
|
||||
priv_fClearDepthf(v);
|
||||
} else {
|
||||
priv_fClearDepth(v);
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
/* These are different between GLES2 and desktop GL; we hide those differences, use the GL
|
||||
* names, but the most limited data type.
|
||||
*/
|
||||
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEFPROC) (GLclampf, GLclampf);
|
||||
PFNGLDEPTHRANGEFPROC priv_fDepthRangef;
|
||||
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHFPROC) (GLclampf);
|
||||
PFNGLCLEARDEPTHFPROC priv_fClearDepthf;
|
||||
|
||||
typedef void (GLAPIENTRY * PFNGLDEPTHRANGEPROC) (GLclampd, GLclampd);
|
||||
PFNGLDEPTHRANGEPROC priv_fDepthRange;
|
||||
typedef void (GLAPIENTRY * PFNGLCLEARDEPTHPROC) (GLclampd);
|
||||
PFNGLCLEARDEPTHPROC priv_fClearDepth;
|
||||
|
||||
/* These are special -- they create or delete GL resources that can live
|
||||
* in a shared namespace. In DEBUG, we wrap these calls so that we can
|
||||
* check when we have something that failed to do cleanup at the time the
|
||||
|
|
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