// Various utilities.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <stdio.h>
#include <stdlib.h>
#include <Eigen/Core>
// Dies if the file does not exist.
std::string read_file(const std::string &filename);
+// Reads <base>.<extension>, <base>.130.<extension> or <base>.300es.<extension> and
+// returns its contents, depending on <movit_shader_level>.
+std::string read_version_dependent_file(const std::string &base, const std::string &extension);
+
// Compile the given GLSL shader (typically a vertex or fragment shader)
// and return the object number.
GLuint compile_shader(const std::string &shader_src, GLenum type);
// Output a GLSL 3x3 matrix declaration.
std::string output_glsl_mat3(const std::string &name, const Eigen::Matrix3d &m);
+// Calculate a / b, rounding up. Does not handle overflow correctly.
+unsigned div_round_up(unsigned a, unsigned b);
+
// Calculate where to sample, and with what weight, if one wants to use
// the GPU's bilinear hardware to sample w1 * x[0] + w2 * x[1].
//
// (estimated) squared errors of the two weights.
void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error);
+// Create a VBO with the given data, and bind it to the vertex attribute
+// with name <attribute_name>. Returns the VBO number.
+GLuint fill_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data);
+
+// Clean up after fill_vertex_attribute().
+void cleanup_vertex_attribute(GLuint glsl_program_num, const std::string &attribute_name, GLuint vbo);
+
+// If v is not already a power of two, return the first higher power of two.
+unsigned next_power_of_two(unsigned v);
+
+// Get a pointer that represents the current OpenGL context, in a cross-platform way.
+// This is not intended for anything but identification (ie., so you can associate
+// different FBOs with different contexts); you should probably not try to cast it
+// back into anything you intend to pass into OpenGL.
+void *get_gl_context_identifier();
+
} // namespace movit
#ifdef NDEBUG
#define check_error()
#else
-#define check_error() { int err = glGetError(); if (err != GL_NO_ERROR) { printf("GL error 0x%x at %s:%d\n", err, __FILE__, __LINE__); exit(1); } }
+#define check_error() { int err = glGetError(); if (err != GL_NO_ERROR) { printf("GL error 0x%x at %s:%d\n", err, __FILE__, __LINE__); abort(); } }
#endif
// CHECK() is like assert(), but retains any side effects no matter the compilation mode.