// Copyright (C) 2015 Patryk Nadrowski // Copyright (C) 2009-2010 Amundis // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in Irrlicht.h #ifndef __C_OGLES2_EXTENSION_HANDLER_H_INCLUDED__ #define __C_OGLES2_EXTENSION_HANDLER_H_INCLUDED__ #include "IrrCompileConfig.h" #ifdef _IRR_COMPILE_WITH_OGLES2_ #include "EDriverFeatures.h" #include "irrTypes.h" #include "os.h" #include "COGLES2Common.h" #include "COGLESCoreExtensionHandler.h" namespace irr { namespace video { class COGLES2ExtensionHandler : public COGLESCoreExtensionHandler { public: COGLES2ExtensionHandler() : COGLESCoreExtensionHandler() {} void initExtensions(); bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const { switch (feature) { case EVDF_RENDER_TO_TARGET: case EVDF_HARDWARE_TL: case EVDF_MULTITEXTURE: case EVDF_BILINEAR_FILTER: case EVDF_MIP_MAP: case EVDF_MIP_MAP_AUTO_UPDATE: case EVDF_VERTEX_SHADER_1_1: case EVDF_PIXEL_SHADER_1_1: case EVDF_PIXEL_SHADER_1_2: case EVDF_PIXEL_SHADER_2_0: case EVDF_VERTEX_SHADER_2_0: case EVDF_ARB_GLSL: case EVDF_TEXTURE_NSQUARE: case EVDF_TEXTURE_NPOT: case EVDF_FRAMEBUFFER_OBJECT: case EVDF_VERTEX_BUFFER_OBJECT: case EVDF_COLOR_MASK: case EVDF_ALPHA_TO_COVERAGE: case EVDF_POLYGON_OFFSET: case EVDF_BLEND_OPERATIONS: case EVDF_BLEND_SEPARATE: case EVDF_TEXTURE_MATRIX: case EVDF_TEXTURE_CUBEMAP: return true; case EVDF_ARB_VERTEX_PROGRAM_1: case EVDF_ARB_FRAGMENT_PROGRAM_1: case EVDF_GEOMETRY_SHADER: case EVDF_MULTIPLE_RENDER_TARGETS: case EVDF_MRT_BLEND: case EVDF_MRT_COLOR_MASK: case EVDF_MRT_BLEND_FUNC: case EVDF_OCCLUSION_QUERY: return false; case EVDF_TEXTURE_COMPRESSED_DXT: return false; // NV Tegra need improvements here case EVDF_TEXTURE_COMPRESSED_PVRTC: return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc]; case EVDF_TEXTURE_COMPRESSED_PVRTC2: return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2]; case EVDF_TEXTURE_COMPRESSED_ETC1: return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture]; case EVDF_TEXTURE_COMPRESSED_ETC2: return false; case EVDF_STENCIL_BUFFER: return StencilBuffer; default: return false; }; } inline void irrGlActiveTexture(GLenum texture) { glActiveTexture(texture); } inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); } inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); } inline void irrGlUseProgram(GLuint prog) { glUseProgram(prog); } inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer) { glBindFramebuffer(target, framebuffer); } inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) { glDeleteFramebuffers(n, framebuffers); } inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers) { glGenFramebuffers(n, framebuffers); } inline GLenum irrGlCheckFramebufferStatus(GLenum target) { return glCheckFramebufferStatus(target); } inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { glFramebufferTexture2D(target, attachment, textarget, texture, level); } inline void irrGlGenerateMipmap(GLenum target) { glGenerateMipmap(target); } inline void irrGlActiveStencilFace(GLenum face) { } inline void irrGlDrawBuffer(GLenum mode) { } inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs) { } inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); } inline void irrGlBlendEquation(GLenum mode) { glBlendEquation(mode); } inline void irrGlEnableIndexed(GLenum target, GLuint index) { } inline void irrGlDisableIndexed(GLenum target, GLuint index) { } inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a) { } inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst) { } inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) { } inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode) { } inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha) { } }; } } #endif #endif