evas gl: Add a hack for GLES 3.1 with NVIDIA + GLVND

I believe there's a limitation in libglvnd where it doesn't
propagate the calls to eglGetProcAddress() properly to the vendor
library.

See also 265c851a8f
This commit is contained in:
Jean-Philippe Andre 2017-03-14 16:49:01 +09:00
parent 0b5b5e44a5
commit c68a409874
1 changed files with 43 additions and 1 deletions

View File

@ -25,6 +25,7 @@
}
static void *_gles3_handle = NULL;
static void *_gles3_handle_fallback = NULL;
static Evas_GL_API _gles3_api;
//---------------------------------------//
// API Debug Error Checking Code
@ -3366,8 +3367,49 @@ _evgl_load_gles3_apis(void *dl_handle, Evas_GL_API *funcs, int minor_version,
if (minor_version > 0)
{
//GLES 3.1
// OpenGL ES 3.1
ret_value = EINA_TRUE;
/* HACK for libglvnd (The GL Vendor-Neutral Dispatch library)
*
* For NVIDIA driver using libglvnd, GLES 3.0 symbols are exposed in
* libGLESv2.so and properly forwarded to libGLESv2_nvidia.so.
*
* But for GLES 3.1+ the symbols are not present in libGLESv2.so so
* the following dlsym() would invariably fail. eglGetProcAddress also
* fails to find the symbols. I believe this is a bug in libglvnd's
* libEGL.so, as it should be finding the symbol in nvidia's library.
*
* So we try here to link directly to the vendor library. This is ugly,
* but this makes GLES 3.1 work.
*
* FIXME: This hack should be removed when libglvnd fixes support
* for GLES 3.1+ properly.
*/
funcs->glDispatchCompute = dlsym(dl_handle, "glDispatchCompute");
if (!funcs->glDispatchCompute && get_proc_address)
get_proc_address("glDispatchCompute");
#ifdef GL_GLES
if (!funcs->glDispatchCompute)
{
const char *vendor;
vendor = (const char *) funcs->glGetString(GL_VENDOR);
if (!vendor) return ret_value;
// FIXME: Add other support for other vendors
if (!strcmp(vendor, "NVIDIA Corporation"))
_gles3_handle_fallback = dlopen("libGLESv2_nvidia.so", RTLD_NOW);
if (!_gles3_handle_fallback) return ret_value;
dl_handle = _gles3_handle_fallback;
get_proc_address = NULL;
}
#else
if (!funcs->glDispatchCompute) return ret_value;
#endif
ORD(glDispatchCompute);
ORD(glDispatchComputeIndirect);
ORD(glDrawArraysIndirect);