]> git.sesse.net Git - movit/blobdiff - init.cpp
Change to using GLEW everywhere.
[movit] / init.cpp
index ac52aa2ce3d7eee956e6cc629912e699bb6553b1..a89028c645eb1504a203b0562948a4693ebfa614 100644 (file)
--- a/init.cpp
+++ b/init.cpp
@@ -1,10 +1,8 @@
+#include <GL/glew.h>
+
 #include "init.h"
-#include "opengl.h"
 #include "util.h"
 
-#include <set>
-#include <string>
-
 bool movit_initialized = false;
 float movit_texel_subpixel_precision;
 bool movit_srgb_textures_supported;
@@ -123,41 +121,29 @@ void measure_texel_subpixel_precision()
        check_error();
 }
 
-void get_extensions(std::set<std::string> *extensions)
-{
-       char *str = strdup(reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS)));
-       for (char *ptr = strtok(str, " "); ptr != NULL; ptr = strtok(NULL, " ")) {
-               extensions->insert(ptr);
-       }
-       free(str);
-}
-
 void check_extensions()
 {
-       std::set<std::string> extensions;
-       get_extensions(&extensions);
-
        // We fundamentally need FBOs and floating-point textures.
-       assert(extensions.count("GL_ARB_framebuffer_object") != 0);
-       assert(extensions.count("GL_ARB_texture_float") != 0);
+       assert(glewIsSupported("GL_ARB_framebuffer_object") != 0);
+       assert(glewIsSupported("GL_ARB_texture_float") != 0);
 
        // We assume that we can use non-power-of-two textures without restrictions.
-       assert(extensions.count("GL_ARB_texture_non_power_of_two") != 0);
+       assert(glewIsSupported("GL_ARB_texture_non_power_of_two") != 0);
 
        // We also need GLSL fragment shaders.
-       assert(extensions.count("GL_ARB_fragment_shader") != 0);
-       assert(extensions.count("GL_ARB_shading_language_100") != 0);
+       assert(glewIsSupported("GL_ARB_fragment_shader") != 0);
+       assert(glewIsSupported("GL_ARB_shading_language_100") != 0);
 
        // FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
        // but no modern card would really not provide it.)
-       assert(extensions.count("GL_ARB_pixel_buffer_object") != 0);
+       assert(glewIsSupported("GL_ARB_pixel_buffer_object") != 0);
 
        // ResampleEffect uses RG textures to encode a two-component LUT.
-       assert(extensions.count("GL_ARB_texture_rg") != 0);
+       assert(glewIsSupported("GL_ARB_texture_rg") != 0);
 
        // sRGB texture decode would be nice, but are not mandatory
        // (GammaExpansionEffect can do the same thing if needed).
-       movit_srgb_textures_supported = extensions.count("GL_EXT_texture_sRGB");
+       movit_srgb_textures_supported = glewIsSupported("GL_EXT_texture_sRGB");
 }
 
 }  // namespace
@@ -168,6 +154,8 @@ void init_movit()
                return;
        }
 
+       glewInit();
+
        // geez 
        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);