efl/src/lib/ector/ector_main.c

249 lines
6.0 KiB
C

/* ECTOR - EFL retained mode drawing library
* Copyright (C) 2014 Cedric Bail
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library;
* if not, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <Ector.h>
#include "ector_private.h"
Ector_GL_API GL;
int _ector_log_dom_global = 0;
static int _ector_main_count = 0;
ECTOR_API int
ector_init(void)
{
if (EINA_LIKELY(_ector_main_count > 0))
return ++_ector_main_count;
eina_init();
efl_object_init();
_ector_log_dom_global = eina_log_domain_register("ector", ECTOR_DEFAULT_LOG_COLOR);
if (_ector_log_dom_global < 0)
{
EINA_LOG_ERR("Could not register log domain: ector");
goto on_error;
}
_ector_main_count = 1;
eina_log_timing(_ector_log_dom_global, EINA_LOG_STATE_STOP, EINA_LOG_STATE_INIT);
GL.init = 0;
return _ector_main_count;
on_error:
efl_object_shutdown();
eina_shutdown();
return 0;
}
static void
donothing(void)
{
}
ECTOR_API Eina_Bool
ector_glsym_set(void *(*glsym)(void *lib, const char *name), void *lib)
{
Eina_Bool r = EINA_TRUE;
if (!glsym) return EINA_FALSE;
#define ORD(a) do { GL.a = glsym(lib, #a); if (!GL.a) { GL.a = (void*) donothing; r = EINA_FALSE; } } while (0)
ORD(glActiveTexture);
ORD(glAttachShader);
ORD(glBindAttribLocation);
ORD(glBindBuffer);
ORD(glBindFramebuffer);
ORD(glBindRenderbuffer);
ORD(glBindTexture);
ORD(glBlendColor);
ORD(glBlendEquation);
ORD(glBlendEquationSeparate);
ORD(glBlendFunc);
ORD(glBlendFuncSeparate);
ORD(glBufferData);
ORD(glBufferSubData);
ORD(glCheckFramebufferStatus);
ORD(glClear);
ORD(glClearColor);
ORD(glClearDepthf);
ORD(glClearStencil);
ORD(glColorMask);
ORD(glCompileShader);
ORD(glCompressedTexImage2D);
ORD(glCompressedTexSubImage2D);
ORD(glCopyTexImage2D);
ORD(glCopyTexSubImage2D);
ORD(glCreateProgram);
ORD(glCreateShader);
ORD(glCullFace);
ORD(glDeleteBuffers);
ORD(glDeleteFramebuffers);
ORD(glDeleteProgram);
ORD(glDeleteRenderbuffers);
ORD(glDeleteShader);
ORD(glDeleteTextures);
ORD(glDepthFunc);
ORD(glDepthMask);
ORD(glDepthRangef);
ORD(glDetachShader);
ORD(glDisable);
ORD(glDisableVertexAttribArray);
ORD(glDrawArrays);
ORD(glDrawElements);
ORD(glEnable);
ORD(glEnableVertexAttribArray);
ORD(glFinish);
ORD(glFlush);
ORD(glFramebufferRenderbuffer);
ORD(glFramebufferTexture2D);
ORD(glFrontFace);
ORD(glGenBuffers);
ORD(glGenerateMipmap);
ORD(glGenFramebuffers);
ORD(glGenRenderbuffers);
ORD(glGenTextures);
ORD(glGetActiveAttrib);
ORD(glGetActiveUniform);
ORD(glGetAttachedShaders);
ORD(glGetAttribLocation);
ORD(glGetBooleanv);
ORD(glGetBufferParameteriv);
ORD(glGetError);
ORD(glGetFloatv);
ORD(glGetFramebufferAttachmentParameteriv);
ORD(glGetIntegerv);
ORD(glGetProgramiv);
ORD(glGetProgramInfoLog);
ORD(glGetProgramBinary);
ORD(glGetRenderbufferParameteriv);
ORD(glGetShaderiv);
ORD(glGetShaderInfoLog);
ORD(glGetShaderPrecisionFormat);
ORD(glGetShaderSource);
ORD(glGetString);
ORD(glGetTexParameterfv);
ORD(glGetTexParameteriv);
ORD(glGetUniformfv);
ORD(glGetUniformiv);
ORD(glGetUniformLocation);
ORD(glGetVertexAttribfv);
ORD(glGetVertexAttribiv);
ORD(glGetVertexAttribPointerv);
ORD(glHint);
ORD(glIsBuffer);
ORD(glIsEnabled);
ORD(glIsFramebuffer);
ORD(glIsProgram);
ORD(glIsRenderbuffer);
ORD(glIsShader);
ORD(glIsTexture);
ORD(glLineWidth);
ORD(glLinkProgram);
ORD(glPixelStorei);
ORD(glPolygonOffset);
ORD(glProgramBinary);
ORD(glProgramParameteri);
ORD(glReadPixels);
ORD(glReleaseShaderCompiler);
ORD(glRenderbufferStorage);
ORD(glSampleCoverage);
ORD(glScissor);
ORD(glShaderBinary);
ORD(glShaderSource);
ORD(glStencilFunc);
ORD(glStencilFuncSeparate);
ORD(glStencilMask);
ORD(glStencilMaskSeparate);
ORD(glStencilOp);
ORD(glStencilOpSeparate);
ORD(glTexImage2D);
ORD(glTexParameterf);
ORD(glTexParameterfv);
ORD(glTexParameteri);
ORD(glTexParameteriv);
ORD(glTexSubImage2D);
ORD(glUniform1f);
ORD(glUniform1fv);
ORD(glUniform1i);
ORD(glUniform1iv);
ORD(glUniform2f);
ORD(glUniform2fv);
ORD(glUniform2i);
ORD(glUniform2iv);
ORD(glUniform3f);
ORD(glUniform3fv);
ORD(glUniform3i);
ORD(glUniform3iv);
ORD(glUniform4f);
ORD(glUniform4fv);
ORD(glUniform4i);
ORD(glUniform4iv);
ORD(glUniformMatrix2fv);
ORD(glUniformMatrix3fv);
ORD(glUniformMatrix4fv);
ORD(glUseProgram);
ORD(glValidateProgram);
ORD(glVertexAttrib1f);
ORD(glVertexAttrib1fv);
ORD(glVertexAttrib2f);
ORD(glVertexAttrib2fv);
ORD(glVertexAttrib3f);
ORD(glVertexAttrib3fv);
ORD(glVertexAttrib4f);
ORD(glVertexAttrib4fv);
ORD(glVertexAttribPointer);
ORD(glViewport);
GL.init = r;
return r;
}
ECTOR_API int
ector_shutdown(void)
{
if (_ector_main_count <= 0)
{
EINA_LOG_ERR("Init count not greater than 0 in shutdown of ector.");
return 0;
}
_ector_main_count--;
if (EINA_LIKELY(_ector_main_count > 0))
return _ector_main_count;
GL.init = 0;
eina_log_timing(_ector_log_dom_global,
EINA_LOG_STATE_START,
EINA_LOG_STATE_SHUTDOWN);
efl_object_shutdown();
eina_log_domain_unregister(_ector_log_dom_global);
eina_shutdown();
return _ector_main_count;
}