Merge "Load ES3 functions with eglGetProcAddress, not dlsym" into jb-mr2-dev

This commit is contained in:
Jesse Hall
2013-07-10 16:32:48 +00:00
committed by Android (Google) Code Review
2 changed files with 107 additions and 114 deletions

View File

@@ -30,4 +30,4 @@ OpenGL ES 2.0 path:
[*1] The only dependency on API level 11 is the call to
setEGLContextClientVersion in GLES3JNIView. With a custom
EGLConfigChooser and EGLContextFactory the sample would be compatible
with older API levels.
with older API levels.

View File

@@ -15,120 +15,114 @@
*/
#include "gl3stub.h"
#include <dlfcn.h>
GLboolean gl3stubInit() {
void* so = dlopen("libGLESv3.so", RTLD_NOW | RTLD_GLOBAL);
if (!so)
return GL_FALSE;
#define DLSYM(s) s = dlsym(so, #s)
DLSYM(glReadBuffer);
DLSYM(glDrawRangeElements);
DLSYM(glTexImage3D);
DLSYM(glTexSubImage3D);
DLSYM(glCopyTexSubImage3D);
DLSYM(glCompressedTexImage3D);
DLSYM(glCompressedTexSubImage3D);
DLSYM(glGenQueries);
DLSYM(glDeleteQueries);
DLSYM(glIsQuery);
DLSYM(glBeginQuery);
DLSYM(glEndQuery);
DLSYM(glGetQueryiv);
DLSYM(glGetQueryObjectuiv);
DLSYM(glUnmapBuffer);
DLSYM(glGetBufferPointerv);
DLSYM(glDrawBuffers);
DLSYM(glUniformMatrix2x3fv);
DLSYM(glUniformMatrix3x2fv);
DLSYM(glUniformMatrix2x4fv);
DLSYM(glUniformMatrix4x2fv);
DLSYM(glUniformMatrix3x4fv);
DLSYM(glUniformMatrix4x3fv);
DLSYM(glBlitFramebuffer);
DLSYM(glRenderbufferStorageMultisample);
DLSYM(glFramebufferTextureLayer);
DLSYM(glMapBufferRange);
DLSYM(glFlushMappedBufferRange);
DLSYM(glBindVertexArray);
DLSYM(glDeleteVertexArrays);
DLSYM(glGenVertexArrays);
DLSYM(glIsVertexArray);
DLSYM(glGetIntegeri_v);
DLSYM(glBeginTransformFeedback);
DLSYM(glEndTransformFeedback);
DLSYM(glBindBufferRange);
DLSYM(glBindBufferBase);
DLSYM(glTransformFeedbackVaryings);
DLSYM(glGetTransformFeedbackVarying);
DLSYM(glVertexAttribIPointer);
DLSYM(glGetVertexAttribIiv);
DLSYM(glGetVertexAttribIuiv);
DLSYM(glVertexAttribI4i);
DLSYM(glVertexAttribI4ui);
DLSYM(glVertexAttribI4iv);
DLSYM(glVertexAttribI4uiv);
DLSYM(glGetUniformuiv);
DLSYM(glGetFragDataLocation);
DLSYM(glUniform1ui);
DLSYM(glUniform2ui);
DLSYM(glUniform3ui);
DLSYM(glUniform4ui);
DLSYM(glUniform1uiv);
DLSYM(glUniform2uiv);
DLSYM(glUniform3uiv);
DLSYM(glUniform4uiv);
DLSYM(glClearBufferiv);
DLSYM(glClearBufferuiv);
DLSYM(glClearBufferfv);
DLSYM(glClearBufferfi);
DLSYM(glGetStringi);
DLSYM(glCopyBufferSubData);
DLSYM(glGetUniformIndices);
DLSYM(glGetActiveUniformsiv);
DLSYM(glGetUniformBlockIndex);
DLSYM(glGetActiveUniformBlockiv);
DLSYM(glGetActiveUniformBlockName);
DLSYM(glUniformBlockBinding);
DLSYM(glDrawArraysInstanced);
DLSYM(glDrawElementsInstanced);
DLSYM(glFenceSync);
DLSYM(glIsSync);
DLSYM(glDeleteSync);
DLSYM(glClientWaitSync);
DLSYM(glWaitSync);
DLSYM(glGetInteger64v);
DLSYM(glGetSynciv);
DLSYM(glGetInteger64i_v);
DLSYM(glGetBufferParameteri64v);
DLSYM(glGenSamplers);
DLSYM(glDeleteSamplers);
DLSYM(glIsSampler);
DLSYM(glBindSampler);
DLSYM(glSamplerParameteri);
DLSYM(glSamplerParameteriv);
DLSYM(glSamplerParameterf);
DLSYM(glSamplerParameterfv);
DLSYM(glGetSamplerParameteriv);
DLSYM(glGetSamplerParameterfv);
DLSYM(glVertexAttribDivisor);
DLSYM(glBindTransformFeedback);
DLSYM(glDeleteTransformFeedbacks);
DLSYM(glGenTransformFeedbacks);
DLSYM(glIsTransformFeedback);
DLSYM(glPauseTransformFeedback);
DLSYM(glResumeTransformFeedback);
DLSYM(glGetProgramBinary);
DLSYM(glProgramBinary);
DLSYM(glProgramParameteri);
DLSYM(glInvalidateFramebuffer);
DLSYM(glInvalidateSubFramebuffer);
DLSYM(glTexStorage2D);
DLSYM(glTexStorage3D);
DLSYM(glGetInternalformativ);
#undef DLSYM
#define FIND_PROC(s) s = (void*)eglGetProcAddress(#s)
FIND_PROC(glReadBuffer);
FIND_PROC(glDrawRangeElements);
FIND_PROC(glTexImage3D);
FIND_PROC(glTexSubImage3D);
FIND_PROC(glCopyTexSubImage3D);
FIND_PROC(glCompressedTexImage3D);
FIND_PROC(glCompressedTexSubImage3D);
FIND_PROC(glGenQueries);
FIND_PROC(glDeleteQueries);
FIND_PROC(glIsQuery);
FIND_PROC(glBeginQuery);
FIND_PROC(glEndQuery);
FIND_PROC(glGetQueryiv);
FIND_PROC(glGetQueryObjectuiv);
FIND_PROC(glUnmapBuffer);
FIND_PROC(glGetBufferPointerv);
FIND_PROC(glDrawBuffers);
FIND_PROC(glUniformMatrix2x3fv);
FIND_PROC(glUniformMatrix3x2fv);
FIND_PROC(glUniformMatrix2x4fv);
FIND_PROC(glUniformMatrix4x2fv);
FIND_PROC(glUniformMatrix3x4fv);
FIND_PROC(glUniformMatrix4x3fv);
FIND_PROC(glBlitFramebuffer);
FIND_PROC(glRenderbufferStorageMultisample);
FIND_PROC(glFramebufferTextureLayer);
FIND_PROC(glMapBufferRange);
FIND_PROC(glFlushMappedBufferRange);
FIND_PROC(glBindVertexArray);
FIND_PROC(glDeleteVertexArrays);
FIND_PROC(glGenVertexArrays);
FIND_PROC(glIsVertexArray);
FIND_PROC(glGetIntegeri_v);
FIND_PROC(glBeginTransformFeedback);
FIND_PROC(glEndTransformFeedback);
FIND_PROC(glBindBufferRange);
FIND_PROC(glBindBufferBase);
FIND_PROC(glTransformFeedbackVaryings);
FIND_PROC(glGetTransformFeedbackVarying);
FIND_PROC(glVertexAttribIPointer);
FIND_PROC(glGetVertexAttribIiv);
FIND_PROC(glGetVertexAttribIuiv);
FIND_PROC(glVertexAttribI4i);
FIND_PROC(glVertexAttribI4ui);
FIND_PROC(glVertexAttribI4iv);
FIND_PROC(glVertexAttribI4uiv);
FIND_PROC(glGetUniformuiv);
FIND_PROC(glGetFragDataLocation);
FIND_PROC(glUniform1ui);
FIND_PROC(glUniform2ui);
FIND_PROC(glUniform3ui);
FIND_PROC(glUniform4ui);
FIND_PROC(glUniform1uiv);
FIND_PROC(glUniform2uiv);
FIND_PROC(glUniform3uiv);
FIND_PROC(glUniform4uiv);
FIND_PROC(glClearBufferiv);
FIND_PROC(glClearBufferuiv);
FIND_PROC(glClearBufferfv);
FIND_PROC(glClearBufferfi);
FIND_PROC(glGetStringi);
FIND_PROC(glCopyBufferSubData);
FIND_PROC(glGetUniformIndices);
FIND_PROC(glGetActiveUniformsiv);
FIND_PROC(glGetUniformBlockIndex);
FIND_PROC(glGetActiveUniformBlockiv);
FIND_PROC(glGetActiveUniformBlockName);
FIND_PROC(glUniformBlockBinding);
FIND_PROC(glDrawArraysInstanced);
FIND_PROC(glDrawElementsInstanced);
FIND_PROC(glFenceSync);
FIND_PROC(glIsSync);
FIND_PROC(glDeleteSync);
FIND_PROC(glClientWaitSync);
FIND_PROC(glWaitSync);
FIND_PROC(glGetInteger64v);
FIND_PROC(glGetSynciv);
FIND_PROC(glGetInteger64i_v);
FIND_PROC(glGetBufferParameteri64v);
FIND_PROC(glGenSamplers);
FIND_PROC(glDeleteSamplers);
FIND_PROC(glIsSampler);
FIND_PROC(glBindSampler);
FIND_PROC(glSamplerParameteri);
FIND_PROC(glSamplerParameteriv);
FIND_PROC(glSamplerParameterf);
FIND_PROC(glSamplerParameterfv);
FIND_PROC(glGetSamplerParameteriv);
FIND_PROC(glGetSamplerParameterfv);
FIND_PROC(glVertexAttribDivisor);
FIND_PROC(glBindTransformFeedback);
FIND_PROC(glDeleteTransformFeedbacks);
FIND_PROC(glGenTransformFeedbacks);
FIND_PROC(glIsTransformFeedback);
FIND_PROC(glPauseTransformFeedback);
FIND_PROC(glResumeTransformFeedback);
FIND_PROC(glGetProgramBinary);
FIND_PROC(glProgramBinary);
FIND_PROC(glProgramParameteri);
FIND_PROC(glInvalidateFramebuffer);
FIND_PROC(glInvalidateSubFramebuffer);
FIND_PROC(glTexStorage2D);
FIND_PROC(glTexStorage3D);
FIND_PROC(glGetInternalformativ);
#undef FIND_PROC
if (!glReadBuffer ||
!glDrawRangeElements ||
@@ -235,7 +229,6 @@ GLboolean gl3stubInit() {
!glTexStorage3D ||
!glGetInternalformativ)
{
dlclose(so);
return GL_FALSE;
}