-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include "init.h"
#include "util.h"
+#if defined(__DARWIN__)
+#include <OpenGL/OpenGL.h>
+#elif defined(WIN32)
+#include <epoxy/wgl.h>
+#else
+#include <epoxy/glx.h>
+#endif
+
using namespace std;
namespace movit {
return string(buf, len);
}
+string read_version_dependent_file(const string &base, const string &extension)
+{
+ if (movit_shader_model == MOVIT_GLSL_110) {
+ return read_file(base + "." + extension);
+ } else if (movit_shader_model == MOVIT_GLSL_130) {
+ return read_file(base + ".130." + extension);
+ } else if (movit_shader_model == MOVIT_ESSL_300) {
+ return read_file(base + ".300es." + extension);
+ } else {
+ assert(false);
+ }
+}
+
GLuint compile_shader(const string &shader_src, GLenum type)
{
GLuint obj = glCreateShader(type);
check_error();
}
+unsigned div_round_up(unsigned a, unsigned b)
+{
+ return (a + b - 1) / b;
+}
+
+// Algorithm from http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2.
+unsigned next_power_of_two(unsigned v)
+{
+ v--;
+ v |= v >> 1;
+ v |= v >> 2;
+ v |= v >> 4;
+ v |= v >> 8;
+ v |= v >> 16;
+ v++;
+ return v;
+}
+
+void *get_gl_context_identifier()
+{
+#if defined(__DARWIN__)
+ return (void *)CGLGetCurrentContext();
+#elif defined(WIN32)
+ return (void *)wglGetCurrentContext();
+#else
+ return (void *)glXGetCurrentContext();
+#endif
+}
+
} // namespace movit