// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "GLFunctions.h" #include "Log.h" #include #ifdef USE_GLES3 PFNGLMAPBUFFERRANGEPROC glMapBufferRange; PFNGLUNMAPBUFFERPROC glUnmapBuffer; PFNGLBINDBUFFERRANGEPROC glBindBufferRange; PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer; PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; PFNGLBINDVERTEXARRAYPROC glBindVertexArray; PFNGLCLIENTWAITSYNCPROC glClientWaitSync; PFNGLDELETESYNCPROC glDeleteSync; PFNGLFENCESYNCPROC glFenceSync; PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf; PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri; PFNGLSAMPLERPARAMETERFVPROC glSamplerParameterfv; PFNGLBINDSAMPLERPROC glBindSampler; PFNGLDELETESAMPLERSPROC glDeleteSamplers; PFNGLGENSAMPLERSPROC glGenSamplers; PFNGLGETPROGRAMBINARYPROC glGetProgramBinary; PFNGLPROGRAMBINARYPROC glProgramBinary; PFNGLPROGRAMPARAMETERIPROC glProgramParameteri; PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements; PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex; PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding; PFNGLBEGINQUERYPROC glBeginQuery; PFNGLENDQUERYPROC glEndQuery; PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv; PFNGLDELETEQUERIESPROC glDeleteQueries; PFNGLGENQUERIESPROC glGenQueries; #endif namespace GLFunc { void *self; void LoadFunction(const char *name, void **func) { #ifdef USE_GLES3 *func = (void*)eglGetProcAddress(name); if (*func == NULL) { // Fall back to trying dlsym if (self) // Just in case dlopen fails *func = dlsym(self, name); if (*func == NULL) { ERROR_LOG(VIDEO, "Couldn't load function %s", name); exit(0); } } #endif } void Init() { self = dlopen(NULL, RTLD_LAZY); LoadFunction("glBeginQuery", (void**)&glBeginQuery); LoadFunction("glEndQuery", (void**)&glEndQuery); LoadFunction("glGetQueryObjectuiv", (void**)&glGetQueryObjectuiv); LoadFunction("glDeleteQueries", (void**)&glDeleteQueries); LoadFunction("glGenQueries", (void**)&glGenQueries); { LoadFunction("glUnmapBuffer", (void**)&glUnmapBuffer); LoadFunction("glMapBufferRange", (void**)&glMapBufferRange); LoadFunction("glBindBufferRange", (void**)&glBindBufferRange); LoadFunction("glBlitFramebuffer", (void**)&glBlitFramebuffer); LoadFunction("glGenVertexArrays", (void**)&glGenVertexArrays); LoadFunction("glDeleteVertexArrays", (void**)&glDeleteVertexArrays); LoadFunction("glBindVertexArray", (void**)&glBindVertexArray); LoadFunction("glClientWaitSync", (void**)&glClientWaitSync); LoadFunction("glDeleteSync", (void**)&glDeleteSync); LoadFunction("glFenceSync", (void**)&glFenceSync); LoadFunction("glSamplerParameterf", (void**)&glSamplerParameterf); LoadFunction("glSamplerParameteri", (void**)&glSamplerParameteri); LoadFunction("glSamplerParameterfv", (void**)&glSamplerParameterfv); LoadFunction("glBindSampler", (void**)&glBindSampler); LoadFunction("glDeleteSamplers", (void**)&glDeleteSamplers); LoadFunction("glGenSamplers", (void**)&glGenSamplers); } LoadFunction("glGetProgramBinary", (void**)&glGetProgramBinary); LoadFunction("glProgramBinary", (void**)&glProgramBinary); LoadFunction("glProgramParameteri", (void**)&glProgramParameteri); LoadFunction("glDrawRangeElements", (void**)&glDrawRangeElements); LoadFunction("glGetUniformBlockIndex", (void**)&glGetUniformBlockIndex); LoadFunction("glUniformBlockBinding", (void**)&glUniformBlockBinding); dlclose(self); } }