/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef BACKENDS_GRAPHICS_OPENGL_OPENGL_SYS_H #define BACKENDS_GRAPHICS_OPENGL_OPENGL_SYS_H #include "common/scummsys.h" #include "backends/graphics/opengl/debug.h" #ifdef SDL_BACKEND #include "backends/platform/sdl/sdl-sys.h" #endif // On OS X we only support GL contexts. The reason is that Apple's GL interface // uses "void *" for GLhandleARB which is not type compatible with GLint. This // kills our aliasing trick for extension functions and thus would force us to // supply two different Shader class implementations or introduce other // wrappers. OS X only supports GL contexts right now anyway (at least // according to SDL2 sources), thus it is not much of an issue. #if defined(MACOSX) && (!defined(USE_GLES_MODE) || USE_GLES_MODE != 0) //#warning "Only forced OpenGL mode is supported on Mac OS X. Overriding settings." #undef USE_GLES_MODE #define USE_GLES_MODE 0 #endif // We allow to force GL or GLES modes on compile time. // For this the USE_GLES_MODE define is used. The following values represent // the given selection choices: // 0 - Force OpenGL context // 1 - Force OpenGL ES context // 2 - Force OpenGL ES 2.0 context #ifdef USE_GLES_MODE #define USE_FORCED_GL (USE_GLES_MODE == 0) #define USE_FORCED_GLES (USE_GLES_MODE == 1) #define USE_FORCED_GLES2 (USE_GLES_MODE == 2) #else #define USE_FORCED_GL 0 #define USE_FORCED_GLES 0 #define USE_FORCED_GLES2 0 #endif // On Tizen we include the toolchain's OpenGL file. This is something we // actually want to avoid. However, since Tizen uses eglGetProcAddress which // is not required to return valid function pointers to non OpenGL extension // functions, we need the system's definitions to resolve all OpenGL // functions. // TODO: See if there is an alternative which allows us to avoid including // Tizen's OpenGL header here. #if defined(TIZEN) #include using namespace Tizen::Graphics::Opengl; #define USE_BUILTIN_OPENGL #elif defined(__ANDROID__) #include #define USE_BUILTIN_OPENGL #else #include "backends/graphics/opengl/opengl-defs.h" #endif #ifdef SDL_BACKEND // Win32 needs OpenGL functions declared with APIENTRY. // However, SDL does not define APIENTRY in it's SDL.h file on non-Windows // targets, thus if it is not available, we just dummy define it. #ifndef APIENTRY #define APIENTRY #endif #define GL_CALL_CONV APIENTRY #else #define GL_CALL_CONV #endif namespace OpenGL { enum ContextType { kContextGL, kContextGLES, kContextGLES2 }; class Pipeline; class Framebuffer; /** * Description structure of the OpenGL (ES) context. */ struct Context { /** The type of the active context. */ ContextType type; /** * Reset context. * * This marks all extensions as unavailable and clears all function * pointers. */ void reset(); /** The maximum texture size supported by the context. */ GLint maxTextureSize; /** Whether GL_ARB_texture_non_power_of_two is available or not. */ bool NPOTSupported; /** Whether shader support is available or not. */ bool shadersSupported; /** Whether multi texture support is available or not. */ bool multitextureSupported; /** Whether FBO support is available or not. */ bool framebufferObjectSupported; #define GL_FUNC_DEF(ret, name, param) ret (GL_CALL_CONV *name)param #include "backends/graphics/opengl/opengl-func.h" #undef GL_FUNC_DEF // // Wrapper functionality to handle fixed-function pipelines and // programmable pipelines in the same fashion. // private: /** Currently active rendering pipeline. */ Pipeline *activePipeline; public: /** * Set new pipeline. * * Client is responsible for any memory management related to pipelines. * * @param pipeline Pipeline to activate. * @return Formerly active pipeline. */ Pipeline *setPipeline(Pipeline *pipeline); /** * Query the currently active rendering pipeline. */ Pipeline *getActivePipeline() const { return activePipeline; } }; /** * The (active) OpenGL context. */ extern Context g_context; } // End of namespace OpenGL #define GL_CALL(x) GL_WRAP_DEBUG(g_context.x, x) #define GL_CALL_SAFE(func, params) \ do { \ if (g_context.func) { \ GL_CALL(func params); \ } \ } while (0) #define GL_ASSIGN(var, x) GL_WRAP_DEBUG(var = g_context.x, x) #endif