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glium 0.17.1

Elegant and safe OpenGL wrapper. Glium is an intermediate layer between OpenGL and your application. You still need to manually handle the graphics pipeline, but without having to use OpenGL's old and error-prone API. Its objectives: - Be safe to use. Many aspects of OpenGL that can trigger a crash if misused are automatically handled by glium. - Provide an API that enforces good pratices such as RAII or stateless function calls. - Be compatible with all OpenGL versions that support shaders, providing unified API when things diverge. - Avoid all OpenGL errors beforehand. - Produce optimized OpenGL function calls, and allow the user to easily use modern OpenGL techniques.
Documentation
use std::ffi::CStr;
use version::Version;
use version::Api;
use gl;

macro_rules! extensions {
    ($($string:expr => $field:ident,)+) => {
        /// Contains data about the list of extensions.
        #[derive(Debug, Clone, Copy)]
        pub struct ExtensionsList {
            $(
                pub $field: bool,
            )+
        }

        /// Returns the list of extensions supported by the backend.
        ///
        /// The version must match the one of the backend.
        ///
        /// *Safety*: the OpenGL context corresponding to `gl` must be current in the thread.
        ///
        /// ## Panic
        ///
        /// Can panic if the version number doesn't match the backend, leading to unloaded functions
        /// being called.
        ///
        pub unsafe fn get_extensions(gl: &gl::Gl, version: &Version) -> ExtensionsList {
            let strings = get_extensions_strings(gl, version);

            let mut extensions = ExtensionsList {
                $(
                    $field: false,
                )+
            };

            for extension in strings.into_iter() {
                match &extension[..] {
                    $(
                        $string => extensions.$field = true,
                    )+
                    _ => ()
                }
            }

            extensions
        }
    }
}

extensions! {
    "GL_AMD_depth_clamp_separate" => gl_amd_depth_clamp_separate,
    "GL_AMD_query_buffer_object" => gl_amd_query_buffer_object,
    "GL_ANGLE_framebuffer_multisample" => gl_angle_framebuffer_multisample,
    "GL_APPLE_framebuffer_multisample" => gl_apple_framebuffer_multisample,
    "GL_APPLE_sync" => gl_apple_sync,
    "GL_APPLE_vertex_array_object" => gl_apple_vertex_array_object,
    "GL_ARB_bindless_texture" => gl_arb_bindless_texture,
    "GL_ARB_buffer_storage" => gl_arb_buffer_storage,
    "GL_ARB_compute_shader" => gl_arb_compute_shader,
    "GL_ARB_copy_buffer" => gl_arb_copy_buffer,
    "GL_ARB_debug_output" => gl_arb_debug_output,
    "GL_ARB_depth_clamp" => gl_arb_depth_clamp,
    "GL_ARB_depth_texture" => gl_arb_depth_texture,
    "GL_ARB_direct_state_access" => gl_arb_direct_state_access,
    "GL_ARB_draw_buffers" => gl_arb_draw_buffers,
    "GL_ARB_draw_elements_base_vertex" => gl_arb_draw_elements_base_vertex,
    "GL_ARB_compatibility" => gl_arb_compatibility,
    "GL_ARB_ES2_compatibility" => gl_arb_es2_compatibility,
    "GL_ARB_ES3_compatibility" => gl_arb_es3_compatibility,
    "GL_ARB_ES3_1_compatibility" => gl_arb_es3_1_compatibility,
    "GL_ARB_ES3_2_compatibility" => gl_arb_es3_2_compatibility,
    "GL_ARB_fragment_shader" => gl_arb_fragment_shader,
    "GL_ARB_framebuffer_no_attachments" => gl_arb_framebuffer_no_attachments,
    "GL_ARB_framebuffer_object" => gl_arb_framebuffer_object,
    "GL_ARB_framebuffer_sRGB" => gl_arb_framebuffer_srgb,
    "GL_ARB_geometry_shader4" => gl_arb_geometry_shader4,
    "GL_ARB_get_program_binary" => gl_arb_get_programy_binary,
    "GL_ARB_gpu_shader_fp64" => gl_arb_gpu_shader_fp64,
    "GL_ARB_gpu_shader_int64" => gl_arb_gpu_shader_int64,
    "GL_ARB_instanced_arrays" => gl_arb_instanced_arrays,
    "GL_ARB_internalformat_query" => gl_arb_internalformat_query,
    "GL_ARB_invalidate_subdata" => gl_arb_invalidate_subdata,
    "GL_ARB_occlusion_query" => gl_arb_occlusion_query,
    "GL_ARB_occlusion_query2" => gl_arb_occlusion_query2,
    "GL_ARB_pixel_buffer_object" => gl_arb_pixel_buffer_object,
    "GL_ARB_program_interface_query" => gl_arb_program_interface_query,
    "GL_ARB_query_buffer_object" => gl_arb_query_buffer_object,
    "GL_ARB_map_buffer_range" => gl_arb_map_buffer_range,
    "GL_ARB_multi_draw_indirect" => gl_arb_multi_draw_indirect,
    "GL_ARB_provoking_vertex" => gl_arb_provoking_vertex,
    "GL_ARB_robustness" => gl_arb_robustness,
    "GL_ARB_robust_buffer_access_behavior" => gl_arb_robust_buffer_access_behavior,
    "GL_ARB_sampler_objects" => gl_arb_sampler_objects,
    "GL_ARB_shader_image_load_store" => gl_arb_shader_image_load_store,
    "GL_ARB_shader_objects" => gl_arb_shader_objects,
    "GL_ARB_shader_storage_buffer_object" => gl_arb_shader_storage_buffer_object,
    "GL_ARB_shader_subroutine" => gl_arb_shader_subroutine,
    "GL_ARB_sync" => gl_arb_sync,
    "GL_ARB_tessellation_shader" => gl_arb_tessellation_shader,
    "GL_ARB_texture_buffer_object" => gl_arb_texture_buffer_object,
    "GL_ARB_texture_buffer_object_rgb32" => gl_arb_texture_buffer_object_rgb32,
    "GL_ARB_texture_compression_bptc" => gl_arb_texture_compression_bptc,
    "GL_ARB_texture_cube_map" => gl_arb_texture_cube_map,
    "GL_ARB_texture_cube_map_array" => gl_arb_texture_cube_map_array,
    "GL_ARB_texture_float" => gl_arb_texture_float,
    "GL_ARB_texture_multisample" => gl_arb_texture_multisample,
    "GL_ARB_texture_non_power_of_two" => gl_arb_texture_non_power_of_two,
    "GL_ARB_texture_rg" => gl_arb_texture_rg,
    "GL_ARB_texture_rgb10_a2ui" => gl_arb_texture_rgb10_a2ui,
    "GL_ARB_texture_stencil8" => gl_arb_texture_stencil8,
    "GL_ARB_texture_storage" => gl_arb_texture_storage,
    "GL_ARB_timer_query" => gl_arb_timer_query,
    "GL_ARB_transform_feedback3" => gl_arb_transform_feedback3,
    "GL_ARB_uniform_buffer_object" => gl_arb_uniform_buffer_object,
    "GL_ARB_vertex_array_object" => gl_arb_vertex_array_object,
    "GL_ARB_vertex_buffer_object" => gl_arb_vertex_buffer_object,
    "GL_ARB_vertex_half_float" => gl_arb_vertex_half_float,
    "GL_ARB_vertex_shader" => gl_arb_vertex_shader,
    "GL_ARB_vertex_type_10f_11f_11f_rev" => gl_arb_vertex_type_10f_11f_11f_rev,
    "GL_ARB_vertex_type_2_10_10_10_rev" => gl_arb_vertex_type_2_10_10_10_rev,
    "GL_ARM_rgba8" => gl_arm_rgba8,
    "GL_ATI_meminfo" => gl_ati_meminfo,
    "GL_ATI_draw_buffers" => gl_ati_draw_buffers,
    "GL_ATI_texture_float" => gl_ati_texture_float,
    "GL_EXT_blend_minmax" => gl_ext_blend_minmax,
    "GL_EXT_buffer_storage" => gl_ext_buffer_storage,
    "GL_EXT_debug_marker" => gl_ext_debug_marker,
    "GL_EXT_direct_state_access" => gl_ext_direct_state_access,
    "GL_EXT_disjoint_timer_query" => gl_ext_disjoint_timer_query,
    "GL_EXT_framebuffer_blit" => gl_ext_framebuffer_blit,
    "GL_EXT_framebuffer_object" => gl_ext_framebuffer_object,
    "GL_EXT_framebuffer_multisample" => gl_ext_framebuffer_multisample,
    "GL_EXT_framebuffer_sRGB" => gl_ext_framebuffer_srgb,
    "GL_EXT_geometry_shader" => gl_ext_geometry_shader,
    "GL_EXT_geometry_shader4" => gl_ext_geometry_shader4,
    "GL_EXT_gpu_shader4" => gl_ext_gpu_shader4,
    "GL_EXT_multi_draw_indirect" => gl_ext_multi_draw_indirect,
    "GL_EXT_multisampled_render_to_texture" => gl_ext_multisampled_render_to_texture,
    "GL_EXT_occlusion_query_boolean" => gl_ext_occlusion_query_boolean,
    "GL_EXT_packed_depth_stencil" => gl_ext_packed_depth_stencil,
    "GL_EXT_packed_float" => gl_ext_packed_float,
    "GL_EXT_primitive_bounding_box" => gl_ext_primitive_bounding_box,
    "GL_EXT_provoking_vertex" => gl_ext_provoking_vertex,
    "GL_EXT_robustness" => gl_ext_robustness,
    "GL_EXT_sRGB_write_control" => gl_ext_srgb_write_control,
    "GL_EXT_texture3D" => gl_ext_texture3d,
    "GL_EXT_texture_array" => gl_ext_texture_array,
    "GL_EXT_texture_buffer" => gl_ext_texture_buffer,
    "GL_EXT_texture_buffer_object" => gl_ext_texture_buffer_object,
    "GL_EXT_texture_compression_s3tc" => gl_ext_texture_compression_s3tc,
    "GL_EXT_texture_cube_map" => gl_ext_texture_cube_map,
    "GL_EXT_texture_cube_map_array" => gl_ext_texture_cube_map_array,
    "GL_EXT_texture_filter_anisotropic" => gl_ext_texture_filter_anisotropic,
    "GL_EXT_texture_integer" => gl_ext_texture_integer,
    "GL_EXT_texture_shared_exponent" => gl_ext_texture_shared_exponent,
    "GL_EXT_texture_snorm" => gl_ext_texture_snorm,
    "GL_EXT_texture_sRGB" => gl_ext_texture_srgb,
    "GL_EXT_transform_feedback" => gl_ext_transform_feedback,
    "GL_GREMEDY_string_marker" => gl_gremedy_string_marker,
    "GL_KHR_debug" => gl_khr_debug,
    "GL_KHR_context_flush_control" => gl_khr_context_flush_control,
    "GL_KHR_robustness" => gl_khr_robustness,
    "GL_KHR_robust_buffer_access_behavior" => gl_khr_robust_buffer_access_behavior,
    "GL_NV_fbo_color_attachments" => gl_nv_fbo_color_attachments,
    "GL_NV_conditional_render" => gl_nv_conditional_render,
    "GL_NV_copy_buffer" => gl_nv_copy_buffer,
    "GL_NV_depth_clamp" => gl_nv_depth_clamp,
    "GL_NV_framebuffer_multisample" => gl_nv_framebuffer_multisample,
    "GL_NV_half_float" => gl_nv_half_float,
    "GL_NV_internalformat_sample_query" => gl_nv_internalformat_sample_query,
    "GL_NV_pixel_buffer_object" => gl_nv_pixel_buffer_object,
    "GL_NV_read_depth" => gl_nv_read_depth,
    "GL_NV_read_stencil" => gl_nv_read_stencil,
    "GL_NV_read_depth_stencil" => gl_nv_read_depth_stencil,
    "GL_NV_texture_array" => gl_nv_texture_array,
    "GL_NV_vertex_attrib_integer_64bit" => gl_nv_vertex_attrib_integer_64bit,
    "GL_NVX_gpu_memory_info" => gl_nvx_gpu_memory_info,
    "GL_OES_depth_texture" => gl_oes_depth_texture,
    "GL_OES_draw_elements_base_vertex" => gl_oes_draw_elements_base_vertex,
    "GL_OES_element_index_uint" => gl_oes_element_index_uint,
    "GL_OES_fixed_point" => gl_oes_fixed_point,
    "GL_OES_geometry_shader" => gl_oes_geometry_shader,
    "GL_OES_packed_depth_stencil" => gl_oes_packed_depth_stencil,
    "GL_OES_primitive_bounding_box" => gl_oes_primitive_bounding_box,
    "GL_OES_rgb8_rgba8" => gl_oes_rgb8_rgba8,
    "GL_OES_stencil1" => gl_oes_stencil1,
    "GL_OES_stencil4" => gl_oes_stencil4,
    "GL_OES_tessellation_shader" => gl_oes_tessellation_shader,
    "GL_OES_texture_3D" => gl_oes_texture_3d,
    "GL_OES_texture_buffer" => gl_oes_texture_buffer,
    "GL_OES_texture_cube_map_array" => gl_oes_texture_cube_map_array,
    "GL_OES_texture_stencil8" => gl_oes_texture_stencil8,
    "GL_OES_texture_storage_multisample_2d_array" => gl_oes_texture_storage_multisample_2d_array,
    "GL_OES_vertex_array_object" => gl_oes_vertex_array_object,
    "GL_OES_vertex_half_float" => gl_oes_vertex_half_float,
    "GL_OES_vertex_type_10_10_10_2" => gl_oes_vertex_type_10_10_10_2,
}

/// Returns the list of all extension names supported by the OpenGL implementation.
///
/// The version must match the one of the backend.
///
/// *Safety*: the OpenGL context corresponding to `gl` must be current in the thread.
///
/// ## Panic
///
/// Can panic if the version number doesn't match the backend, leading to unloaded functions
/// being called.
///
unsafe fn get_extensions_strings(gl: &gl::Gl, version: &Version) -> Vec<String> {
    if version >= &Version(Api::Gl, 3, 0) || version >= &Version(Api::GlEs, 3, 0) {
        let mut num_extensions = 0;
        gl.GetIntegerv(gl::NUM_EXTENSIONS, &mut num_extensions);

        (0 .. num_extensions).map(|num| {
            let ext = gl.GetStringi(gl::EXTENSIONS, num as gl::types::GLuint);
            String::from_utf8(CStr::from_ptr(ext as *const _).to_bytes().to_vec()).unwrap()
        }).collect()

    } else {
        let list = gl.GetString(gl::EXTENSIONS);
        assert!(!list.is_null());
        let list = String::from_utf8(CStr::from_ptr(list as *const _).to_bytes().to_vec())
                                     .unwrap();
        list.split(' ').map(|e| e.to_owned()).collect()
    }
}