//======================================================================== // GLFW - An OpenGL library // Platform: Any // API version: 3.0 // WWW: http://www.glfw.org/ //------------------------------------------------------------------------ // Copyright (c) 2002-2006 Marcus Geelnard // Copyright (c) 2006-2010 Camilla Berglund // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would // be appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not // be misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. // //======================================================================== #include "internal.h" #include #include //======================================================================== // Parses the OpenGL version string and extracts the version number //======================================================================== static void parseGLVersion(int* major, int* minor, int* rev) { GLuint _major, _minor = 0, _rev = 0; const GLubyte* version; const GLubyte* ptr; const char* glesPrefix = "OpenGL ES "; version = glGetString(GL_VERSION); if (!version) return; if (strncmp((const char*) version, glesPrefix, strlen(glesPrefix)) == 0) { // The version string on OpenGL ES has a prefix before the version // number, so we skip past it and then continue as normal version += strlen(glesPrefix); } // Parse version from string ptr = version; for (_major = 0; *ptr >= '0' && *ptr <= '9'; ptr++) _major = 10 * _major + (*ptr - '0'); if (*ptr == '.') { ptr++; for (_minor = 0; *ptr >= '0' && *ptr <= '9'; ptr++) _minor = 10 * _minor + (*ptr - '0'); if (*ptr == '.') { ptr++; for (_rev = 0; *ptr >= '0' && *ptr <= '9'; ptr++) _rev = 10 * _rev + (*ptr - '0'); } } // Store result *major = _major; *minor = _minor; *rev = _rev; } ////////////////////////////////////////////////////////////////////////// ////// GLFW internal API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Return the available framebuffer config closest to the desired values // This is based on the manual GLX Visual selection from 2.6 //======================================================================== const _GLFWfbconfig* _glfwChooseFBConfig(const _GLFWfbconfig* desired, const _GLFWfbconfig* alternatives, unsigned int count) { unsigned int i; unsigned int missing, leastMissing = UINT_MAX; unsigned int colorDiff, leastColorDiff = UINT_MAX; unsigned int extraDiff, leastExtraDiff = UINT_MAX; const _GLFWfbconfig* current; const _GLFWfbconfig* closest = NULL; for (i = 0; i < count; i++) { current = alternatives + i; if (desired->stereo > 0 && current->stereo == 0) { // Stereo is a hard constraint continue; } // Count number of missing buffers { missing = 0; if (desired->alphaBits > 0 && current->alphaBits == 0) missing++; if (desired->depthBits > 0 && current->depthBits == 0) missing++; if (desired->stencilBits > 0 && current->stencilBits == 0) missing++; if (desired->auxBuffers > 0 && current->auxBuffers < desired->auxBuffers) missing += desired->auxBuffers - current->auxBuffers; if (desired->samples > 0 && current->samples == 0) { // Technically, several multisampling buffers could be // involved, but that's a lower level implementation detail and // not important to us here, so we count them as one missing++; } } // These polynomials make many small channel size differences matter // less than one large channel size difference // Calculate color channel size difference value { colorDiff = 0; if (desired->redBits > 0) { colorDiff += (desired->redBits - current->redBits) * (desired->redBits - current->redBits); } if (desired->greenBits > 0) { colorDiff += (desired->greenBits - current->greenBits) * (desired->greenBits - current->greenBits); } if (desired->blueBits > 0) { colorDiff += (desired->blueBits - current->blueBits) * (desired->blueBits - current->blueBits); } } // Calculate non-color channel size difference value { extraDiff = 0; if (desired->alphaBits > 0) { extraDiff += (desired->alphaBits - current->alphaBits) * (desired->alphaBits - current->alphaBits); } if (desired->depthBits > 0) { extraDiff += (desired->depthBits - current->depthBits) * (desired->depthBits - current->depthBits); } if (desired->stencilBits > 0) { extraDiff += (desired->stencilBits - current->stencilBits) * (desired->stencilBits - current->stencilBits); } if (desired->accumRedBits > 0) { extraDiff += (desired->accumRedBits - current->accumRedBits) * (desired->accumRedBits - current->accumRedBits); } if (desired->accumGreenBits > 0) { extraDiff += (desired->accumGreenBits - current->accumGreenBits) * (desired->accumGreenBits - current->accumGreenBits); } if (desired->accumBlueBits > 0) { extraDiff += (desired->accumBlueBits - current->accumBlueBits) * (desired->accumBlueBits - current->accumBlueBits); } if (desired->accumAlphaBits > 0) { extraDiff += (desired->accumAlphaBits - current->accumAlphaBits) * (desired->accumAlphaBits - current->accumAlphaBits); } if (desired->samples > 0) { extraDiff += (desired->samples - current->samples) * (desired->samples - current->samples); } } // Figure out if the current one is better than the best one found so far // Least number of missing buffers is the most important heuristic, // then color buffer size match and lastly size match for other buffers if (missing < leastMissing) closest = current; else if (missing == leastMissing) { if ((colorDiff < leastColorDiff) || (colorDiff == leastColorDiff && extraDiff < leastExtraDiff)) { closest = current; } } if (current == closest) { leastMissing = missing; leastColorDiff = colorDiff; leastExtraDiff = extraDiff; } } return closest; } //======================================================================== // Checks whether the OpenGL part of the window config is sane // It blames glfwOpenWindow because that's the only caller //======================================================================== GLboolean _glfwIsValidContextConfig(_GLFWwndconfig* wndconfig) { if (wndconfig->glMajor < 1 || wndconfig->glMinor < 0) { // OpenGL 1.0 is the smallest valid version _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Invalid OpenGL version requested"); return GL_FALSE; } if (wndconfig->glMajor == 1 && wndconfig->glMinor > 5) { // OpenGL 1.x series ended with version 1.5 _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Invalid OpenGL version requested"); return GL_FALSE; } else if (wndconfig->glMajor == 2 && wndconfig->glMinor > 1) { // OpenGL 2.x series ended with version 2.1 _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Invalid OpenGL version requested"); return GL_FALSE; } else if (wndconfig->glMajor == 3 && wndconfig->glMinor > 3) { // OpenGL 3.x series ended with version 3.3 _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Invalid OpenGL version requested"); return GL_FALSE; } else { // For now, let everything else through } if (wndconfig->glProfile == GLFW_OPENGL_ES2_PROFILE) { if (wndconfig->glMajor != 2 || wndconfig->glMinor < 0) { // The OpenGL ES 2.0 profile is currently only defined for version // 2.0 (see {WGL|GLX}_EXT_create_context_es2_profile), but for // compatibility with future updates to OpenGL ES, we allow // everything 2.x and let the driver report invalid 2.x versions _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Invalid OpenGL ES 2.x version requested"); return GL_FALSE; } } else if (wndconfig->glProfile) { if (wndconfig->glProfile != GLFW_OPENGL_CORE_PROFILE && wndconfig->glProfile != GLFW_OPENGL_COMPAT_PROFILE) { _glfwSetError(GLFW_INVALID_ENUM, "glfwOpenWindow: Invalid OpenGL profile requested"); return GL_FALSE; } if (wndconfig->glMajor < 3 || (wndconfig->glMajor == 3 && wndconfig->glMinor < 2)) { // Desktop OpenGL context profiles are only defined for version 3.2 // and above _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Context profiles only exist for " "OpenGL version 3.2 and above"); return GL_FALSE; } } if (wndconfig->glForward && wndconfig->glMajor < 3) { // Forward-compatible contexts are only defined for OpenGL version 3.0 and above _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Forward compatibility only exist for " "OpenGL version 3.0 and above"); return GL_FALSE; } if (wndconfig->glRobustness) { if (wndconfig->glRobustness != GLFW_OPENGL_NO_RESET_NOTIFICATION && wndconfig->glRobustness != GLFW_OPENGL_LOSE_CONTEXT_ON_RESET) { _glfwSetError(GLFW_INVALID_VALUE, "glfwOpenWindow: Invalid OpenGL robustness mode requested"); return GL_FALSE; } } return GL_TRUE; } //======================================================================== // Reads back context properties //======================================================================== void _glfwRefreshContextParams(void) { _GLFWwindow* window = _glfwLibrary.currentWindow; parseGLVersion(&window->glMajor, &window->glMinor, &window->glRevision); // Read back forward-compatibility flag { window->glForward = GL_FALSE; if (window->glMajor >= 3) { GLint flags; glGetIntegerv(GL_CONTEXT_FLAGS, &flags); if (flags & GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT) window->glForward = GL_TRUE; if (flags & 0) window->glDebug = GL_TRUE; } } // Read back OpenGL context profile { window->glProfile = 0; if (window->glMajor > 3 || (window->glMajor == 3 && window->glMinor >= 2)) { GLint mask; glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &mask); if (mask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) window->glProfile = GLFW_OPENGL_COMPAT_PROFILE; else if (mask & GL_CONTEXT_CORE_PROFILE_BIT) window->glProfile = GLFW_OPENGL_CORE_PROFILE; } } glGetIntegerv(GL_RED_BITS, &window->redBits); glGetIntegerv(GL_GREEN_BITS, &window->greenBits); glGetIntegerv(GL_BLUE_BITS, &window->blueBits); glGetIntegerv(GL_ALPHA_BITS, &window->alphaBits); glGetIntegerv(GL_DEPTH_BITS, &window->depthBits); glGetIntegerv(GL_STENCIL_BITS, &window->stencilBits); glGetIntegerv(GL_ACCUM_RED_BITS, &window->accumRedBits); glGetIntegerv(GL_ACCUM_GREEN_BITS, &window->accumGreenBits); glGetIntegerv(GL_ACCUM_BLUE_BITS, &window->accumBlueBits); glGetIntegerv(GL_ACCUM_ALPHA_BITS, &window->accumAlphaBits); glGetIntegerv(GL_AUX_BUFFERS, &window->auxBuffers); glGetBooleanv(GL_STEREO, &window->stereo); if (glfwExtensionSupported("GL_ARB_multisample")) glGetIntegerv(GL_SAMPLES_ARB, &window->samples); else window->samples = 0; } //======================================================================== // Checks whether the specified context fulfils the requirements // It blames glfwOpenWindow because that's the only caller //======================================================================== GLboolean _glfwIsValidContext(_GLFWwindow* window, _GLFWwndconfig* wndconfig) { if (window->glMajor < wndconfig->glMajor || (window->glMajor == wndconfig->glMajor && window->glMinor < wndconfig->glMinor)) { // The desired OpenGL version is greater than the actual version // This only happens if the machine lacks {GLX|WGL}_ARB_create_context // /and/ the user has requested an OpenGL version greater than 1.0 // For API consistency, we emulate the behavior of the // {GLX|WGL}_ARB_create_context extension and fail here _glfwSetError(GLFW_VERSION_UNAVAILABLE, "glfwOpenWindow: The requested OpenGL version is not available"); return GL_FALSE; } if (window->glMajor > 2) { // OpenGL 3.0+ uses a different function for extension string retrieval // We cache it here instead of in glfwExtensionSupported mostly to alert // users as early as possible that their build may be broken window->GetStringi = (PFNGLGETSTRINGIPROC) glfwGetProcAddress("glGetStringi"); if (!window->GetStringi) { _glfwSetError(GLFW_PLATFORM_ERROR, "glfwOpenWindow: Entry point retrieval is broken"); return GL_FALSE; } } return GL_TRUE; } //======================================================================== // Check if a string can be found in an OpenGL extension string //======================================================================== int _glfwStringInExtensionString(const char* string, const GLubyte* extensions) { const GLubyte* start; GLubyte* where; GLubyte* terminator; // It takes a bit of care to be fool-proof about parsing the // OpenGL extensions string. Don't be fooled by sub-strings, // etc. start = extensions; for (;;) { where = (GLubyte*) strstr((const char*) start, string); if (!where) return GL_FALSE; terminator = where + strlen(string); if (where == start || *(where - 1) == ' ') { if (*terminator == ' ' || *terminator == '\0') break; } start = terminator; } return GL_TRUE; } ////////////////////////////////////////////////////////////////////////// ////// GLFW public API ////// ////////////////////////////////////////////////////////////////////////// //======================================================================== // Make the OpenGL context associated with the specified window current //======================================================================== GLFWAPI void glfwMakeContextCurrent(GLFWwindow handle) { _GLFWwindow* window = (_GLFWwindow*) handle; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } if (_glfwLibrary.currentWindow == window) return; _glfwPlatformMakeContextCurrent(window); _glfwLibrary.currentWindow = window; } //======================================================================== // Returns the window whose OpenGL context is current //======================================================================== GLFWAPI GLFWwindow glfwGetCurrentContext(void) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return GL_FALSE; } return _glfwLibrary.currentWindow; } //======================================================================== // Swap buffers (double-buffering) //======================================================================== GLFWAPI void glfwSwapBuffers(void) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } if (!_glfwLibrary.currentWindow) { _glfwSetError(GLFW_NO_CURRENT_WINDOW, NULL); return; } _glfwPlatformSwapBuffers(); } //======================================================================== // Set double buffering swap interval (0 = vsync off) //======================================================================== GLFWAPI void glfwSwapInterval(int interval) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } if (!_glfwLibrary.currentWindow) { _glfwSetError(GLFW_NO_CURRENT_WINDOW, NULL); return; } _glfwPlatformSwapInterval(interval); } //======================================================================== // Check if an OpenGL extension is available at runtime //======================================================================== GLFWAPI int glfwExtensionSupported(const char* extension) { const GLubyte* extensions; _GLFWwindow* window; GLubyte* where; GLint count; int i; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return GL_FALSE; } window = _glfwLibrary.currentWindow; if (!window) { _glfwSetError(GLFW_NO_CURRENT_WINDOW, NULL); return GL_FALSE; } // Extension names should not have spaces where = (GLubyte*) strchr(extension, ' '); if (where || *extension == '\0') return GL_FALSE; if (window->glMajor < 3) { // Check if extension is in the old style OpenGL extensions string extensions = glGetString(GL_EXTENSIONS); if (extensions != NULL) { if (_glfwStringInExtensionString(extension, extensions)) return GL_TRUE; } } else { // Check if extension is in the modern OpenGL extensions string list glGetIntegerv(GL_NUM_EXTENSIONS, &count); for (i = 0; i < count; i++) { if (strcmp((const char*) window->GetStringi(GL_EXTENSIONS, i), extension) == 0) { return GL_TRUE; } } } // Additional platform specific extension checking (e.g. WGL) if (_glfwPlatformExtensionSupported(extension)) return GL_TRUE; return GL_FALSE; } //======================================================================== // Get the function pointer to an OpenGL function. // This function can be used to get access to extended OpenGL functions. //======================================================================== GLFWAPI GLFWglproc glfwGetProcAddress(const char* procname) { if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return NULL; } if (!_glfwLibrary.currentWindow) { _glfwSetError(GLFW_NO_CURRENT_WINDOW, NULL); return NULL; } return _glfwPlatformGetProcAddress(procname); } //======================================================================== // Copies the specified OpenGL state categories from src to dst //======================================================================== GLFWAPI void glfwCopyContext(GLFWwindow hsrc, GLFWwindow hdst, unsigned long mask) { _GLFWwindow* src; _GLFWwindow* dst; if (!_glfwInitialized) { _glfwSetError(GLFW_NOT_INITIALIZED, NULL); return; } src = (_GLFWwindow*) hsrc; dst = (_GLFWwindow*) hdst; if (_glfwLibrary.currentWindow == dst) { _glfwSetError(GLFW_INVALID_VALUE, "glfwCopyContext: Cannot copy OpenGL state to a current context"); return; } _glfwPlatformCopyContext(src, dst, mask); }