Virtualize SkGLContext with subclasses SkNativeGLContext and SkMesaGLContext, allow both in gm
Review URL: http://codereview.appspot.com/5307045/
git-svn-id: http://skia.googlecode.com/svn/trunk@2499 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/win/GrGLCreateNativeInterface_win.cpp b/src/gpu/win/GrGLCreateNativeInterface_win.cpp
new file mode 100644
index 0000000..d018906
--- /dev/null
+++ b/src/gpu/win/GrGLCreateNativeInterface_win.cpp
@@ -0,0 +1,199 @@
+
+/*
+ * Copyright 2011 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+
+#include "GrGLInterface.h"
+#define WIN32_LEAN_AND_MEAN
+#include <Windows.h>
+#include <GL/GL.h>
+
+/*
+ * Windows makes the GL funcs all be __stdcall instead of __cdecl :(
+ * This implementation will only work if GR_GL_FUNCTION_TYPE is __stdcall.
+ * Otherwise, a springboard would be needed that hides the calling convention.
+ */
+
+#define GR_GL_GET_PROC(F) interface->f ## F = (GrGL ## F ## Proc) wglGetProcAddress("gl" #F);
+#define GR_GL_GET_PROC_SUFFIX(F, S) interface->f ## F = (GrGL ## F ## Proc) wglGetProcAddress("gl" #F #S);
+
+const GrGLInterface* GrGLCreateNativeInterface() {
+ // wglGetProcAddress requires a context.
+ // GL Function pointers retrieved in one context may not be valid in another
+ // context. For that reason we create a new GrGLInterface each time we're
+ // called.
+ if (NULL != wglGetCurrentContext()) {
+ const char* versionString = (const char*) glGetString(GL_VERSION);
+ const char* extString = (const char*) glGetString(GL_EXTENSIONS);
+ GrGLVersion glVer = GrGLGetVersionFromString(versionString);
+
+ if (glVer < GR_GL_VER(1,5)) {
+ // We must have array and element_array buffer objects.
+ return NULL;
+ }
+ GrGLInterface* interface = new GrGLInterface();
+
+ interface->fNPOTRenderTargetSupport = kProbe_GrGLCapability;
+ interface->fMinRenderTargetHeight = kProbe_GrGLCapability;
+ interface->fMinRenderTargetWidth = kProbe_GrGLCapability;
+
+ // Functions that are part of GL 1.1 will return NULL in
+ // wglGetProcAddress
+ interface->fBindTexture = glBindTexture;
+ interface->fBlendFunc = glBlendFunc;
+ interface->fClear = glClear;
+ interface->fClearColor = glClearColor;
+ interface->fClearStencil = glClearStencil;
+ interface->fColor4ub = glColor4ub;
+ interface->fColorMask = glColorMask;
+ interface->fColorPointer = glColorPointer;
+ interface->fCullFace = glCullFace;
+ interface->fDeleteTextures = glDeleteTextures;
+ interface->fDepthMask = glDepthMask;
+ interface->fDisable = glDisable;
+ interface->fDisableClientState = glDisableClientState;
+ interface->fDrawArrays = glDrawArrays;
+ interface->fDrawElements = glDrawElements;
+ interface->fDrawBuffer = glDrawBuffer;
+ interface->fEnable = glEnable;
+ interface->fEnableClientState = glEnableClientState;
+ interface->fFrontFace = glFrontFace;
+ interface->fFinish = glFinish;
+ interface->fFlush = glFlush;
+ interface->fGenTextures = glGenTextures;
+ interface->fGetError = glGetError;
+ interface->fGetIntegerv = glGetIntegerv;
+ interface->fGetString = glGetString;
+ interface->fGetTexLevelParameteriv = glGetTexLevelParameteriv;
+ interface->fLineWidth = glLineWidth;
+ interface->fLoadMatrixf = glLoadMatrixf;
+ interface->fMatrixMode = glMatrixMode;
+ interface->fPixelStorei = glPixelStorei;
+ interface->fPointSize = glPointSize;
+ interface->fReadBuffer = glReadBuffer;
+ interface->fReadPixels = glReadPixels;
+ interface->fScissor = glScissor;
+ interface->fShadeModel = glShadeModel;
+ interface->fStencilFunc = glStencilFunc;
+ interface->fStencilMask = glStencilMask;
+ interface->fStencilOp = glStencilOp;
+ interface->fTexImage2D = glTexImage2D;
+ interface->fTexParameteri = glTexParameteri;
+ interface->fTexCoordPointer = glTexCoordPointer;
+ interface->fTexEnvi = glTexEnvi;
+ interface->fTexSubImage2D = glTexSubImage2D;
+ interface->fViewport = glViewport;
+ interface->fVertexPointer = glVertexPointer;
+
+ GR_GL_GET_PROC(ActiveTexture);
+ GR_GL_GET_PROC(AttachShader);
+ GR_GL_GET_PROC(BindAttribLocation);
+ GR_GL_GET_PROC(BindBuffer);
+ GR_GL_GET_PROC(BindFragDataLocation);
+ GR_GL_GET_PROC(BlendColor);
+ GR_GL_GET_PROC(BufferData);
+ GR_GL_GET_PROC(BufferSubData);
+ GR_GL_GET_PROC(ClientActiveTexture);
+ GR_GL_GET_PROC(CompileShader);
+ GR_GL_GET_PROC(CompressedTexImage2D);
+ GR_GL_GET_PROC(CreateProgram);
+ GR_GL_GET_PROC(CreateShader);
+ GR_GL_GET_PROC(DeleteBuffers);
+ GR_GL_GET_PROC(DeleteProgram);
+ GR_GL_GET_PROC(DeleteShader);
+ GR_GL_GET_PROC(DisableVertexAttribArray);
+ GR_GL_GET_PROC(DrawBuffers);
+ GR_GL_GET_PROC(EnableVertexAttribArray);
+ GR_GL_GET_PROC(GenBuffers);
+ GR_GL_GET_PROC(GetBufferParameteriv);
+ GR_GL_GET_PROC(GetProgramInfoLog);
+ GR_GL_GET_PROC(GetProgramiv);
+ GR_GL_GET_PROC(GetShaderInfoLog);
+ GR_GL_GET_PROC(GetShaderiv);
+ GR_GL_GET_PROC(GetUniformLocation);
+ GR_GL_GET_PROC(LinkProgram);
+ GR_GL_GET_PROC(ShaderSource);
+ GR_GL_GET_PROC(StencilFuncSeparate);
+ GR_GL_GET_PROC(StencilMaskSeparate);
+ GR_GL_GET_PROC(StencilOpSeparate);
+ GR_GL_GET_PROC(Uniform1f);
+ GR_GL_GET_PROC(Uniform1i);
+ GR_GL_GET_PROC(Uniform1fv);
+ GR_GL_GET_PROC(Uniform1iv);
+ GR_GL_GET_PROC(Uniform2f);
+ GR_GL_GET_PROC(Uniform2i);
+ GR_GL_GET_PROC(Uniform2fv);
+ GR_GL_GET_PROC(Uniform2iv);
+ GR_GL_GET_PROC(Uniform3f);
+ GR_GL_GET_PROC(Uniform3i);
+ GR_GL_GET_PROC(Uniform3fv);
+ GR_GL_GET_PROC(Uniform3iv);
+ GR_GL_GET_PROC(Uniform4f);
+ GR_GL_GET_PROC(Uniform4i);
+ GR_GL_GET_PROC(Uniform4fv);
+ GR_GL_GET_PROC(Uniform4iv);
+ GR_GL_GET_PROC(UniformMatrix2fv);
+ GR_GL_GET_PROC(UniformMatrix3fv);
+ GR_GL_GET_PROC(UniformMatrix4fv);
+ GR_GL_GET_PROC(UseProgram);
+ GR_GL_GET_PROC(VertexAttrib4fv);
+ GR_GL_GET_PROC(VertexAttribPointer);
+ GR_GL_GET_PROC(BindFragDataLocationIndexed);
+
+ // First look for GL3.0 FBO or GL_ARB_framebuffer_object (same since
+ // GL_ARB_framebuffer_object doesn't use ARB suffix.)
+ if (glVer > GR_GL_VER(3,0) ||
+ GrGLHasExtensionFromString("GL_ARB_framebuffer_object", extString)) {
+ GR_GL_GET_PROC(GenFramebuffers);
+ GR_GL_GET_PROC(GetFramebufferAttachmentParameteriv);
+ GR_GL_GET_PROC(GetRenderbufferParameteriv);
+ GR_GL_GET_PROC(BindFramebuffer);
+ GR_GL_GET_PROC(FramebufferTexture2D);
+ GR_GL_GET_PROC(CheckFramebufferStatus);
+ GR_GL_GET_PROC(DeleteFramebuffers);
+ GR_GL_GET_PROC(RenderbufferStorage);
+ GR_GL_GET_PROC(GenRenderbuffers);
+ GR_GL_GET_PROC(DeleteRenderbuffers);
+ GR_GL_GET_PROC(FramebufferRenderbuffer);
+ GR_GL_GET_PROC(BindRenderbuffer);
+ GR_GL_GET_PROC(RenderbufferStorageMultisample);
+ GR_GL_GET_PROC(BlitFramebuffer);
+ } else if (GrGLHasExtensionFromString("GL_EXT_framebuffer_object",
+ extString)) {
+ GR_GL_GET_PROC_SUFFIX(GenFramebuffers, EXT);
+ GR_GL_GET_PROC_SUFFIX(GetFramebufferAttachmentParameteriv, EXT);
+ GR_GL_GET_PROC_SUFFIX(GetRenderbufferParameteriv, EXT);
+ GR_GL_GET_PROC_SUFFIX(BindFramebuffer, EXT);
+ GR_GL_GET_PROC_SUFFIX(FramebufferTexture2D, EXT);
+ GR_GL_GET_PROC_SUFFIX(CheckFramebufferStatus, EXT);
+ GR_GL_GET_PROC_SUFFIX(DeleteFramebuffers, EXT);
+ GR_GL_GET_PROC_SUFFIX(RenderbufferStorage, EXT);
+ GR_GL_GET_PROC_SUFFIX(GenRenderbuffers, EXT);
+ GR_GL_GET_PROC_SUFFIX(DeleteRenderbuffers, EXT);
+ GR_GL_GET_PROC_SUFFIX(FramebufferRenderbuffer, EXT);
+ GR_GL_GET_PROC_SUFFIX(BindRenderbuffer, EXT);
+ if (GrGLHasExtensionFromString("GL_EXT_framebuffer_multisample", extString)) {
+ GR_GL_GET_PROC_SUFFIX(RenderbufferStorageMultisample, EXT);
+ }
+ if (GrGLHasExtensionFromString("GL_EXT_framebuffer_blit", extString)) {
+ GR_GL_GET_PROC_SUFFIX(BlitFramebuffer, EXT);
+ }
+ } else {
+ // we must have FBOs
+ delete interface;
+ return NULL;
+ }
+ GR_GL_GET_PROC(MapBuffer);
+ GR_GL_GET_PROC(UnmapBuffer);
+
+ interface->fBindingsExported = kDesktop_GrGLBinding;
+
+ return interface;
+ } else {
+ return NULL;
+ }
+}