git subrepo clone --branch=sono6good https://github.com/essej/JUCE.git deps/juce

subrepo:
  subdir:   "deps/juce"
  merged:   "b13f9084e"
upstream:
  origin:   "https://github.com/essej/JUCE.git"
  branch:   "sono6good"
  commit:   "b13f9084e"
git-subrepo:
  version:  "0.4.3"
  origin:   "https://github.com/ingydotnet/git-subrepo.git"
  commit:   "2f68596"
This commit is contained in:
essej
2022-04-18 17:51:22 -04:00
parent 63e175fee6
commit 25bd5d8adb
3210 changed files with 1045392 additions and 0 deletions

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
class OpenGLTexture;
//==============================================================================
/**
Creates an OpenGL context, which can be attached to a component.
To render some OpenGL, you should create an instance of an OpenGLContext,
and call attachTo() to make it use a component as its render target.
To provide threaded rendering, you can supply an OpenGLRenderer object that
will be used to render each frame.
Before your target component or OpenGLRenderer is deleted, you MUST call
detach() or delete the OpenGLContext to allow the background thread to
stop and the native resources to be freed safely.
@see OpenGLRenderer
@tags{OpenGL}
*/
class JUCE_API OpenGLContext
{
public:
OpenGLContext();
/** Destructor. */
~OpenGLContext();
//==============================================================================
/** Gives the context an OpenGLRenderer to use to do the drawing.
The object that you give it will not be owned by the context, so it's the caller's
responsibility to manage its lifetime and make sure that it doesn't get deleted
while the context may be using it. To stop the context using a renderer, just call
this method with a null pointer.
Note: This must be called BEFORE attaching your context to a target component!
*/
void setRenderer (OpenGLRenderer*) noexcept;
/** Attaches the context to a target component.
If the component is not fully visible, this call will wait until the component
is shown before actually creating a native context for it.
When a native context is created, a thread is started, and will be used to call
the OpenGLRenderer methods. The context will be floated above the target component,
and when the target moves, it will track it. If the component is hidden/shown, the
context may be deleted and re-created.
*/
void attachTo (Component&);
/** Detaches the context from its target component and deletes any native resources.
If the context has not been attached, this will do nothing. Otherwise, it will block
until the context and its thread have been cleaned up.
*/
void detach();
/** Returns true if the context is attached to a component and is on-screen.
Note that if you call attachTo() for a non-visible component, this method will
return false until the component is made visible.
*/
bool isAttached() const noexcept;
/** Returns the component to which this context is currently attached, or nullptr. */
Component* getTargetComponent() const noexcept;
/** If the given component has an OpenGLContext attached, then this will return it. */
static OpenGLContext* getContextAttachedTo (Component& component) noexcept;
//==============================================================================
/** Sets the pixel format which you'd like to use for the target GL surface.
Note: This must be called BEFORE attaching your context to a target component!
*/
void setPixelFormat (const OpenGLPixelFormat& preferredPixelFormat) noexcept;
/** Texture magnification filters, used by setTextureMagnificationFilter(). */
enum TextureMagnificationFilter
{
nearest,
linear
};
/** Sets the texture magnification filter. By default the texture magnification
filter is linear. However, for faster rendering you may want to use the
'nearest' magnification filter. This option will not affect any textures
created before this function was called. */
void setTextureMagnificationFilter (TextureMagnificationFilter magFilterMode) noexcept;
//==============================================================================
/** Provides a context with which you'd like this context's resources to be shared.
The object passed-in here is a platform-dependent native context object, and
must not be deleted while this context may still be using it! To turn off sharing,
you can call this method with a null pointer.
Note: This must be called BEFORE attaching your context to a target component!
*/
void setNativeSharedContext (void* nativeContextToShareWith) noexcept;
/** Enables multisampling on platforms where this is implemented.
If enabling this, you must call this method before attachTo().
*/
void setMultisamplingEnabled (bool) noexcept;
/** Returns true if shaders can be used in this context. */
bool areShadersAvailable() const;
/** HACK option when enabled prevents issues on some mobile opengl drivers */
void setMobileBufferBugMitigation(bool flag);
bool getMobileBufferBugMitigation() const;
/** Returns true if non-power-of-two textures are supported in this context. */
bool isTextureNpotSupported() const;
/** OpenGL versions, used by setOpenGLVersionRequired(). */
enum OpenGLVersion
{
defaultGLVersion = 0,
openGL3_2
};
/** Sets a preference for the version of GL that this context should use, if possible.
Some platforms may ignore this value.
*/
void setOpenGLVersionRequired (OpenGLVersion) noexcept;
/** Enables or disables the use of the GL context to perform 2D rendering
of the component to which it is attached.
If this is false, then only your OpenGLRenderer will be used to perform
any rendering. If true, then each time your target's paint() method needs
to be called, an OpenGLGraphicsContext will be used to render it, (after
calling your OpenGLRenderer if there is one).
By default this is set to true. If you're not using any paint() method functionality
and are doing all your rendering in an OpenGLRenderer, you should disable it
to improve performance.
Note: This must be called BEFORE attaching your context to a target component!
*/
void setComponentPaintingEnabled (bool shouldPaintComponent) noexcept;
/** Enables or disables continuous repainting.
If set to true, the context will run a loop, re-rendering itself without waiting
for triggerRepaint() to be called, at a frequency determined by the swap interval
(see setSwapInterval). If false, then after each render callback, it will wait for
another call to triggerRepaint() before rendering again.
This is disabled by default.
@see setSwapInterval
*/
void setContinuousRepainting (bool shouldContinuouslyRepaint) noexcept;
/** Asynchronously causes a repaint to be made. */
void triggerRepaint();
//==============================================================================
/** This retrieves an object that was previously stored with setAssociatedObject().
If no object is found with the given name, this will return nullptr.
This method must only be called from within the GL rendering methods.
@see setAssociatedObject
*/
ReferenceCountedObject* getAssociatedObject (const char* name) const;
/** Attaches a named object to the context, which will be deleted when the context is
destroyed.
This allows you to store an object which will be released before the context is
deleted. The main purpose is for caching GL objects such as shader programs, which
will become invalid when the context is deleted.
This method must only be called from within the GL rendering methods.
*/
void setAssociatedObject (const char* name, ReferenceCountedObject* newObject);
//==============================================================================
/** Makes this context the currently active one.
You should never need to call this in normal use - the context will already be
active when OpenGLRenderer::renderOpenGL() is invoked.
*/
bool makeActive() const noexcept;
/** Returns true if this context is currently active for the calling thread. */
bool isActive() const noexcept;
/** If any context is active on the current thread, this deactivates it.
Note that on some platforms, like Android, this isn't possible.
*/
static void deactivateCurrentContext();
/** Returns the context that's currently in active use by the calling thread, or
nullptr if no context is active.
*/
static OpenGLContext* getCurrentContext();
//==============================================================================
/** Swaps the buffers (if the context can do this).
There's normally no need to call this directly - the buffers will be swapped
automatically after your OpenGLRenderer::renderOpenGL() method has been called.
*/
void swapBuffers();
/** Sets whether the context checks the vertical sync before swapping.
The value is the number of frames to allow between buffer-swapping. This is
fairly system-dependent, but 0 turns off syncing, 1 makes it swap on frame-boundaries,
and greater numbers indicate that it should swap less often.
By default, this will be set to 1.
Returns true if it sets the value successfully - some platforms won't support
this setting.
@see setContinuousRepainting
*/
bool setSwapInterval (int numFramesPerSwap);
/** Returns the current swap-sync interval.
See setSwapInterval() for info about the value returned.
*/
int getSwapInterval() const;
//==============================================================================
/** Execute a lambda, function or functor on the OpenGL thread with an active
context.
This method will attempt to execute functor on the OpenGL thread. If
blockUntilFinished is true then the method will block until the functor
has finished executing.
This function can only be called if the context is attached to a component.
Otherwise, this function will assert.
This function is useful when you need to execute house-keeping tasks such
as allocating, deallocating textures or framebuffers. As such, the functor
will execute without locking the message thread. Therefore, it is not
intended for any drawing commands or GUI code. Any GUI code should be
executed in the OpenGLRenderer::renderOpenGL callback instead.
*/
template <typename T>
void executeOnGLThread (T&& functor, bool blockUntilFinished);
//==============================================================================
/** Returns the scale factor used by the display that is being rendered.
The scale is that of the display - see Displays::Display::scale
Note that this should only be called during an OpenGLRenderer::renderOpenGL()
callback - at other times the value it returns is undefined.
*/
double getRenderingScale() const noexcept { return currentRenderScale; }
//==============================================================================
/** If this context is backed by a frame buffer, this returns its ID number,
or 0 if the context does not use a framebuffer.
*/
unsigned int getFrameBufferID() const noexcept;
/** Returns an OS-dependent handle to some kind of underlying OS-provided GL context.
The exact type of the value returned will depend on the OS and may change
if the implementation changes. If you want to use this, digging around in the
native code is probably the best way to find out what it is.
*/
void* getRawContext() const noexcept;
/** This structure holds a set of dynamically loaded GL functions for use on this context. */
OpenGLExtensionFunctions extensions;
//==============================================================================
/** Draws the currently selected texture into this context at its original size.
@param targetClipArea the target area to draw into (in top-left origin coords)
@param anchorPosAndTextureSize the position of this rectangle is the texture's top-left
anchor position in the target space, and the size must be
the total size of the texture.
@param contextWidth the width of the context or framebuffer that is being drawn into,
used for scaling of the coordinates.
@param contextHeight the height of the context or framebuffer that is being drawn into,
used for vertical flipping of the y coordinates.
@param textureOriginIsBottomLeft if true, the texture's origin is treated as being at
(0, 0). If false, it is assumed to be (0, 1)
*/
void copyTexture (const Rectangle<int>& targetClipArea,
const Rectangle<int>& anchorPosAndTextureSize,
int contextWidth, int contextHeight,
bool textureOriginIsBottomLeft);
/** Changes the amount of GPU memory that the internal cache for Images is allowed to use. */
void setImageCacheSize (size_t cacheSizeBytes) noexcept;
/** Returns the amount of GPU memory that the internal cache for Images is allowed to use. */
size_t getImageCacheSize() const noexcept;
//==============================================================================
#ifndef DOXYGEN
class NativeContext;
#endif
private:
friend class OpenGLTexture;
class CachedImage;
class Attachment;
NativeContext* nativeContext = nullptr;
OpenGLRenderer* renderer = nullptr;
double currentRenderScale = 1.0;
std::unique_ptr<Attachment> attachment;
OpenGLPixelFormat openGLPixelFormat;
void* contextToShareWith = nullptr;
OpenGLVersion versionRequired = defaultGLVersion;
size_t imageCacheMaxSize = 8 * 1024 * 1024;
bool renderComponents = true, useMultisampling = false, overrideCanAttach = false;
std::atomic<bool> continuousRepaint { false };
TextureMagnificationFilter texMagFilter = linear;
bool mobileBufferBugMitigation = false;
//==============================================================================
struct AsyncWorker : public ReferenceCountedObject
{
using Ptr = ReferenceCountedObjectPtr<AsyncWorker>;
virtual void operator() (OpenGLContext&) = 0;
~AsyncWorker() override = default;
};
template <typename FunctionType>
struct AsyncWorkerFunctor : public AsyncWorker
{
AsyncWorkerFunctor (FunctionType functorToUse) : functor (functorToUse) {}
void operator() (OpenGLContext& callerContext) override { functor (callerContext); }
FunctionType functor;
JUCE_DECLARE_NON_COPYABLE (AsyncWorkerFunctor)
};
//==============================================================================
CachedImage* getCachedImage() const noexcept;
void execute (AsyncWorker::Ptr, bool);
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLContext)
};
//==============================================================================
#ifndef DOXYGEN
template <typename FunctionType>
void OpenGLContext::executeOnGLThread (FunctionType&& f, bool shouldBlock) { execute (new AsyncWorkerFunctor<FunctionType> (f), shouldBlock); }
#endif
} // namespace juce

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diff a/modules/juce_opengl/opengl/juce_OpenGLContext.h b/modules/juce_opengl/opengl/juce_OpenGLContext.h (rejected hunks)
@@ -288,6 +292,7 @@ private:
OpenGLVersion versionRequired;
size_t imageCacheMaxSize;
bool renderComponents, useMultisampling, continuousRepaint;
+ bool mobileBufferBugMitigation;
CachedImage* getCachedImage() const noexcept;

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
class OpenGLFrameBuffer::Pimpl
{
public:
Pimpl (OpenGLContext& c, const int w, const int h,
const bool wantsDepthBuffer, const bool wantsStencilBuffer)
: context (c), width (w), height (h),
textureID (0), frameBufferID (0), depthOrStencilBuffer (0),
hasDepthBuffer (false), hasStencilBuffer (false)
{
// Framebuffer objects can only be created when the current thread has an active OpenGL
// context. You'll need to create this object in one of the OpenGLContext's callbacks.
jassert (OpenGLHelpers::isContextActive());
#if JUCE_WINDOWS || JUCE_LINUX || JUCE_BSD
if (context.extensions.glGenFramebuffers == nullptr)
return;
#endif
context.extensions.glGenFramebuffers (1, &frameBufferID);
bind();
glGenTextures (1, &textureID);
glBindTexture (GL_TEXTURE_2D, textureID);
JUCE_CHECK_OPENGL_ERROR
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
JUCE_CHECK_OPENGL_ERROR
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
JUCE_CHECK_OPENGL_ERROR
context.extensions.glFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
if (wantsDepthBuffer || wantsStencilBuffer)
{
context.extensions.glGenRenderbuffers (1, &depthOrStencilBuffer);
context.extensions.glBindRenderbuffer (GL_RENDERBUFFER, depthOrStencilBuffer);
jassert (context.extensions.glIsRenderbuffer (depthOrStencilBuffer));
context.extensions.glRenderbufferStorage (GL_RENDERBUFFER,
(wantsDepthBuffer && wantsStencilBuffer) ? (GLenum) GL_DEPTH24_STENCIL8
#if JUCE_OPENGL_ES
: (GLenum) GL_DEPTH_COMPONENT16,
#else
: (GLenum) GL_DEPTH_COMPONENT,
#endif
width, height);
GLint params = 0;
context.extensions.glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_DEPTH_SIZE, &params);
context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
if (wantsStencilBuffer)
context.extensions.glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthOrStencilBuffer);
hasDepthBuffer = wantsDepthBuffer;
hasStencilBuffer = wantsStencilBuffer;
}
unbind();
}
~Pimpl()
{
if (OpenGLHelpers::isContextActive())
{
if (textureID != 0)
glDeleteTextures (1, &textureID);
if (depthOrStencilBuffer != 0)
context.extensions.glDeleteRenderbuffers (1, &depthOrStencilBuffer);
if (frameBufferID != 0)
context.extensions.glDeleteFramebuffers (1, &frameBufferID);
JUCE_CHECK_OPENGL_ERROR
}
}
bool createdOk() const
{
return frameBufferID != 0 && textureID != 0;
}
void bind()
{
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, frameBufferID);
JUCE_CHECK_OPENGL_ERROR
}
void unbind()
{
context.extensions.glBindFramebuffer (GL_FRAMEBUFFER, context.getFrameBufferID());
JUCE_CHECK_OPENGL_ERROR
}
OpenGLContext& context;
const int width, height;
GLuint textureID, frameBufferID, depthOrStencilBuffer;
bool hasDepthBuffer, hasStencilBuffer;
private:
bool checkStatus() noexcept
{
const GLenum status = context.extensions.glCheckFramebufferStatus (GL_FRAMEBUFFER);
return status == GL_NO_ERROR
|| status == GL_FRAMEBUFFER_COMPLETE;
}
JUCE_DECLARE_NON_COPYABLE (Pimpl)
};
//==============================================================================
class OpenGLFrameBuffer::SavedState
{
public:
SavedState (OpenGLFrameBuffer& buffer, const int w, const int h)
: width (w), height (h),
data ((size_t) (w * h))
{
buffer.readPixels (data, Rectangle<int> (w, h));
}
bool restore (OpenGLContext& context, OpenGLFrameBuffer& buffer)
{
if (buffer.initialise (context, width, height))
{
buffer.writePixels (data, Rectangle<int> (width, height));
return true;
}
return false;
}
private:
const int width, height;
HeapBlock<PixelARGB> data;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (SavedState)
};
//==============================================================================
OpenGLFrameBuffer::OpenGLFrameBuffer() {}
OpenGLFrameBuffer::~OpenGLFrameBuffer() {}
bool OpenGLFrameBuffer::initialise (OpenGLContext& context, int width, int height)
{
jassert (context.isActive()); // The context must be active when creating a framebuffer!
pimpl.reset();
pimpl.reset (new Pimpl (context, width, height, false, false));
if (! pimpl->createdOk())
pimpl.reset();
return pimpl != nullptr;
}
bool OpenGLFrameBuffer::initialise (OpenGLContext& context, const Image& image)
{
if (! image.isARGB())
return initialise (context, image.convertedToFormat (Image::ARGB));
Image::BitmapData bitmap (image, Image::BitmapData::readOnly);
return initialise (context, bitmap.width, bitmap.height)
&& writePixels ((const PixelARGB*) bitmap.data, image.getBounds());
}
bool OpenGLFrameBuffer::initialise (OpenGLFrameBuffer& other)
{
auto* p = other.pimpl.get();
if (p == nullptr)
{
pimpl.reset();
return true;
}
const Rectangle<int> area (pimpl->width, pimpl->height);
if (initialise (p->context, area.getWidth(), area.getHeight()))
{
pimpl->bind();
#if ! JUCE_ANDROID
glEnable (GL_TEXTURE_2D);
clearGLError();
#endif
glBindTexture (GL_TEXTURE_2D, p->textureID);
pimpl->context.copyTexture (area, area, area.getWidth(), area.getHeight(), false);
glBindTexture (GL_TEXTURE_2D, 0);
JUCE_CHECK_OPENGL_ERROR
pimpl->unbind();
return true;
}
return false;
}
void OpenGLFrameBuffer::release()
{
pimpl.reset();
savedState.reset();
}
void OpenGLFrameBuffer::saveAndRelease()
{
if (pimpl != nullptr)
{
savedState.reset (new SavedState (*this, pimpl->width, pimpl->height));
pimpl.reset();
}
}
bool OpenGLFrameBuffer::reloadSavedCopy (OpenGLContext& context)
{
if (savedState != nullptr)
{
std::unique_ptr<SavedState> state;
std::swap (state, savedState);
if (state->restore (context, *this))
return true;
std::swap (state, savedState);
}
return false;
}
int OpenGLFrameBuffer::getWidth() const noexcept { return pimpl != nullptr ? pimpl->width : 0; }
int OpenGLFrameBuffer::getHeight() const noexcept { return pimpl != nullptr ? pimpl->height : 0; }
GLuint OpenGLFrameBuffer::getTextureID() const noexcept { return pimpl != nullptr ? pimpl->textureID : 0; }
bool OpenGLFrameBuffer::makeCurrentRenderingTarget()
{
// trying to use a framebuffer after saving it with saveAndRelease()! Be sure to call
// reloadSavedCopy() to put it back into GPU memory before using it..
jassert (savedState == nullptr);
if (pimpl == nullptr)
return false;
pimpl->bind();
return true;
}
GLuint OpenGLFrameBuffer::getFrameBufferID() const noexcept
{
return pimpl != nullptr ? pimpl->frameBufferID : 0;
}
GLuint OpenGLFrameBuffer::getCurrentFrameBufferTarget() noexcept
{
GLint fb = {};
glGetIntegerv (GL_FRAMEBUFFER_BINDING, &fb);
return (GLuint) fb;
}
void OpenGLFrameBuffer::releaseAsRenderingTarget()
{
if (pimpl != nullptr)
pimpl->unbind();
}
void OpenGLFrameBuffer::clear (Colour colour)
{
if (makeCurrentRenderingTarget())
{
OpenGLHelpers::clear (colour);
releaseAsRenderingTarget();
}
}
void OpenGLFrameBuffer::makeCurrentAndClear()
{
if (makeCurrentRenderingTarget())
{
glClearColor (0, 0, 0, 0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
}
bool OpenGLFrameBuffer::readPixels (PixelARGB* target, const Rectangle<int>& area)
{
if (! makeCurrentRenderingTarget())
return false;
glPixelStorei (GL_PACK_ALIGNMENT, 4);
glReadPixels (area.getX(), area.getY(), area.getWidth(), area.getHeight(),
JUCE_RGBA_FORMAT, GL_UNSIGNED_BYTE, target);
pimpl->unbind();
return true;
}
bool OpenGLFrameBuffer::writePixels (const PixelARGB* data, const Rectangle<int>& area)
{
OpenGLTargetSaver ts (pimpl->context);
if (! makeCurrentRenderingTarget())
return false;
glDisable (GL_DEPTH_TEST);
glDisable (GL_BLEND);
JUCE_CHECK_OPENGL_ERROR
OpenGLTexture tex;
tex.loadARGB (data, area.getWidth(), area.getHeight());
glViewport (0, 0, pimpl->width, pimpl->height);
pimpl->context.copyTexture (area, Rectangle<int> (area.getX(), area.getY(),
tex.getWidth(), tex.getHeight()),
pimpl->width, pimpl->height, true);
JUCE_CHECK_OPENGL_ERROR
return true;
}
} // namespace juce

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@ -0,0 +1,133 @@
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Creates an openGL frame buffer.
@tags{OpenGL}
*/
class JUCE_API OpenGLFrameBuffer
{
public:
/** Creates an uninitialised buffer.
To actually allocate the buffer, use initialise().
*/
OpenGLFrameBuffer();
/** Destructor. */
~OpenGLFrameBuffer();
//==============================================================================
/** Tries to allocates a buffer of the given size.
Note that a valid openGL context must be selected when you call this method,
or it will fail.
*/
bool initialise (OpenGLContext& context, int width, int height);
/** Tries to allocates a buffer containing a copy of a given image.
Note that a valid openGL context must be selected when you call this method,
or it will fail.
*/
bool initialise (OpenGLContext& context, const Image& content);
/** Tries to allocate a copy of another framebuffer.
*/
bool initialise (OpenGLFrameBuffer& other);
/** Releases the buffer, if one has been allocated.
Any saved state that was created with saveAndRelease() will also be freed by this call.
*/
void release();
/** If the framebuffer is active, this will save a stashed copy of its contents in main memory,
and will release the GL buffer.
After saving, the original state can be restored again by calling reloadSavedCopy().
*/
void saveAndRelease();
/** Restores the framebuffer content that was previously saved using saveAndRelease().
After saving to main memory, the original state can be restored by calling restoreToGPUMemory().
*/
bool reloadSavedCopy (OpenGLContext& context);
//==============================================================================
/** Returns true if a valid buffer has been allocated. */
bool isValid() const noexcept { return pimpl != nullptr; }
/** Returns the width of the buffer. */
int getWidth() const noexcept;
/** Returns the height of the buffer. */
int getHeight() const noexcept;
/** Returns the texture ID number for using this buffer as a texture. */
GLuint getTextureID() const noexcept;
//==============================================================================
/** Selects this buffer as the current OpenGL rendering target. */
bool makeCurrentRenderingTarget();
/** Deselects this buffer as the current OpenGL rendering target. */
void releaseAsRenderingTarget();
/** Returns the ID of this framebuffer, or 0 if it isn't initialised. */
GLuint getFrameBufferID() const noexcept;
/** Returns the current frame buffer ID for the current context. */
static GLuint getCurrentFrameBufferTarget() noexcept;
/** Clears the framebuffer with the specified colour. */
void clear (Colour colour);
/** Selects the framebuffer as the current target, and clears it to transparent. */
void makeCurrentAndClear();
/** Reads an area of pixels from the framebuffer into a 32-bit ARGB pixel array.
The lineStride is measured as a number of pixels, not bytes - pass a stride
of 0 to indicate a packed array.
*/
bool readPixels (PixelARGB* targetData, const Rectangle<int>& sourceArea);
/** Writes an area of pixels into the framebuffer from a specified pixel array.
The lineStride is measured as a number of pixels, not bytes - pass a stride
of 0 to indicate a packed array.
*/
bool writePixels (const PixelARGB* srcData, const Rectangle<int>& targetArea);
private:
class Pimpl;
std::unique_ptr<Pimpl> pimpl;
class SavedState;
std::unique_ptr<SavedState> savedState;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLFrameBuffer)
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
/** Creates a graphics context object that will render into the given OpenGL target. */
std::unique_ptr<LowLevelGraphicsContext> createOpenGLGraphicsContext (OpenGLContext&, int width, int height);
/** Creates a graphics context object that will render into the given OpenGL framebuffer. */
std::unique_ptr<LowLevelGraphicsContext> createOpenGLGraphicsContext (OpenGLContext&, OpenGLFrameBuffer&);
/** Creates a graphics context object that will render into the given OpenGL framebuffer,
with the given size.
*/
std::unique_ptr<LowLevelGraphicsContext> createOpenGLGraphicsContext (OpenGLContext&,
unsigned int frameBufferID,
int width, int height);
//==============================================================================
/**
Used to create custom shaders for use with an openGL 2D rendering context.
Given a GL-based rendering context, you can write a fragment shader that applies some
kind of per-pixel effect.
@tags{OpenGL}
*/
struct JUCE_API OpenGLGraphicsContextCustomShader
{
/** Creates a custom shader.
The shader code will not be compiled until actually needed, so it's OK to call this
constructor when no GL context is active.
The code should be a normal fragment shader. As well as the usual GLSL variables, there is
also an automatically declared varying vec2 called "pixelPos", which indicates the pixel
position within the graphics context of the pixel being drawn. There is also a varying value
"pixelAlpha", which indicates the alpha by which the pixel should be multiplied, so that the
edges of any clip-region masks are anti-aliased correctly.
*/
OpenGLGraphicsContextCustomShader (const String& fragmentShaderCode);
/** Destructor. */
~OpenGLGraphicsContextCustomShader();
/** Returns the program, if it has been linked and is active.
This can be called when you're about to use fillRect, to set up any uniforms/textures that
the program may require.
*/
OpenGLShaderProgram* getProgram (LowLevelGraphicsContext&) const;
/** Applies the shader to a rectangle within the graphics context. */
void fillRect (LowLevelGraphicsContext&, Rectangle<int> area) const;
/** Attempts to compile the program if necessary, and returns an error message if it fails. */
Result checkCompilation (LowLevelGraphicsContext&);
/** Returns the code that was used to create this object. */
const String& getFragmentShaderCode() const noexcept { return code; }
/** Optional lambda that will be called when the shader is activated, to allow
user code to do setup tasks.
*/
std::function<void (OpenGLShaderProgram&)> onShaderActivated;
private:
String code, hashName;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLGraphicsContextCustomShader)
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
class Version
{
public:
constexpr Version() = default;
constexpr explicit Version (int majorIn)
: Version (majorIn, 0) {}
constexpr Version (int majorIn, int minorIn)
: major (majorIn), minor (minorIn) {}
int major = 0, minor = 0;
constexpr bool operator== (const Version& other) const noexcept
{
return toTuple() == other.toTuple();
}
constexpr bool operator!= (const Version& other) const noexcept
{
return toTuple() != other.toTuple();
}
constexpr bool operator< (const Version& other) const noexcept
{
return toTuple() < other.toTuple();
}
constexpr bool operator<= (const Version& other) const noexcept
{
return toTuple() <= other.toTuple();
}
constexpr bool operator> (const Version& other) const noexcept
{
return toTuple() > other.toTuple();
}
constexpr bool operator>= (const Version& other) const noexcept
{
return toTuple() >= other.toTuple();
}
private:
constexpr std::tuple<int, int> toTuple() const noexcept
{
return std::make_tuple (major, minor);
}
};
template <typename Char>
static auto* findNullTerminator (const Char* ptr)
{
while (*ptr != 0)
++ptr;
return ptr;
}
static Version getOpenGLVersion()
{
const auto* versionBegin = glGetString (GL_VERSION);
if (versionBegin == nullptr)
return {};
const auto* versionEnd = findNullTerminator (versionBegin);
const std::string versionString (versionBegin, versionEnd);
const auto spaceSeparated = StringArray::fromTokens (versionString.c_str(), false);
if (spaceSeparated.isEmpty())
return {};
const auto pointSeparated = StringArray::fromTokens (spaceSeparated[0], ".", "");
const auto major = pointSeparated[0].getIntValue();
const auto minor = pointSeparated[1].getIntValue();
return { major, minor };
}
void OpenGLHelpers::resetErrorState()
{
while (glGetError() != GL_NO_ERROR) {}
}
void* OpenGLHelpers::getExtensionFunction (const char* functionName)
{
#if JUCE_WINDOWS
return (void*) wglGetProcAddress (functionName);
#elif JUCE_LINUX || JUCE_BSD
return (void*) glXGetProcAddress ((const GLubyte*) functionName);
#else
static void* handle = dlopen (nullptr, RTLD_LAZY);
return dlsym (handle, functionName);
#endif
}
bool OpenGLHelpers::isExtensionSupported (const char* const extensionName)
{
jassert (extensionName != nullptr); // you must supply a genuine string for this.
jassert (isContextActive()); // An OpenGL context will need to be active before calling this.
const char* extensions = (const char*) glGetString (GL_EXTENSIONS);
jassert (extensions != nullptr); // Perhaps you didn't activate an OpenGL context before calling this?
for (;;)
{
const char* found = strstr (extensions, extensionName);
if (found == nullptr)
break;
extensions = found + strlen (extensionName);
if (extensions[0] == ' ' || extensions[0] == 0)
return true;
}
return false;
}
void OpenGLHelpers::clear (Colour colour)
{
glClearColor (colour.getFloatRed(), colour.getFloatGreen(),
colour.getFloatBlue(), colour.getFloatAlpha());
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
}
void OpenGLHelpers::enableScissorTest (Rectangle<int> clip)
{
glEnable (GL_SCISSOR_TEST);
glScissor (clip.getX(), clip.getY(), clip.getWidth(), clip.getHeight());
}
String OpenGLHelpers::getGLSLVersionString()
{
if (getOpenGLVersion() >= Version (3, 2))
{
#if JUCE_OPENGL_ES
return "#version 300 es";
#else
return "#version 150";
#endif
}
return "#version 110";
}
String OpenGLHelpers::translateVertexShaderToV3 (const String& code)
{
if (getOpenGLVersion() >= Version (3, 2))
{
String output;
#if JUCE_ANDROID
{
int numAttributes = 0;
for (int p = code.indexOf (0, "attribute "); p >= 0; p = code.indexOf (p + 1, "attribute "))
numAttributes++;
int last = 0;
for (int p = code.indexOf (0, "attribute "); p >= 0; p = code.indexOf (p + 1, "attribute "))
{
output += code.substring (last, p) + "layout(location=" + String (--numAttributes) + ") in ";
last = p + 10;
}
output += code.substring (last);
}
#else
output = code.replace ("attribute", "in");
#endif
return getGLSLVersionString() + "\n" + output.replace ("varying", "out");
}
return code;
}
String OpenGLHelpers::translateFragmentShaderToV3 (const String& code)
{
if (getOpenGLVersion() >= Version (3, 2))
return getGLSLVersionString() + "\n"
"out " JUCE_MEDIUMP " vec4 fragColor;\n"
+ code.replace ("varying", "in")
.replace ("texture2D", "texture")
.replace ("gl_FragColor", "fragColor");
return code;
}
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A set of miscellaneous openGL helper functions.
@tags{OpenGL}
*/
class JUCE_API OpenGLHelpers
{
public:
/** Clears the GL error state. */
static void resetErrorState();
/** Returns true if the current thread has an active OpenGL context. */
static bool isContextActive();
/** Clears the current context using the given colour. */
static void clear (Colour colour);
static void enableScissorTest (Rectangle<int> clip);
/** Checks whether the current context supports the specified extension. */
static bool isExtensionSupported (const char* extensionName);
/** Returns the address of a named GL extension function */
static void* getExtensionFunction (const char* functionName);
/** Returns a version string such as "#version 150" suitable for prefixing a GLSL
shader on this platform.
*/
static String getGLSLVersionString();
/** Makes some simple textual changes to a shader program to try to convert old GLSL
keywords to their v3 equivalents.
Before doing this, the function will check whether the current context is actually
using a later version of the language, and if not it will not make any changes.
Obviously this is not a real parser, so will only work on simple code!
*/
static String translateVertexShaderToV3 (const String&);
/** Makes some simple textual changes to a shader program to try to convert old GLSL
keywords to their v3 equivalents.
Before doing this, the function will check whether the current context is actually
using a later version of the language, and if not it will not make any changes.
Obviously this is not a real parser, so will only work on simple code!
*/
static String translateFragmentShaderToV3 (const String&);
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
class OpenGLFrameBufferImage : public ImagePixelData
{
public:
OpenGLFrameBufferImage (OpenGLContext& c, int w, int h)
: ImagePixelData (Image::ARGB, w, h),
context (c),
pixelStride (4),
lineStride (width * pixelStride)
{
}
bool initialise()
{
if (! frameBuffer.initialise (context, width, height))
return false;
frameBuffer.clear (Colours::transparentBlack);
return true;
}
std::unique_ptr<LowLevelGraphicsContext> createLowLevelContext() override
{
sendDataChangeMessage();
return createOpenGLGraphicsContext (context, frameBuffer);
}
std::unique_ptr<ImageType> createType() const override { return std::make_unique<OpenGLImageType>(); }
ImagePixelData::Ptr clone() override
{
std::unique_ptr<OpenGLFrameBufferImage> im (new OpenGLFrameBufferImage (context, width, height));
if (! im->initialise())
return ImagePixelData::Ptr();
Image newImage (im.release());
Graphics g (newImage);
g.drawImageAt (Image (*this), 0, 0, false);
return ImagePixelData::Ptr (newImage.getPixelData());
}
void initialiseBitmapData (Image::BitmapData& bitmapData, int x, int y, Image::BitmapData::ReadWriteMode mode) override
{
bitmapData.pixelFormat = pixelFormat;
bitmapData.lineStride = lineStride;
bitmapData.pixelStride = pixelStride;
switch (mode)
{
case Image::BitmapData::writeOnly: DataReleaser<Dummy, Writer>::initialise (frameBuffer, bitmapData, x, y); break;
case Image::BitmapData::readOnly: DataReleaser<Reader, Dummy> ::initialise (frameBuffer, bitmapData, x, y); break;
case Image::BitmapData::readWrite: DataReleaser<Reader, Writer>::initialise (frameBuffer, bitmapData, x, y); break;
default: jassertfalse; break;
}
if (mode != Image::BitmapData::readOnly)
sendDataChangeMessage();
}
OpenGLContext& context;
OpenGLFrameBuffer frameBuffer;
private:
int pixelStride, lineStride;
struct Dummy
{
Dummy (OpenGLFrameBuffer&, int, int, int, int) noexcept {}
static void read (OpenGLFrameBuffer&, Image::BitmapData& , int, int) noexcept {}
static void write (const PixelARGB*) noexcept {}
};
struct Reader
{
static void read (OpenGLFrameBuffer& frameBuffer, Image::BitmapData& bitmapData, int x, int y)
{
frameBuffer.readPixels ((PixelARGB*) bitmapData.data,
Rectangle<int> (x, frameBuffer.getHeight() - (y + bitmapData.height), bitmapData.width, bitmapData.height));
verticalRowFlip ((PixelARGB*) bitmapData.data, bitmapData.width, bitmapData.height);
}
static void verticalRowFlip (PixelARGB* const data, const int w, const int h)
{
HeapBlock<PixelARGB> tempRow (w);
auto rowSize = (size_t) w * sizeof (PixelARGB);
for (int y = 0; y < h / 2; ++y)
{
PixelARGB* const row1 = data + y * w;
PixelARGB* const row2 = data + (h - 1 - y) * w;
memcpy (tempRow, row1, rowSize);
memcpy (row1, row2, rowSize);
memcpy (row2, tempRow, rowSize);
}
}
};
struct Writer
{
Writer (OpenGLFrameBuffer& fb, int x, int y, int w, int h) noexcept
: frameBuffer (fb), area (x, y, w, h)
{}
void write (const PixelARGB* const data) const noexcept
{
HeapBlock<PixelARGB> invertedCopy (area.getWidth() * area.getHeight());
auto rowSize = (size_t) area.getWidth() * sizeof (PixelARGB);
for (int y = 0; y < area.getHeight(); ++y)
memcpy (invertedCopy + area.getWidth() * y,
data + area.getWidth() * (area.getHeight() - 1 - y), rowSize);
frameBuffer.writePixels (invertedCopy, area);
}
OpenGLFrameBuffer& frameBuffer;
const Rectangle<int> area;
JUCE_DECLARE_NON_COPYABLE (Writer)
};
template <class ReaderType, class WriterType>
struct DataReleaser : public Image::BitmapData::BitmapDataReleaser
{
DataReleaser (OpenGLFrameBuffer& fb, int x, int y, int w, int h)
: data ((size_t) (w * h)),
writer (fb, x, y, w, h)
{}
~DataReleaser()
{
writer.write (data);
}
static void initialise (OpenGLFrameBuffer& frameBuffer, Image::BitmapData& bitmapData, int x, int y)
{
auto* r = new DataReleaser (frameBuffer, x, y, bitmapData.width, bitmapData.height);
bitmapData.dataReleaser.reset (r);
bitmapData.data = (uint8*) r->data.get();
bitmapData.lineStride = (bitmapData.width * bitmapData.pixelStride + 3) & ~3;
ReaderType::read (frameBuffer, bitmapData, x, y);
}
HeapBlock<PixelARGB> data;
WriterType writer;
};
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLFrameBufferImage)
};
//==============================================================================
OpenGLImageType::OpenGLImageType() {}
OpenGLImageType::~OpenGLImageType() {}
int OpenGLImageType::getTypeID() const
{
return 3;
}
ImagePixelData::Ptr OpenGLImageType::create (Image::PixelFormat, int width, int height, bool /*shouldClearImage*/) const
{
OpenGLContext* currentContext = OpenGLContext::getCurrentContext();
jassert (currentContext != nullptr); // an OpenGL image can only be created when a valid context is active!
std::unique_ptr<OpenGLFrameBufferImage> im (new OpenGLFrameBufferImage (*currentContext, width, height));
if (! im->initialise())
return ImagePixelData::Ptr();
return *im.release();
}
OpenGLFrameBuffer* OpenGLImageType::getFrameBufferFrom (const Image& image)
{
if (OpenGLFrameBufferImage* const glImage = dynamic_cast<OpenGLFrameBufferImage*> (image.getPixelData()))
return &(glImage->frameBuffer);
return nullptr;
}
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A type of ImagePixelData that stores its image data in an OpenGL
framebuffer, allowing a JUCE Image object to wrap a framebuffer.
By creating an Image from an instance of an OpenGLFrameBufferImage,
you can then use a Graphics object to draw into the framebuffer using normal
JUCE 2D operations.
@see Image, ImageType, ImagePixelData, OpenGLFrameBuffer
@tags{OpenGL}
*/
class JUCE_API OpenGLImageType : public ImageType
{
public:
OpenGLImageType();
~OpenGLImageType() override;
ImagePixelData::Ptr create (Image::PixelFormat, int width, int height, bool shouldClearImage) const override;
int getTypeID() const override;
static OpenGLFrameBuffer* getFrameBufferFrom (const Image&);
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
OpenGLPixelFormat::OpenGLPixelFormat (const int bitsPerRGBComponent,
const int alphaBits_,
const int depthBufferBits_,
const int stencilBufferBits_) noexcept
: redBits (bitsPerRGBComponent),
greenBits (bitsPerRGBComponent),
blueBits (bitsPerRGBComponent),
alphaBits (alphaBits_),
depthBufferBits (depthBufferBits_),
stencilBufferBits (stencilBufferBits_),
accumulationBufferRedBits (0),
accumulationBufferGreenBits (0),
accumulationBufferBlueBits (0),
accumulationBufferAlphaBits (0),
multisamplingLevel (0)
{
}
static auto tie (const OpenGLPixelFormat& fmt)
{
return std::tie (fmt.redBits,
fmt.greenBits,
fmt.blueBits,
fmt.alphaBits,
fmt.depthBufferBits,
fmt.stencilBufferBits,
fmt.accumulationBufferRedBits,
fmt.accumulationBufferGreenBits,
fmt.accumulationBufferBlueBits,
fmt.accumulationBufferAlphaBits,
fmt.multisamplingLevel);
}
bool OpenGLPixelFormat::operator== (const OpenGLPixelFormat& other) const noexcept
{
return tie (*this) == tie (other);
}
bool OpenGLPixelFormat::operator!= (const OpenGLPixelFormat& other) const noexcept
{
return ! operator== (other);
}
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Represents the various properties of an OpenGL pixel format.
@see OpenGLContext::setPixelFormat
@tags{OpenGL}
*/
class JUCE_API OpenGLPixelFormat
{
public:
//==============================================================================
/** Creates an OpenGLPixelFormat.
The default constructor just initialises the object as a simple 8-bit
RGBA format.
*/
OpenGLPixelFormat (int bitsPerRGBComponent = 8,
int alphaBits = 8,
int depthBufferBits = 16,
int stencilBufferBits = 0) noexcept;
bool operator== (const OpenGLPixelFormat&) const noexcept;
bool operator!= (const OpenGLPixelFormat&) const noexcept;
//==============================================================================
int redBits; /**< The number of bits per pixel to use for the red channel. */
int greenBits; /**< The number of bits per pixel to use for the green channel. */
int blueBits; /**< The number of bits per pixel to use for the blue channel. */
int alphaBits; /**< The number of bits per pixel to use for the alpha channel. */
int depthBufferBits; /**< The number of bits per pixel to use for a depth buffer. */
int stencilBufferBits; /**< The number of bits per pixel to use for a stencil buffer. */
int accumulationBufferRedBits; /**< The number of bits per pixel to use for an accumulation buffer's red channel. */
int accumulationBufferGreenBits; /**< The number of bits per pixel to use for an accumulation buffer's green channel. */
int accumulationBufferBlueBits; /**< The number of bits per pixel to use for an accumulation buffer's blue channel. */
int accumulationBufferAlphaBits; /**< The number of bits per pixel to use for an accumulation buffer's alpha channel. */
uint8 multisamplingLevel; /**< The number of samples to use for full-scene multisampled anti-aliasing (if available). */
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
A base class that should be implemented by classes which want to render openGL
on a background thread.
@see OpenGLContext
@tags{OpenGL}
*/
class JUCE_API OpenGLRenderer
{
public:
OpenGLRenderer() = default;
virtual ~OpenGLRenderer() = default;
/** Called when a new GL context has been created.
You can use this as an opportunity to create your textures, shaders, etc.
When the method is invoked, the new GL context will be active.
Note that this callback will be made on a background thread, so make sure
that your implementation is thread-safe.
*/
virtual void newOpenGLContextCreated() = 0;
/** Called when you should render the next openGL frame.
Note that this callback will be made on a background thread.
If the context is attached to a component in order to do component rendering,
then the MessageManager will be locked when this callback is made.
If no component rendering is being done, then the MessageManager will not be
locked, and you'll need to make sure your code is thread-safe in any
interactions it has with your GUI classes.
For information about how to trigger a render callback, see
OpenGLContext::triggerRepaint() and OpenGLContext::setContinuousRepainting().
IMPORTANT: Never take a MessageManagerLock inside this function! On
macOS, the OpenGL context will be locked for the duration of this call.
The main thread may also attempt to interact with the OpenGL context at
any time, which will also require locking the OpenGL context. As a
result, taking a MessageManagerLock inside renderOpenGL() may cause a
hierarchical deadlock.
*/
virtual void renderOpenGL() = 0;
/** Called when the current openGL context is about to close.
You can use this opportunity to release any GL resources that you may have
created.
Note that this callback will be made on a background thread, so make sure
that your implementation is thread-safe.
(Also note that on Android, this callback won't happen, because there's currently
no way to implement it..)
*/
virtual void openGLContextClosing() = 0;
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
OpenGLShaderProgram::OpenGLShaderProgram (const OpenGLContext& c) noexcept : context (c)
{
}
OpenGLShaderProgram::~OpenGLShaderProgram() noexcept
{
release();
}
GLuint OpenGLShaderProgram::getProgramID() const noexcept
{
if (programID == 0)
{
// This method should only be called when the current thread has an active OpenGL context.
jassert (OpenGLHelpers::isContextActive());
programID = context.extensions.glCreateProgram();
}
return programID;
}
void OpenGLShaderProgram::release() noexcept
{
if (programID != 0)
{
context.extensions.glDeleteProgram (programID);
programID = 0;
}
}
double OpenGLShaderProgram::getLanguageVersion()
{
return String::fromUTF8 ((const char*) glGetString (GL_SHADING_LANGUAGE_VERSION))
.retainCharacters("1234567890.").getDoubleValue();
}
bool OpenGLShaderProgram::addShader (const String& code, GLenum type)
{
GLuint shaderID = context.extensions.glCreateShader (type);
const GLchar* c = code.toRawUTF8();
context.extensions.glShaderSource (shaderID, 1, &c, nullptr);
context.extensions.glCompileShader (shaderID);
GLint status = GL_FALSE;
context.extensions.glGetShaderiv (shaderID, GL_COMPILE_STATUS, &status);
if (status == (GLint) GL_FALSE)
{
std::vector<GLchar> infoLog (16384);
GLsizei infoLogLength = 0;
context.extensions.glGetShaderInfoLog (shaderID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
errorLog = String (infoLog.data(), (size_t) infoLogLength);
#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
// Your GLSL code contained compile errors!
// Hopefully this compile log should help to explain what went wrong.
DBG (errorLog);
jassertfalse;
#endif
return false;
}
context.extensions.glAttachShader (getProgramID(), shaderID);
context.extensions.glDeleteShader (shaderID);
JUCE_CHECK_OPENGL_ERROR
return true;
}
bool OpenGLShaderProgram::addVertexShader (const String& code) { return addShader (code, GL_VERTEX_SHADER); }
bool OpenGLShaderProgram::addFragmentShader (const String& code) { return addShader (code, GL_FRAGMENT_SHADER); }
bool OpenGLShaderProgram::link() noexcept
{
// This method can only be used when the current thread has an active OpenGL context.
jassert (OpenGLHelpers::isContextActive());
GLuint progID = getProgramID();
context.extensions.glLinkProgram (progID);
GLint status = GL_FALSE;
context.extensions.glGetProgramiv (progID, GL_LINK_STATUS, &status);
if (status == (GLint) GL_FALSE)
{
std::vector<GLchar> infoLog (16384);
GLsizei infoLogLength = 0;
context.extensions.glGetProgramInfoLog (progID, (GLsizei) infoLog.size(), &infoLogLength, infoLog.data());
errorLog = String (infoLog.data(), (size_t) infoLogLength);
#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
// Your GLSL code contained link errors!
// Hopefully this compile log should help to explain what went wrong.
DBG (errorLog);
jassertfalse;
#endif
}
JUCE_CHECK_OPENGL_ERROR
return status != (GLint) GL_FALSE;
}
void OpenGLShaderProgram::use() const noexcept
{
// The shader program must have been successfully linked when this method is called!
jassert (programID != 0);
context.extensions.glUseProgram (programID);
}
GLint OpenGLShaderProgram::getUniformIDFromName (const char* uniformName) const noexcept
{
// The shader program must be active when this method is called!
jassert (programID != 0);
return (GLint) context.extensions.glGetUniformLocation (programID, uniformName);
}
void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1) noexcept { context.extensions.glUniform1f (getUniformIDFromName (name), n1); }
void OpenGLShaderProgram::setUniform (const char* name, GLint n1) noexcept { context.extensions.glUniform1i (getUniformIDFromName (name), n1); }
void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2) noexcept { context.extensions.glUniform2f (getUniformIDFromName (name), n1, n2); }
void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3) noexcept { context.extensions.glUniform3f (getUniformIDFromName (name), n1, n2, n3); }
void OpenGLShaderProgram::setUniform (const char* name, GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) noexcept { context.extensions.glUniform4f (getUniformIDFromName (name), n1, n2, n3, n4); }
void OpenGLShaderProgram::setUniform (const char* name, GLint n1, GLint n2, GLint n3, GLint n4) noexcept { context.extensions.glUniform4i (getUniformIDFromName (name), n1, n2, n3, n4); }
void OpenGLShaderProgram::setUniform (const char* name, const GLfloat* values, GLsizei numValues) noexcept { context.extensions.glUniform1fv (getUniformIDFromName (name), numValues, values); }
void OpenGLShaderProgram::setUniformMat2 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix2fv (getUniformIDFromName (name), num, trns, v); }
void OpenGLShaderProgram::setUniformMat3 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix3fv (getUniformIDFromName (name), num, trns, v); }
void OpenGLShaderProgram::setUniformMat4 (const char* name, const GLfloat* v, GLint num, GLboolean trns) noexcept { context.extensions.glUniformMatrix4fv (getUniformIDFromName (name), num, trns, v); }
//==============================================================================
OpenGLShaderProgram::Attribute::Attribute (const OpenGLShaderProgram& program, const char* name)
: attributeID ((GLuint) program.context.extensions.glGetAttribLocation (program.getProgramID(), name))
{
#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
jassert ((GLint) attributeID >= 0);
#endif
}
//==============================================================================
OpenGLShaderProgram::Uniform::Uniform (const OpenGLShaderProgram& program, const char* const name)
: uniformID (program.context.extensions.glGetUniformLocation (program.getProgramID(), name)), context (program.context)
{
#if JUCE_DEBUG && ! JUCE_DONT_ASSERT_ON_GLSL_COMPILE_ERROR
jassert (uniformID >= 0);
#endif
}
void OpenGLShaderProgram::Uniform::set (GLfloat n1) const noexcept { context.extensions.glUniform1f (uniformID, n1); }
void OpenGLShaderProgram::Uniform::set (GLint n1) const noexcept { context.extensions.glUniform1i (uniformID, n1); }
void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2) const noexcept { context.extensions.glUniform2f (uniformID, n1, n2); }
void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept { context.extensions.glUniform3f (uniformID, n1, n2, n3); }
void OpenGLShaderProgram::Uniform::set (GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) const noexcept { context.extensions.glUniform4f (uniformID, n1, n2, n3, n4); }
void OpenGLShaderProgram::Uniform::set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept { context.extensions.glUniform4i (uniformID, n1, n2, n3, n4); }
void OpenGLShaderProgram::Uniform::set (const GLfloat* values, GLsizei numValues) const noexcept { context.extensions.glUniform1fv (uniformID, numValues, values); }
void OpenGLShaderProgram::Uniform::setMatrix2 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix2fv (uniformID, num, trns, v); }
void OpenGLShaderProgram::Uniform::setMatrix3 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix3fv (uniformID, num, trns, v); }
void OpenGLShaderProgram::Uniform::setMatrix4 (const GLfloat* v, GLint num, GLboolean trns) const noexcept { context.extensions.glUniformMatrix4fv (uniformID, num, trns, v); }
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Manages an OpenGL shader program.
@tags{OpenGL}
*/
class JUCE_API OpenGLShaderProgram
{
public:
/** Creates a shader for use in a particular GL context. */
OpenGLShaderProgram (const OpenGLContext&) noexcept;
/** Destructor. */
~OpenGLShaderProgram() noexcept;
/** Returns the version of GLSL that the current context supports.
E.g.
@code
if (OpenGLShaderProgram::getLanguageVersion() > 1.199)
{
// ..do something that requires GLSL 1.2 or above..
}
@endcode
*/
static double getLanguageVersion();
/** Compiles and adds a shader to this program.
After adding all your shaders, remember to call link() to link them into
a usable program.
If your app is built in debug mode, this method will assert if the program
fails to compile correctly.
The shaderType parameter could be GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc.
@returns true if the shader compiled successfully. If not, you can call
getLastError() to find out what happened.
*/
bool addShader (const String& shaderSourceCode, GLenum shaderType);
/** Compiles and adds a fragment shader to this program.
This is equivalent to calling addShader() with a type of GL_VERTEX_SHADER.
*/
bool addVertexShader (const String& shaderSourceCode);
/** Compiles and adds a fragment shader to this program.
This is equivalent to calling addShader() with a type of GL_FRAGMENT_SHADER.
*/
bool addFragmentShader (const String& shaderSourceCode);
/** Links all the compiled shaders into a usable program.
If your app is built in debug mode, this method will assert if the program
fails to link correctly.
@returns true if the program linked successfully. If not, you can call
getLastError() to find out what happened.
*/
bool link() noexcept;
/** Get the output for the last shader compilation or link that failed. */
const String& getLastError() const noexcept { return errorLog; }
/** Selects this program into the current context. */
void use() const noexcept;
/** Deletes the program. */
void release() noexcept;
//==============================================================================
// Methods for setting shader uniforms without using a Uniform object (see below).
// You must make sure this shader is the currently bound one before setting uniforms
// with these functions.
/** Get the uniform ID from the variable name */
GLint getUniformIDFromName (const char* uniformName) const noexcept;
/** Sets a float uniform. */
void setUniform (const char* uniformName, GLfloat value) noexcept;
/** Sets an int uniform. */
void setUniform (const char* uniformName, GLint value) noexcept;
/** Sets a vec2 uniform. */
void setUniform (const char* uniformName, GLfloat x, GLfloat y) noexcept;
/** Sets a vec3 uniform. */
void setUniform (const char* uniformName, GLfloat x, GLfloat y, GLfloat z) noexcept;
/** Sets a vec4 uniform. */
void setUniform (const char* uniformName, GLfloat x, GLfloat y, GLfloat z, GLfloat w) noexcept;
/** Sets a vec4 uniform. */
void setUniform (const char* uniformName, GLint x, GLint y, GLint z, GLint w) noexcept;
/** Sets a vector float uniform. */
void setUniform (const char* uniformName, const GLfloat* values, GLsizei numValues) noexcept;
/** Sets a 2x2 matrix float uniform. */
void setUniformMat2 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
/** Sets a 3x3 matrix float uniform. */
void setUniformMat3 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
/** Sets a 4x4 matrix float uniform. */
void setUniformMat4 (const char* uniformName, const GLfloat* values, GLint count, GLboolean transpose) noexcept;
//==============================================================================
/** Represents an openGL uniform value.
After a program has been linked, you can create Uniform objects to let you
set the uniforms that your shaders use.
Be careful not to call the set() functions unless the appropriate program
is loaded into the current context.
*/
struct JUCE_API Uniform
{
/** Initialises a uniform.
The program must have been successfully linked when this
constructor is called.
*/
Uniform (const OpenGLShaderProgram& program, const char* uniformName);
/** Sets a float uniform. */
void set (GLfloat n1) const noexcept;
/** Sets an int uniform. */
void set (GLint n1) const noexcept;
/** Sets a vec2 uniform. */
void set (GLfloat n1, GLfloat n2) const noexcept;
/** Sets a vec3 uniform. */
void set (GLfloat n1, GLfloat n2, GLfloat n3) const noexcept;
/** Sets a vec4 uniform. */
void set (GLfloat n1, GLfloat n2, GLfloat n3, GLfloat n4) const noexcept;
/** Sets an ivec4 uniform. */
void set (GLint n1, GLint n2, GLint n3, GLint n4) const noexcept;
/** Sets a vector float uniform. */
void set (const GLfloat* values, int numValues) const noexcept;
/** Sets a 2x2 matrix float uniform. */
void setMatrix2 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
/** Sets a 3x3 matrix float uniform. */
void setMatrix3 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
/** Sets a 4x4 matrix float uniform. */
void setMatrix4 (const GLfloat* values, GLint count, GLboolean transpose) const noexcept;
/** The uniform's ID number.
If the uniform couldn't be found, this value will be < 0.
*/
GLint uniformID;
private:
const OpenGLContext& context;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (Uniform)
};
//==============================================================================
/** Represents an openGL vertex attribute value.
After a program has been linked, you can create Attribute objects to let you
set the attributes that your vertex shaders use.
*/
struct JUCE_API Attribute
{
/** Initialises an attribute.
The program must have been successfully linked when this
constructor is called.
*/
Attribute (const OpenGLShaderProgram&, const char* attributeName);
/** The attribute's ID number.
If the uniform couldn't be found, this value will be < 0.
*/
GLuint attributeID;
};
/** The ID number of the compiled program. */
GLuint getProgramID() const noexcept;
private:
const OpenGLContext& context;
mutable GLuint programID = 0;
String errorLog;
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLShaderProgram)
};
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
OpenGLTexture::OpenGLTexture()
: textureID (0), width (0), height (0), ownerContext (nullptr)
{
}
OpenGLTexture::~OpenGLTexture()
{
release();
}
bool OpenGLTexture::isValidSize (int width, int height)
{
return isPowerOfTwo (width) && isPowerOfTwo (height);
}
void OpenGLTexture::create (const int w, const int h, const void* pixels, GLenum type, bool topLeft)
{
ownerContext = OpenGLContext::getCurrentContext();
// Texture objects can only be created when the current thread has an active OpenGL
// context. You'll need to create this object in one of the OpenGLContext's callbacks.
jassert (ownerContext != nullptr);
if (textureID == 0)
{
JUCE_CHECK_OPENGL_ERROR
glGenTextures (1, &textureID);
glBindTexture (GL_TEXTURE_2D, textureID);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
auto glMagFilter = (GLint) (ownerContext->texMagFilter == OpenGLContext::linear ? GL_LINEAR : GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, glMagFilter);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
JUCE_CHECK_OPENGL_ERROR
}
else
{
glBindTexture (GL_TEXTURE_2D, textureID);
JUCE_CHECK_OPENGL_ERROR;
}
glPixelStorei (GL_UNPACK_ALIGNMENT, 1);
JUCE_CHECK_OPENGL_ERROR
const auto textureNpotSupported = ownerContext->isTextureNpotSupported();
const auto getAllowedTextureSize = [&] (int n)
{
return textureNpotSupported ? n : nextPowerOfTwo (n);
};
width = getAllowedTextureSize (w);
height = getAllowedTextureSize (h);
const GLint internalformat = type == GL_ALPHA ? GL_ALPHA : GL_RGBA;
if (width != w || height != h)
{
glTexImage2D (GL_TEXTURE_2D, 0, internalformat,
width, height, 0, type, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage2D (GL_TEXTURE_2D, 0, 0, topLeft ? (height - h) : 0, w, h,
type, GL_UNSIGNED_BYTE, pixels);
}
else
{
glTexImage2D (GL_TEXTURE_2D, 0, internalformat,
w, h, 0, type, GL_UNSIGNED_BYTE, pixels);
}
JUCE_CHECK_OPENGL_ERROR
}
template <class PixelType>
struct Flipper
{
static void flip (HeapBlock<PixelARGB>& dataCopy, const uint8* srcData, const int lineStride,
const int w, const int h)
{
dataCopy.malloc (w * h);
for (int y = 0; y < h; ++y)
{
auto* src = (const PixelType*) srcData;
auto* dst = (PixelARGB*) (dataCopy + w * (h - 1 - y));
for (int x = 0; x < w; ++x)
dst[x].set (src[x]);
srcData += lineStride;
}
}
};
void OpenGLTexture::loadImage (const Image& image)
{
const int imageW = image.getWidth();
const int imageH = image.getHeight();
HeapBlock<PixelARGB> dataCopy;
Image::BitmapData srcData (image, Image::BitmapData::readOnly);
switch (srcData.pixelFormat)
{
case Image::ARGB: Flipper<PixelARGB> ::flip (dataCopy, srcData.data, srcData.lineStride, imageW, imageH); break;
case Image::RGB: Flipper<PixelRGB> ::flip (dataCopy, srcData.data, srcData.lineStride, imageW, imageH); break;
case Image::SingleChannel: Flipper<PixelAlpha>::flip (dataCopy, srcData.data, srcData.lineStride, imageW, imageH); break;
case Image::UnknownFormat:
default: break;
}
create (imageW, imageH, dataCopy, JUCE_RGBA_FORMAT, true);
}
void OpenGLTexture::loadARGB (const PixelARGB* pixels, const int w, const int h)
{
create (w, h, pixels, JUCE_RGBA_FORMAT, false);
}
void OpenGLTexture::loadAlpha (const uint8* pixels, int w, int h)
{
create (w, h, pixels, GL_ALPHA, false);
}
void OpenGLTexture::loadARGBFlipped (const PixelARGB* pixels, int w, int h)
{
HeapBlock<PixelARGB> flippedCopy;
Flipper<PixelARGB>::flip (flippedCopy, (const uint8*) pixels, 4 * w, w, h);
create (w, h, flippedCopy, JUCE_RGBA_FORMAT, true);
}
void OpenGLTexture::release()
{
if (textureID != 0)
{
// If the texture is deleted while the owner context is not active, it's
// impossible to delete it, so this will be a leak until the context itself
// is deleted.
jassert (ownerContext == OpenGLContext::getCurrentContext());
if (ownerContext == OpenGLContext::getCurrentContext())
{
glDeleteTextures (1, &textureID);
textureID = 0;
width = 0;
height = 0;
}
}
}
void OpenGLTexture::bind() const
{
glBindTexture (GL_TEXTURE_2D, textureID);
}
void OpenGLTexture::unbind() const
{
glBindTexture (GL_TEXTURE_2D, 0);
}
} // namespace juce

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/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
namespace juce
{
//==============================================================================
/**
Creates an openGL texture from an Image.
@tags{OpenGL}
*/
class JUCE_API OpenGLTexture
{
public:
OpenGLTexture();
~OpenGLTexture();
/** Creates a texture from the given image.
Note that if the image's dimensions aren't a power-of-two, the texture may
be created with a larger size.
The image will be arranged so that its top-left corner is at texture
coordinate (0, 1).
*/
void loadImage (const Image& image);
/** Creates a texture from a raw array of pixels.
If width and height are not powers-of-two, the texture will be created with a
larger size, and only the subsection (0, 0, width, height) will be initialised.
The data is sent directly to the OpenGL driver without being flipped vertically,
so the first pixel will be mapped onto texture coordinate (0, 0).
*/
void loadARGB (const PixelARGB* pixels, int width, int height);
/** Creates a texture from a raw array of pixels.
This is like loadARGB, but will vertically flip the data so that the first
pixel ends up at texture coordinate (0, 1), and if the width and height are
not powers-of-two, it will compensate by using a larger texture size.
*/
void loadARGBFlipped (const PixelARGB* pixels, int width, int height);
/** Creates an alpha-channel texture from an array of alpha values.
If width and height are not powers-of-two, the texture will be created with a
larger size, and only the subsection (0, 0, width, height) will be initialised.
The data is sent directly to the OpenGL driver without being flipped vertically,
so the first pixel will be mapped onto texture coordinate (0, 0).
*/
void loadAlpha (const uint8* pixels, int width, int height);
/** Frees the texture, if there is one. */
void release();
/** Binds the texture to the currently active openGL context. */
void bind() const;
/** Unbinds the texture to the currently active openGL context. */
void unbind() const;
/** Returns the GL texture ID number. */
GLuint getTextureID() const noexcept { return textureID; }
int getWidth() const noexcept { return width; }
int getHeight() const noexcept { return height; }
/** Returns true if a texture can be created with the given size.
Some systems may require that the sizes are powers-of-two.
*/
static bool isValidSize (int width, int height);
private:
GLuint textureID;
int width, height;
OpenGLContext* ownerContext;
void create (int w, int h, const void*, GLenum, bool topLeft);
JUCE_DECLARE_NON_COPYABLE_WITH_LEAK_DETECTOR (OpenGLTexture)
};
} // namespace juce

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#ifndef __khrplatform_h_
#define __khrplatform_h_
/*
** Copyright (c) 2008-2018 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
/* Khronos platform-specific types and definitions.
*
* The master copy of khrplatform.h is maintained in the Khronos EGL
* Registry repository at https://github.com/KhronosGroup/EGL-Registry
* The last semantic modification to khrplatform.h was at commit ID:
* 67a3e0864c2d75ea5287b9f3d2eb74a745936692
*
* Adopters may modify this file to suit their platform. Adopters are
* encouraged to submit platform specific modifications to the Khronos
* group so that they can be included in future versions of this file.
* Please submit changes by filing pull requests or issues on
* the EGL Registry repository linked above.
*
*
* See the Implementer's Guidelines for information about where this file
* should be located on your system and for more details of its use:
* http://www.khronos.org/registry/implementers_guide.pdf
*
* This file should be included as
* #include <KHR/khrplatform.h>
* by Khronos client API header files that use its types and defines.
*
* The types in khrplatform.h should only be used to define API-specific types.
*
* Types defined in khrplatform.h:
* khronos_int8_t signed 8 bit
* khronos_uint8_t unsigned 8 bit
* khronos_int16_t signed 16 bit
* khronos_uint16_t unsigned 16 bit
* khronos_int32_t signed 32 bit
* khronos_uint32_t unsigned 32 bit
* khronos_int64_t signed 64 bit
* khronos_uint64_t unsigned 64 bit
* khronos_intptr_t signed same number of bits as a pointer
* khronos_uintptr_t unsigned same number of bits as a pointer
* khronos_ssize_t signed size
* khronos_usize_t unsigned size
* khronos_float_t signed 32 bit floating point
* khronos_time_ns_t unsigned 64 bit time in nanoseconds
* khronos_utime_nanoseconds_t unsigned time interval or absolute time in
* nanoseconds
* khronos_stime_nanoseconds_t signed time interval in nanoseconds
* khronos_boolean_enum_t enumerated boolean type. This should
* only be used as a base type when a client API's boolean type is
* an enum. Client APIs which use an integer or other type for
* booleans cannot use this as the base type for their boolean.
*
* Tokens defined in khrplatform.h:
*
* KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values.
*
* KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0.
* KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0.
*
* Calling convention macros defined in this file:
* KHRONOS_APICALL
* KHRONOS_APIENTRY
* KHRONOS_APIATTRIBUTES
*
* These may be used in function prototypes as:
*
* KHRONOS_APICALL void KHRONOS_APIENTRY funcname(
* int arg1,
* int arg2) KHRONOS_APIATTRIBUTES;
*/
#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC)
# define KHRONOS_STATIC 1
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APICALL
*-------------------------------------------------------------------------
* This precedes the return type of the function in the function prototype.
*/
#if defined(KHRONOS_STATIC)
/* If the preprocessor constant KHRONOS_STATIC is defined, make the
* header compatible with static linking. */
# define KHRONOS_APICALL
#elif defined(_WIN32)
# define KHRONOS_APICALL __declspec(dllimport)
#elif defined (__SYMBIAN32__)
# define KHRONOS_APICALL IMPORT_C
#elif defined(__ANDROID__)
# define KHRONOS_APICALL __attribute__((visibility("default")))
#else
# define KHRONOS_APICALL
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIENTRY
*-------------------------------------------------------------------------
* This follows the return type of the function and precedes the function
* name in the function prototype.
*/
#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__)
/* Win32 but not WinCE */
# define KHRONOS_APIENTRY __stdcall
#else
# define KHRONOS_APIENTRY
#endif
/*-------------------------------------------------------------------------
* Definition of KHRONOS_APIATTRIBUTES
*-------------------------------------------------------------------------
* This follows the closing parenthesis of the function prototype arguments.
*/
#if defined (__ARMCC_2__)
#define KHRONOS_APIATTRIBUTES __softfp
#else
#define KHRONOS_APIATTRIBUTES
#endif
/*-------------------------------------------------------------------------
* basic type definitions
*-----------------------------------------------------------------------*/
#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__)
/*
* Using <stdint.h>
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__VMS ) || defined(__sgi)
/*
* Using <inttypes.h>
*/
#include <inttypes.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(_WIN32) && !defined(__SCITECH_SNAP__)
/*
* Win32
*/
typedef __int32 khronos_int32_t;
typedef unsigned __int32 khronos_uint32_t;
typedef __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif defined(__sun__) || defined(__digital__)
/*
* Sun or Digital
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#if defined(__arch64__) || defined(_LP64)
typedef long int khronos_int64_t;
typedef unsigned long int khronos_uint64_t;
#else
typedef long long int khronos_int64_t;
typedef unsigned long long int khronos_uint64_t;
#endif /* __arch64__ */
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#elif 0
/*
* Hypothetical platform with no float or int64 support
*/
typedef int khronos_int32_t;
typedef unsigned int khronos_uint32_t;
#define KHRONOS_SUPPORT_INT64 0
#define KHRONOS_SUPPORT_FLOAT 0
#else
/*
* Generic fallback
*/
#include <stdint.h>
typedef int32_t khronos_int32_t;
typedef uint32_t khronos_uint32_t;
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#define KHRONOS_SUPPORT_INT64 1
#define KHRONOS_SUPPORT_FLOAT 1
#endif
/*
* Types that are (so far) the same on all platforms
*/
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
/*
* Types that differ between LLP64 and LP64 architectures - in LLP64,
* pointers are 64 bits, but 'long' is still 32 bits. Win64 appears
* to be the only LLP64 architecture in current use.
*/
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef unsigned long long int khronos_uintptr_t;
typedef signed long long int khronos_ssize_t;
typedef unsigned long long int khronos_usize_t;
#else
typedef signed long int khronos_intptr_t;
typedef unsigned long int khronos_uintptr_t;
typedef signed long int khronos_ssize_t;
typedef unsigned long int khronos_usize_t;
#endif
#if KHRONOS_SUPPORT_FLOAT
/*
* Float type
*/
typedef float khronos_float_t;
#endif
#if KHRONOS_SUPPORT_INT64
/* Time types
*
* These types can be used to represent a time interval in nanoseconds or
* an absolute Unadjusted System Time. Unadjusted System Time is the number
* of nanoseconds since some arbitrary system event (e.g. since the last
* time the system booted). The Unadjusted System Time is an unsigned
* 64 bit value that wraps back to 0 every 584 years. Time intervals
* may be either signed or unsigned.
*/
typedef khronos_uint64_t khronos_utime_nanoseconds_t;
typedef khronos_int64_t khronos_stime_nanoseconds_t;
#endif
/*
* Dummy value used to pad enum types to 32 bits.
*/
#ifndef KHRONOS_MAX_ENUM
#define KHRONOS_MAX_ENUM 0x7FFFFFFF
#endif
/*
* Enumerated boolean type
*
* Values other than zero should be considered to be true. Therefore
* comparisons should not be made against KHRONOS_TRUE.
*/
typedef enum {
KHRONOS_FALSE = 0,
KHRONOS_TRUE = 1,
KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM
} khronos_boolean_enum_t;
#endif /* __khrplatform_h_ */

View File

@ -0,0 +1,647 @@
/*
==============================================================================
This file is part of the JUCE library.
Copyright (c) 2020 - Raw Material Software Limited
JUCE is an open source library subject to commercial or open-source
licensing.
By using JUCE, you agree to the terms of both the JUCE 6 End-User License
Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
End User License Agreement: www.juce.com/juce-6-licence
Privacy Policy: www.juce.com/juce-privacy-policy
Or: You may also use this code under the terms of the GPL v3 (see
www.gnu.org/licenses).
JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
DISCLAIMED.
==============================================================================
*/
// This file was generated automatically using data from the opengl-registry
// https://github.com/KhronosGroup/OpenGL-Registry
#pragma once
#include <juce_core/system/juce_CompilerWarnings.h>
namespace juce
{
namespace gl
{
// WGL_VERSION_1_0
#ifndef WGL_FONT_LINES
enum : GLenum
{
WGL_FONT_LINES = 0,
WGL_FONT_POLYGONS = 1,
WGL_SWAP_MAIN_PLANE = 0x00000001,
WGL_SWAP_OVERLAY1 = 0x00000002,
WGL_SWAP_OVERLAY2 = 0x00000004,
WGL_SWAP_OVERLAY3 = 0x00000008,
WGL_SWAP_OVERLAY4 = 0x00000010,
WGL_SWAP_OVERLAY5 = 0x00000020,
WGL_SWAP_OVERLAY6 = 0x00000040,
WGL_SWAP_OVERLAY7 = 0x00000080,
WGL_SWAP_OVERLAY8 = 0x00000100,
WGL_SWAP_OVERLAY9 = 0x00000200,
WGL_SWAP_OVERLAY10 = 0x00000400,
WGL_SWAP_OVERLAY11 = 0x00000800,
WGL_SWAP_OVERLAY12 = 0x00001000,
WGL_SWAP_OVERLAY13 = 0x00002000,
WGL_SWAP_OVERLAY14 = 0x00004000,
WGL_SWAP_OVERLAY15 = 0x00008000,
WGL_SWAP_UNDERLAY1 = 0x00010000,
WGL_SWAP_UNDERLAY2 = 0x00020000,
WGL_SWAP_UNDERLAY3 = 0x00040000,
WGL_SWAP_UNDERLAY4 = 0x00080000,
WGL_SWAP_UNDERLAY5 = 0x00100000,
WGL_SWAP_UNDERLAY6 = 0x00200000,
WGL_SWAP_UNDERLAY7 = 0x00400000,
WGL_SWAP_UNDERLAY8 = 0x00800000,
WGL_SWAP_UNDERLAY9 = 0x01000000,
WGL_SWAP_UNDERLAY10 = 0x02000000,
WGL_SWAP_UNDERLAY11 = 0x04000000,
WGL_SWAP_UNDERLAY12 = 0x08000000,
WGL_SWAP_UNDERLAY13 = 0x10000000,
WGL_SWAP_UNDERLAY14 = 0x20000000,
WGL_SWAP_UNDERLAY15 = 0x40000000,
};
#endif
// WGL_3DFX_multisample
#ifndef WGL_SAMPLE_BUFFERS_3DFX
enum : GLenum
{
WGL_SAMPLE_BUFFERS_3DFX = 0x2060,
WGL_SAMPLES_3DFX = 0x2061,
};
#endif
// WGL_3DL_stereo_control
#ifndef WGL_STEREO_EMITTER_ENABLE_3DL
enum : GLenum
{
WGL_STEREO_EMITTER_ENABLE_3DL = 0x2055,
WGL_STEREO_EMITTER_DISABLE_3DL = 0x2056,
WGL_STEREO_POLARITY_NORMAL_3DL = 0x2057,
WGL_STEREO_POLARITY_INVERT_3DL = 0x2058,
};
#endif
// WGL_AMD_gpu_association
#ifndef WGL_GPU_VENDOR_AMD
enum : GLenum
{
WGL_GPU_VENDOR_AMD = 0x1F00,
WGL_GPU_RENDERER_STRING_AMD = 0x1F01,
WGL_GPU_OPENGL_VERSION_STRING_AMD = 0x1F02,
WGL_GPU_FASTEST_TARGET_GPUS_AMD = 0x21A2,
WGL_GPU_RAM_AMD = 0x21A3,
WGL_GPU_CLOCK_AMD = 0x21A4,
WGL_GPU_NUM_PIPES_AMD = 0x21A5,
WGL_GPU_NUM_SIMD_AMD = 0x21A6,
WGL_GPU_NUM_RB_AMD = 0x21A7,
WGL_GPU_NUM_SPI_AMD = 0x21A8,
};
#endif
// WGL_ARB_buffer_region
#ifndef WGL_FRONT_COLOR_BUFFER_BIT_ARB
enum : GLenum
{
WGL_FRONT_COLOR_BUFFER_BIT_ARB = 0x00000001,
WGL_BACK_COLOR_BUFFER_BIT_ARB = 0x00000002,
WGL_DEPTH_BUFFER_BIT_ARB = 0x00000004,
WGL_STENCIL_BUFFER_BIT_ARB = 0x00000008,
};
#endif
// WGL_ARB_context_flush_control
#ifndef WGL_CONTEXT_RELEASE_BEHAVIOR_ARB
enum : GLenum
{
WGL_CONTEXT_RELEASE_BEHAVIOR_ARB = 0x2097,
WGL_CONTEXT_RELEASE_BEHAVIOR_NONE_ARB = 0,
WGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_ARB = 0x2098,
};
#endif
// WGL_ARB_create_context
#ifndef WGL_CONTEXT_DEBUG_BIT_ARB
enum : GLenum
{
WGL_CONTEXT_DEBUG_BIT_ARB = 0x00000001,
WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB = 0x00000002,
WGL_CONTEXT_MAJOR_VERSION_ARB = 0x2091,
WGL_CONTEXT_MINOR_VERSION_ARB = 0x2092,
WGL_CONTEXT_LAYER_PLANE_ARB = 0x2093,
WGL_CONTEXT_FLAGS_ARB = 0x2094,
ERROR_INVALID_VERSION_ARB = 0x2095,
};
#endif
// WGL_ARB_create_context_no_error
#ifndef WGL_CONTEXT_OPENGL_NO_ERROR_ARB
enum : GLenum
{
WGL_CONTEXT_OPENGL_NO_ERROR_ARB = 0x31B3,
};
#endif
// WGL_ARB_create_context_profile
#ifndef WGL_CONTEXT_PROFILE_MASK_ARB
enum : GLenum
{
WGL_CONTEXT_PROFILE_MASK_ARB = 0x9126,
WGL_CONTEXT_CORE_PROFILE_BIT_ARB = 0x00000001,
WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB = 0x00000002,
ERROR_INVALID_PROFILE_ARB = 0x2096,
};
#endif
// WGL_ARB_create_context_robustness
#ifndef WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB
enum : GLenum
{
WGL_CONTEXT_ROBUST_ACCESS_BIT_ARB = 0x00000004,
WGL_LOSE_CONTEXT_ON_RESET_ARB = 0x8252,
WGL_CONTEXT_RESET_NOTIFICATION_STRATEGY_ARB = 0x8256,
WGL_NO_RESET_NOTIFICATION_ARB = 0x8261,
};
#endif
// WGL_ARB_framebuffer_sRGB
#ifndef WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB
enum : GLenum
{
WGL_FRAMEBUFFER_SRGB_CAPABLE_ARB = 0x20A9,
};
#endif
// WGL_ARB_make_current_read
#ifndef ERROR_INVALID_PIXEL_TYPE_ARB
enum : GLenum
{
ERROR_INVALID_PIXEL_TYPE_ARB = 0x2043,
ERROR_INCOMPATIBLE_DEVICE_CONTEXTS_ARB = 0x2054,
};
#endif
// WGL_ARB_multisample
#ifndef WGL_SAMPLE_BUFFERS_ARB
enum : GLenum
{
WGL_SAMPLE_BUFFERS_ARB = 0x2041,
WGL_SAMPLES_ARB = 0x2042,
};
#endif
// WGL_ARB_pbuffer
#ifndef WGL_DRAW_TO_PBUFFER_ARB
enum : GLenum
{
WGL_DRAW_TO_PBUFFER_ARB = 0x202D,
WGL_MAX_PBUFFER_PIXELS_ARB = 0x202E,
WGL_MAX_PBUFFER_WIDTH_ARB = 0x202F,
WGL_MAX_PBUFFER_HEIGHT_ARB = 0x2030,
WGL_PBUFFER_LARGEST_ARB = 0x2033,
WGL_PBUFFER_WIDTH_ARB = 0x2034,
WGL_PBUFFER_HEIGHT_ARB = 0x2035,
WGL_PBUFFER_LOST_ARB = 0x2036,
};
#endif
// WGL_ARB_pixel_format
#ifndef WGL_NUMBER_PIXEL_FORMATS_ARB
enum : GLenum
{
WGL_NUMBER_PIXEL_FORMATS_ARB = 0x2000,
WGL_DRAW_TO_WINDOW_ARB = 0x2001,
WGL_DRAW_TO_BITMAP_ARB = 0x2002,
WGL_ACCELERATION_ARB = 0x2003,
WGL_NEED_PALETTE_ARB = 0x2004,
WGL_NEED_SYSTEM_PALETTE_ARB = 0x2005,
WGL_SWAP_LAYER_BUFFERS_ARB = 0x2006,
WGL_SWAP_METHOD_ARB = 0x2007,
WGL_NUMBER_OVERLAYS_ARB = 0x2008,
WGL_NUMBER_UNDERLAYS_ARB = 0x2009,
WGL_TRANSPARENT_ARB = 0x200A,
WGL_TRANSPARENT_RED_VALUE_ARB = 0x2037,
WGL_TRANSPARENT_GREEN_VALUE_ARB = 0x2038,
WGL_TRANSPARENT_BLUE_VALUE_ARB = 0x2039,
WGL_TRANSPARENT_ALPHA_VALUE_ARB = 0x203A,
WGL_TRANSPARENT_INDEX_VALUE_ARB = 0x203B,
WGL_SHARE_DEPTH_ARB = 0x200C,
WGL_SHARE_STENCIL_ARB = 0x200D,
WGL_SHARE_ACCUM_ARB = 0x200E,
WGL_SUPPORT_GDI_ARB = 0x200F,
WGL_SUPPORT_OPENGL_ARB = 0x2010,
WGL_DOUBLE_BUFFER_ARB = 0x2011,
WGL_STEREO_ARB = 0x2012,
WGL_PIXEL_TYPE_ARB = 0x2013,
WGL_COLOR_BITS_ARB = 0x2014,
WGL_RED_BITS_ARB = 0x2015,
WGL_RED_SHIFT_ARB = 0x2016,
WGL_GREEN_BITS_ARB = 0x2017,
WGL_GREEN_SHIFT_ARB = 0x2018,
WGL_BLUE_BITS_ARB = 0x2019,
WGL_BLUE_SHIFT_ARB = 0x201A,
WGL_ALPHA_BITS_ARB = 0x201B,
WGL_ALPHA_SHIFT_ARB = 0x201C,
WGL_ACCUM_BITS_ARB = 0x201D,
WGL_ACCUM_RED_BITS_ARB = 0x201E,
WGL_ACCUM_GREEN_BITS_ARB = 0x201F,
WGL_ACCUM_BLUE_BITS_ARB = 0x2020,
WGL_ACCUM_ALPHA_BITS_ARB = 0x2021,
WGL_DEPTH_BITS_ARB = 0x2022,
WGL_STENCIL_BITS_ARB = 0x2023,
WGL_AUX_BUFFERS_ARB = 0x2024,
WGL_NO_ACCELERATION_ARB = 0x2025,
WGL_GENERIC_ACCELERATION_ARB = 0x2026,
WGL_FULL_ACCELERATION_ARB = 0x2027,
WGL_SWAP_EXCHANGE_ARB = 0x2028,
WGL_SWAP_COPY_ARB = 0x2029,
WGL_SWAP_UNDEFINED_ARB = 0x202A,
WGL_TYPE_RGBA_ARB = 0x202B,
WGL_TYPE_COLORINDEX_ARB = 0x202C,
};
#endif
// WGL_ARB_pixel_format_float
#ifndef WGL_TYPE_RGBA_FLOAT_ARB
enum : GLenum
{
WGL_TYPE_RGBA_FLOAT_ARB = 0x21A0,
};
#endif
// WGL_ARB_render_texture
#ifndef WGL_BIND_TO_TEXTURE_RGB_ARB
enum : GLenum
{
WGL_BIND_TO_TEXTURE_RGB_ARB = 0x2070,
WGL_BIND_TO_TEXTURE_RGBA_ARB = 0x2071,
WGL_TEXTURE_FORMAT_ARB = 0x2072,
WGL_TEXTURE_TARGET_ARB = 0x2073,
WGL_MIPMAP_TEXTURE_ARB = 0x2074,
WGL_TEXTURE_RGB_ARB = 0x2075,
WGL_TEXTURE_RGBA_ARB = 0x2076,
WGL_NO_TEXTURE_ARB = 0x2077,
WGL_TEXTURE_CUBE_MAP_ARB = 0x2078,
WGL_TEXTURE_1D_ARB = 0x2079,
WGL_TEXTURE_2D_ARB = 0x207A,
WGL_MIPMAP_LEVEL_ARB = 0x207B,
WGL_CUBE_MAP_FACE_ARB = 0x207C,
WGL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB = 0x207D,
WGL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB = 0x207E,
WGL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB = 0x207F,
WGL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB = 0x2080,
WGL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB = 0x2081,
WGL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB = 0x2082,
WGL_FRONT_LEFT_ARB = 0x2083,
WGL_FRONT_RIGHT_ARB = 0x2084,
WGL_BACK_LEFT_ARB = 0x2085,
WGL_BACK_RIGHT_ARB = 0x2086,
WGL_AUX0_ARB = 0x2087,
WGL_AUX1_ARB = 0x2088,
WGL_AUX2_ARB = 0x2089,
WGL_AUX3_ARB = 0x208A,
WGL_AUX4_ARB = 0x208B,
WGL_AUX5_ARB = 0x208C,
WGL_AUX6_ARB = 0x208D,
WGL_AUX7_ARB = 0x208E,
WGL_AUX8_ARB = 0x208F,
WGL_AUX9_ARB = 0x2090,
};
#endif
// WGL_ARB_robustness_application_isolation
#ifndef WGL_CONTEXT_RESET_ISOLATION_BIT_ARB
enum : GLenum
{
WGL_CONTEXT_RESET_ISOLATION_BIT_ARB = 0x00000008,
};
#endif
// WGL_ATI_pixel_format_float
#ifndef WGL_TYPE_RGBA_FLOAT_ATI
enum : GLenum
{
WGL_TYPE_RGBA_FLOAT_ATI = 0x21A0,
};
#endif
// WGL_ATI_render_texture_rectangle
#ifndef WGL_TEXTURE_RECTANGLE_ATI
enum : GLenum
{
WGL_TEXTURE_RECTANGLE_ATI = 0x21A5,
};
#endif
// WGL_EXT_colorspace
#ifndef WGL_COLORSPACE_EXT
enum : GLenum
{
WGL_COLORSPACE_EXT = 0x309D,
WGL_COLORSPACE_SRGB_EXT = 0x3089,
WGL_COLORSPACE_LINEAR_EXT = 0x308A,
};
#endif
// WGL_EXT_create_context_es_profile
#ifndef WGL_CONTEXT_ES_PROFILE_BIT_EXT
enum : GLenum
{
WGL_CONTEXT_ES_PROFILE_BIT_EXT = 0x00000004,
};
#endif
// WGL_EXT_create_context_es2_profile
#ifndef WGL_CONTEXT_ES2_PROFILE_BIT_EXT
enum : GLenum
{
WGL_CONTEXT_ES2_PROFILE_BIT_EXT = 0x00000004,
};
#endif
// WGL_EXT_depth_float
#ifndef WGL_DEPTH_FLOAT_EXT
enum : GLenum
{
WGL_DEPTH_FLOAT_EXT = 0x2040,
};
#endif
// WGL_EXT_framebuffer_sRGB
#ifndef WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT
enum : GLenum
{
WGL_FRAMEBUFFER_SRGB_CAPABLE_EXT = 0x20A9,
};
#endif
// WGL_EXT_make_current_read
#ifndef ERROR_INVALID_PIXEL_TYPE_EXT
enum : GLenum
{
ERROR_INVALID_PIXEL_TYPE_EXT = 0x2043,
};
#endif
// WGL_EXT_multisample
#ifndef WGL_SAMPLE_BUFFERS_EXT
enum : GLenum
{
WGL_SAMPLE_BUFFERS_EXT = 0x2041,
WGL_SAMPLES_EXT = 0x2042,
};
#endif
// WGL_EXT_pbuffer
#ifndef WGL_DRAW_TO_PBUFFER_EXT
enum : GLenum
{
WGL_DRAW_TO_PBUFFER_EXT = 0x202D,
WGL_MAX_PBUFFER_PIXELS_EXT = 0x202E,
WGL_MAX_PBUFFER_WIDTH_EXT = 0x202F,
WGL_MAX_PBUFFER_HEIGHT_EXT = 0x2030,
WGL_OPTIMAL_PBUFFER_WIDTH_EXT = 0x2031,
WGL_OPTIMAL_PBUFFER_HEIGHT_EXT = 0x2032,
WGL_PBUFFER_LARGEST_EXT = 0x2033,
WGL_PBUFFER_WIDTH_EXT = 0x2034,
WGL_PBUFFER_HEIGHT_EXT = 0x2035,
};
#endif
// WGL_EXT_pixel_format
#ifndef WGL_NUMBER_PIXEL_FORMATS_EXT
enum : GLenum
{
WGL_NUMBER_PIXEL_FORMATS_EXT = 0x2000,
WGL_DRAW_TO_WINDOW_EXT = 0x2001,
WGL_DRAW_TO_BITMAP_EXT = 0x2002,
WGL_ACCELERATION_EXT = 0x2003,
WGL_NEED_PALETTE_EXT = 0x2004,
WGL_NEED_SYSTEM_PALETTE_EXT = 0x2005,
WGL_SWAP_LAYER_BUFFERS_EXT = 0x2006,
WGL_SWAP_METHOD_EXT = 0x2007,
WGL_NUMBER_OVERLAYS_EXT = 0x2008,
WGL_NUMBER_UNDERLAYS_EXT = 0x2009,
WGL_TRANSPARENT_EXT = 0x200A,
WGL_TRANSPARENT_VALUE_EXT = 0x200B,
WGL_SHARE_DEPTH_EXT = 0x200C,
WGL_SHARE_STENCIL_EXT = 0x200D,
WGL_SHARE_ACCUM_EXT = 0x200E,
WGL_SUPPORT_GDI_EXT = 0x200F,
WGL_SUPPORT_OPENGL_EXT = 0x2010,
WGL_DOUBLE_BUFFER_EXT = 0x2011,
WGL_STEREO_EXT = 0x2012,
WGL_PIXEL_TYPE_EXT = 0x2013,
WGL_COLOR_BITS_EXT = 0x2014,
WGL_RED_BITS_EXT = 0x2015,
WGL_RED_SHIFT_EXT = 0x2016,
WGL_GREEN_BITS_EXT = 0x2017,
WGL_GREEN_SHIFT_EXT = 0x2018,
WGL_BLUE_BITS_EXT = 0x2019,
WGL_BLUE_SHIFT_EXT = 0x201A,
WGL_ALPHA_BITS_EXT = 0x201B,
WGL_ALPHA_SHIFT_EXT = 0x201C,
WGL_ACCUM_BITS_EXT = 0x201D,
WGL_ACCUM_RED_BITS_EXT = 0x201E,
WGL_ACCUM_GREEN_BITS_EXT = 0x201F,
WGL_ACCUM_BLUE_BITS_EXT = 0x2020,
WGL_ACCUM_ALPHA_BITS_EXT = 0x2021,
WGL_DEPTH_BITS_EXT = 0x2022,
WGL_STENCIL_BITS_EXT = 0x2023,
WGL_AUX_BUFFERS_EXT = 0x2024,
WGL_NO_ACCELERATION_EXT = 0x2025,
WGL_GENERIC_ACCELERATION_EXT = 0x2026,
WGL_FULL_ACCELERATION_EXT = 0x2027,
WGL_SWAP_EXCHANGE_EXT = 0x2028,
WGL_SWAP_COPY_EXT = 0x2029,
WGL_SWAP_UNDEFINED_EXT = 0x202A,
WGL_TYPE_RGBA_EXT = 0x202B,
WGL_TYPE_COLORINDEX_EXT = 0x202C,
};
#endif
// WGL_EXT_pixel_format_packed_float
#ifndef WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT
enum : GLenum
{
WGL_TYPE_RGBA_UNSIGNED_FLOAT_EXT = 0x20A8,
};
#endif
// WGL_I3D_digital_video_control
#ifndef WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D
enum : GLenum
{
WGL_DIGITAL_VIDEO_CURSOR_ALPHA_FRAMEBUFFER_I3D = 0x2050,
WGL_DIGITAL_VIDEO_CURSOR_ALPHA_VALUE_I3D = 0x2051,
WGL_DIGITAL_VIDEO_CURSOR_INCLUDED_I3D = 0x2052,
WGL_DIGITAL_VIDEO_GAMMA_CORRECTED_I3D = 0x2053,
};
#endif
// WGL_I3D_gamma
#ifndef WGL_GAMMA_TABLE_SIZE_I3D
enum : GLenum
{
WGL_GAMMA_TABLE_SIZE_I3D = 0x204E,
WGL_GAMMA_EXCLUDE_DESKTOP_I3D = 0x204F,
};
#endif
// WGL_I3D_genlock
#ifndef WGL_GENLOCK_SOURCE_MULTIVIEW_I3D
enum : GLenum
{
WGL_GENLOCK_SOURCE_MULTIVIEW_I3D = 0x2044,
WGL_GENLOCK_SOURCE_EXTERNAL_SYNC_I3D = 0x2045,
WGL_GENLOCK_SOURCE_EXTERNAL_FIELD_I3D = 0x2046,
WGL_GENLOCK_SOURCE_EXTERNAL_TTL_I3D = 0x2047,
WGL_GENLOCK_SOURCE_DIGITAL_SYNC_I3D = 0x2048,
WGL_GENLOCK_SOURCE_DIGITAL_FIELD_I3D = 0x2049,
WGL_GENLOCK_SOURCE_EDGE_FALLING_I3D = 0x204A,
WGL_GENLOCK_SOURCE_EDGE_RISING_I3D = 0x204B,
WGL_GENLOCK_SOURCE_EDGE_BOTH_I3D = 0x204C,
};
#endif
// WGL_I3D_image_buffer
#ifndef WGL_IMAGE_BUFFER_MIN_ACCESS_I3D
enum : GLenum
{
WGL_IMAGE_BUFFER_MIN_ACCESS_I3D = 0x00000001,
WGL_IMAGE_BUFFER_LOCK_I3D = 0x00000002,
};
#endif
// WGL_NV_DX_interop
#ifndef WGL_ACCESS_READ_ONLY_NV
enum : GLenum
{
WGL_ACCESS_READ_ONLY_NV = 0x00000000,
WGL_ACCESS_READ_WRITE_NV = 0x00000001,
WGL_ACCESS_WRITE_DISCARD_NV = 0x00000002,
};
#endif
// WGL_NV_float_buffer
#ifndef WGL_FLOAT_COMPONENTS_NV
enum : GLenum
{
WGL_FLOAT_COMPONENTS_NV = 0x20B0,
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_R_NV = 0x20B1,
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RG_NV = 0x20B2,
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGB_NV = 0x20B3,
WGL_BIND_TO_TEXTURE_RECTANGLE_FLOAT_RGBA_NV = 0x20B4,
WGL_TEXTURE_FLOAT_R_NV = 0x20B5,
WGL_TEXTURE_FLOAT_RG_NV = 0x20B6,
WGL_TEXTURE_FLOAT_RGB_NV = 0x20B7,
WGL_TEXTURE_FLOAT_RGBA_NV = 0x20B8,
};
#endif
// WGL_NV_gpu_affinity
#ifndef ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV
enum : GLenum
{
ERROR_INCOMPATIBLE_AFFINITY_MASKS_NV = 0x20D0,
ERROR_MISSING_AFFINITY_MASK_NV = 0x20D1,
};
#endif
// WGL_NV_multisample_coverage
#ifndef WGL_COVERAGE_SAMPLES_NV
enum : GLenum
{
WGL_COVERAGE_SAMPLES_NV = 0x2042,
WGL_COLOR_SAMPLES_NV = 0x20B9,
};
#endif
// WGL_NV_present_video
#ifndef WGL_NUM_VIDEO_SLOTS_NV
enum : GLenum
{
WGL_NUM_VIDEO_SLOTS_NV = 0x20F0,
};
#endif
// WGL_NV_render_depth_texture
#ifndef WGL_BIND_TO_TEXTURE_DEPTH_NV
enum : GLenum
{
WGL_BIND_TO_TEXTURE_DEPTH_NV = 0x20A3,
WGL_BIND_TO_TEXTURE_RECTANGLE_DEPTH_NV = 0x20A4,
WGL_DEPTH_TEXTURE_FORMAT_NV = 0x20A5,
WGL_TEXTURE_DEPTH_COMPONENT_NV = 0x20A6,
WGL_DEPTH_COMPONENT_NV = 0x20A7,
};
#endif
// WGL_NV_render_texture_rectangle
#ifndef WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV
enum : GLenum
{
WGL_BIND_TO_TEXTURE_RECTANGLE_RGB_NV = 0x20A0,
WGL_BIND_TO_TEXTURE_RECTANGLE_RGBA_NV = 0x20A1,
WGL_TEXTURE_RECTANGLE_NV = 0x20A2,
};
#endif
// WGL_NV_video_capture
#ifndef WGL_UNIQUE_ID_NV
enum : GLenum
{
WGL_UNIQUE_ID_NV = 0x20CE,
WGL_NUM_VIDEO_CAPTURE_SLOTS_NV = 0x20CF,
};
#endif
// WGL_NV_video_output
#ifndef WGL_BIND_TO_VIDEO_RGB_NV
enum : GLenum
{
WGL_BIND_TO_VIDEO_RGB_NV = 0x20C0,
WGL_BIND_TO_VIDEO_RGBA_NV = 0x20C1,
WGL_BIND_TO_VIDEO_RGB_AND_DEPTH_NV = 0x20C2,
WGL_VIDEO_OUT_COLOR_NV = 0x20C3,
WGL_VIDEO_OUT_ALPHA_NV = 0x20C4,
WGL_VIDEO_OUT_DEPTH_NV = 0x20C5,
WGL_VIDEO_OUT_COLOR_AND_ALPHA_NV = 0x20C6,
WGL_VIDEO_OUT_COLOR_AND_DEPTH_NV = 0x20C7,
WGL_VIDEO_OUT_FRAME = 0x20C8,
WGL_VIDEO_OUT_FIELD_1 = 0x20C9,
WGL_VIDEO_OUT_FIELD_2 = 0x20CA,
WGL_VIDEO_OUT_STACKED_FIELDS_1_2 = 0x20CB,
WGL_VIDEO_OUT_STACKED_FIELDS_2_1 = 0x20CC,
};
#endif
// WGL_NV_multigpu_context
#ifndef WGL_CONTEXT_MULTIGPU_ATTRIB_NV
enum : GLenum
{
WGL_CONTEXT_MULTIGPU_ATTRIB_NV = 0x20AA,
WGL_CONTEXT_MULTIGPU_ATTRIB_SINGLE_NV = 0x20AB,
WGL_CONTEXT_MULTIGPU_ATTRIB_AFR_NV = 0x20AC,
WGL_CONTEXT_MULTIGPU_ATTRIB_MULTICAST_NV = 0x20AD,
WGL_CONTEXT_MULTIGPU_ATTRIB_MULTI_DISPLAY_MULTICAST_NV = 0x20AE,
};
#endif
}
}