Now using an explicit prefix for OpenGL extension macros, to avoid conflicts

This commit is contained in:
Laurent Gomila 2013-12-01 21:47:41 +01:00 committed by Jonathan De Wachter
parent 2c259c8f49
commit 62941c4264
5 changed files with 69 additions and 69 deletions

View File

@ -90,7 +90,7 @@ void glCheckError(const char* file, unsigned int line)
break;
}
case GL_INVALID_FRAMEBUFFER_OPERATION :
case GLEXT_GL_INVALID_FRAMEBUFFER_OPERATION :
{
error = "GL_INVALID_FRAMEBUFFER_OPERATION";
description = "the object bound to FRAMEBUFFER_BINDING is not \"framebuffer complete\"";

View File

@ -34,56 +34,56 @@
#include <SFML/OpenGL.hpp>
#define GL_blend_func_separate GL_OES_blend_func_separate
#define glBlendFuncSeparate glBlendFuncSeparateOES
#define GL_framebuffer_object GL_OES_framebuffer_object
#define glGenFramebuffers glGenFramebuffersOES
#define glGenRenderbuffers glGenRenderbuffersOES
#define glBindFramebuffer glBindFramebufferOES
#define glBindRenderbuffer glBindRenderbufferOES
#define glDeleteFramebuffers glDeleteFramebuffersOES
#define glDeleteRenderbuffers glDeleteRenderbuffersOES
#define glRenderbufferStorage glRenderbufferStorageOES
#define glFramebufferRenderbuffer glFramebufferRenderbufferOES
#define glFramebufferTexture2D glFramebufferTexture2DOES
#define glCheckFramebufferStatus glCheckFramebufferStatusOES
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_OES
#define GL_RENDERBUFFER GL_RENDERBUFFER_OES
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT16_OES
#define GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_OES
#define GL_texture_non_power_of_two false
#define GLEXT_blend_func_separate GL_OES_blend_func_separate
#define GLEXT_glBlendFuncSeparate glBlendFuncSeparateOES
#define GLEXT_framebuffer_object GL_OES_framebuffer_object
#define GLEXT_glGenFramebuffers glGenFramebuffersOES
#define GLEXT_glGenRenderbuffers glGenRenderbuffersOES
#define GLEXT_glBindFramebuffer glBindFramebufferOES
#define GLEXT_glBindRenderbuffer glBindRenderbufferOES
#define GLEXT_glDeleteFramebuffers glDeleteFramebuffersOES
#define GLEXT_glDeleteRenderbuffers glDeleteRenderbuffersOES
#define GLEXT_glRenderbufferStorage glRenderbufferStorageOES
#define GLEXT_glFramebufferRenderbuffer glFramebufferRenderbufferOES
#define GLEXT_glFramebufferTexture2D glFramebufferTexture2DOES
#define GLEXT_glCheckFramebufferStatus glCheckFramebufferStatusOES
#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_OES
#define GLEXT_GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_OES
#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_OES
#define GLEXT_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_OES
#define GLEXT_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_OES
#define GLEXT_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_OES
#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT16_OES
#define GLEXT_GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_OES
#define GLEXT_texture_non_power_of_two false
#else
#include <GL/glew.h>
#include <SFML/OpenGL.hpp>
#define GL_blend_func_separate GLEW_EXT_blend_func_separate
#define glBlendFuncSeparate glBlendFuncSeparateEXT
#define GL_framebuffer_object GLEW_EXT_framebuffer_object
#define glGenFramebuffers glGenFramebuffersEXT
#define glGenRenderbuffers glGenRenderbuffersEXT
#define glBindFramebuffer glBindFramebufferEXT
#define glBindRenderbuffer glBindRenderbufferEXT
#define glDeleteFramebuffers glDeleteFramebuffersEXT
#define glDeleteRenderbuffers glDeleteRenderbuffersEXT
#define glRenderbufferStorage glRenderbufferStorageEXT
#define glFramebufferRenderbuffer glRenderbufferStorageEXT
#define glFramebufferTexture2D glFramebufferTexture2DEXT
#define glCheckFramebufferStatus glCheckFramebufferStatusEXT
#define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_EXT
#define GL_RENDERBUFFER GL_RENDERBUFFER_EXT
#define GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#define GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
//#define GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT
#define GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_EXT
#define GL_texture_non_power_of_two GLEW_ARB_texture_non_power_of_two
#define GLEXT_blend_func_separate GLEW_EXT_blend_func_separate
#define GLEXT_glBlendFuncSeparate glBlendFuncSeparateEXT
#define GLEXT_framebuffer_object GLEW_EXT_framebuffer_object
#define GLEXT_glGenFramebuffers glGenFramebuffersEXT
#define GLEXT_glGenRenderbuffers glGenRenderbuffersEXT
#define GLEXT_glBindFramebuffer glBindFramebufferEXT
#define GLEXT_glBindRenderbuffer glBindRenderbufferEXT
#define GLEXT_glDeleteFramebuffers glDeleteFramebuffersEXT
#define GLEXT_glDeleteRenderbuffers glDeleteRenderbuffersEXT
#define GLEXT_glRenderbufferStorage glRenderbufferStorageEXT
#define GLEXT_glFramebufferRenderbuffer glFramebufferRenderbufferEXT
#define GLEXT_glFramebufferTexture2D glFramebufferTexture2DEXT
#define GLEXT_glCheckFramebufferStatus glCheckFramebufferStatusEXT
#define GLEXT_GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT
#define GLEXT_GL_FRAMEBUFFER_BINDING GL_FRAMEBUFFER_BINDING_EXT
#define GLEXT_GL_RENDERBUFFER GL_RENDERBUFFER_EXT
#define GLEXT_GL_COLOR_ATTACHMENT0 GL_COLOR_ATTACHMENT0_EXT
#define GLEXT_GL_DEPTH_ATTACHMENT GL_DEPTH_ATTACHMENT_EXT
#define GLEXT_GL_FRAMEBUFFER_COMPLETE GL_FRAMEBUFFER_COMPLETE_EXT
#define GLEXT_GL_DEPTH_COMPONENT GL_DEPTH_COMPONENT
#define GLEXT_GL_INVALID_FRAMEBUFFER_OPERATION GL_INVALID_FRAMEBUFFER_OPERATION_EXT
#define GLEXT_texture_non_power_of_two GLEW_ARB_texture_non_power_of_two
#endif

View File

@ -379,9 +379,9 @@ void RenderTarget::applyBlendMode(BlendMode mode)
// Alpha blending
default :
case BlendAlpha :
if (GL_blend_func_separate)
if (GLEXT_blend_func_separate)
{
glCheck(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
glCheck(GLEXT_glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA));
}
else
{
@ -392,9 +392,9 @@ void RenderTarget::applyBlendMode(BlendMode mode)
// Additive blending
case BlendAdd :
if (GL_blend_func_separate)
if (GLEXT_blend_func_separate)
{
glCheck(glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE));
glCheck(GLEXT_glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE, GL_ONE, GL_ONE));
}
else
{

View File

@ -53,14 +53,14 @@ RenderTextureImplFBO::~RenderTextureImplFBO()
if (m_depthBuffer)
{
GLuint depthBuffer = static_cast<GLuint>(m_depthBuffer);
glCheck(glDeleteRenderbuffers(1, &depthBuffer));
glCheck(GLEXT_glDeleteRenderbuffers(1, &depthBuffer));
}
// Destroy the frame buffer
if (m_frameBuffer)
{
GLuint frameBuffer = static_cast<GLuint>(m_frameBuffer);
glCheck(glDeleteFramebuffers(1, &frameBuffer));
glCheck(GLEXT_glDeleteFramebuffers(1, &frameBuffer));
}
// Delete the context
@ -76,7 +76,7 @@ bool RenderTextureImplFBO::isAvailable()
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
return GL_framebuffer_object != 0;
return GLEXT_framebuffer_object != 0;
}
@ -88,39 +88,39 @@ bool RenderTextureImplFBO::create(unsigned int width, unsigned int height, unsig
// Create the framebuffer object
GLuint frameBuffer = 0;
glCheck(glGenFramebuffers(1, &frameBuffer));
glCheck(GLEXT_glGenFramebuffers(1, &frameBuffer));
m_frameBuffer = static_cast<unsigned int>(frameBuffer);
if (!m_frameBuffer)
{
err() << "Impossible to create render texture (failed to create the frame buffer object)" << std::endl;
return false;
}
glCheck(glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer));
glCheck(GLEXT_glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer));
// Create the depth buffer if requested
if (depthBuffer)
{
GLuint depth = 0;
glCheck(glGenRenderbuffers(1, &depth));
glCheck(GLEXT_glGenRenderbuffers(1, &depth));
m_depthBuffer = static_cast<unsigned int>(depth);
if (!m_depthBuffer)
{
err() << "Impossible to create render texture (failed to create the attached depth buffer)" << std::endl;
return false;
}
glCheck(glBindRenderbuffer(GL_RENDERBUFFER, m_depthBuffer));
glCheck(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height));
glCheck(glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthBuffer));
glCheck(GLEXT_glBindRenderbuffer(GLEXT_GL_RENDERBUFFER, m_depthBuffer));
glCheck(GLEXT_glRenderbufferStorage(GLEXT_GL_RENDERBUFFER, GLEXT_GL_DEPTH_COMPONENT, width, height));
glCheck(GLEXT_glFramebufferRenderbuffer(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_DEPTH_ATTACHMENT, GLEXT_GL_RENDERBUFFER, m_depthBuffer));
}
// Link the texture to the frame buffer
glCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0));
glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureId, 0));
// A final check, just to be sure...
GLenum status = glCheck(glCheckFramebufferStatus(GL_FRAMEBUFFER));
if (status != GL_FRAMEBUFFER_COMPLETE)
GLenum status = glCheck(GLEXT_glCheckFramebufferStatus(GLEXT_GL_FRAMEBUFFER));
if (status != GLEXT_GL_FRAMEBUFFER_COMPLETE)
{
glCheck(glBindFramebuffer(GL_FRAMEBUFFER, 0));
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, 0));
err() << "Impossible to create render texture (failed to link the target texture to the frame buffer)" << std::endl;
return false;
}

View File

@ -271,18 +271,18 @@ Image Texture::copyToImage() const
// OpenGL ES doesn't have the glGetTexImage function, the only way to read
// from a texture is to bind it to a FBO and use glReadPixels
GLuint frameBuffer = 0;
glCheck(glGenFramebuffers(1, &frameBuffer));
glCheck(GLEXT_glGenFramebuffers(1, &frameBuffer));
if (frameBuffer)
{
GLint previousFrameBuffer;
glCheck(glGetIntegerv(GL_FRAMEBUFFER_BINDING, &previousFrameBuffer));
glCheck(glGetIntegerv(GLEXT_GL_FRAMEBUFFER_BINDING, &previousFrameBuffer));
glCheck(glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer));
glCheck(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, frameBuffer));
glCheck(GLEXT_glFramebufferTexture2D(GLEXT_GL_FRAMEBUFFER, GLEXT_GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0));
glCheck(glReadPixels(0, 0, m_size.x, m_size.y, GL_RGBA, GL_UNSIGNED_BYTE, &pixels[0]));
glCheck(glDeleteFramebuffers(1, &frameBuffer));
glCheck(GLEXT_glDeleteFramebuffers(1, &frameBuffer));
glCheck(glBindFramebuffer(GL_FRAMEBUFFER, previousFrameBuffer));
glCheck(GLEXT_glBindFramebuffer(GLEXT_GL_FRAMEBUFFER, previousFrameBuffer));
}
#else
@ -556,7 +556,7 @@ unsigned int Texture::getValidSize(unsigned int size)
// Make sure that extensions are initialized
priv::ensureExtensionsInit();
if (GL_texture_non_power_of_two)
if (GLEXT_texture_non_power_of_two)
{
// If hardware supports NPOT textures, then just return the unmodified size
return size;