glium/context/
extensions.rs

1use crate::gl;
2use crate::version::Api;
3use crate::version::Version;
4use std::ffi::CStr;
5
6macro_rules! extensions {
7    ($($string:expr => $field:ident,)+) => {
8        /// Contains data about the list of extensions.
9        #[derive(Debug, Clone, Copy)]
10        #[allow(missing_docs)]
11        pub struct ExtensionsList {
12            $(
13                #[allow(missing_docs)]
14                pub $field: bool,
15            )+
16        }
17
18        /// Returns the list of extensions supported by the backend.
19        ///
20        /// The version must match the one of the backend.
21        ///
22        /// *Safety*: the OpenGL context corresponding to `gl` must be current in the thread.
23        ///
24        /// ## Panic
25        ///
26        /// Can panic if the version number doesn't match the backend, leading to unloaded functions
27        /// being called.
28        ///
29        pub unsafe fn get_extensions(gl: &gl::Gl, version: &Version) -> ExtensionsList {
30            let strings = get_extensions_strings(gl, version);
31
32            let mut extensions = ExtensionsList {
33                $(
34                    $field: false,
35                )+
36            };
37
38            for extension in strings.into_iter() {
39                match &extension[..] {
40                    $(
41                        $string => extensions.$field = true,
42                    )+
43                    _ => ()
44                }
45            }
46
47            extensions
48        }
49    }
50}
51
52extensions! {
53    "GL_AMD_depth_clamp_separate" => gl_amd_depth_clamp_separate,
54    "GL_AMD_query_buffer_object" => gl_amd_query_buffer_object,
55    "GL_ANGLE_framebuffer_multisample" => gl_angle_framebuffer_multisample,
56    "GL_APPLE_framebuffer_multisample" => gl_apple_framebuffer_multisample,
57    "GL_APPLE_sync" => gl_apple_sync,
58    "GL_APPLE_vertex_array_object" => gl_apple_vertex_array_object,
59    "GL_ARB_bindless_texture" => gl_arb_bindless_texture,
60    "GL_ARB_buffer_storage" => gl_arb_buffer_storage,
61    "GL_ARB_clip_control" => gl_arb_clip_control,
62    "GL_ARB_compute_shader" => gl_arb_compute_shader,
63    "GL_ARB_copy_buffer" => gl_arb_copy_buffer,
64    "GL_ARB_debug_output" => gl_arb_debug_output,
65    "GL_ARB_depth_clamp" => gl_arb_depth_clamp,
66    "GL_ARB_depth_texture" => gl_arb_depth_texture,
67    "GL_ARB_direct_state_access" => gl_arb_direct_state_access,
68    "GL_ARB_draw_buffers" => gl_arb_draw_buffers,
69    "GL_ARB_draw_elements_base_vertex" => gl_arb_draw_elements_base_vertex,
70    "GL_ARB_compatibility" => gl_arb_compatibility,
71    "GL_ARB_ES2_compatibility" => gl_arb_es2_compatibility,
72    "GL_ARB_ES3_compatibility" => gl_arb_es3_compatibility,
73    "GL_ARB_ES3_1_compatibility" => gl_arb_es3_1_compatibility,
74    "GL_ARB_ES3_2_compatibility" => gl_arb_es3_2_compatibility,
75    "GL_ARB_fragment_shader" => gl_arb_fragment_shader,
76    "GL_ARB_framebuffer_no_attachments" => gl_arb_framebuffer_no_attachments,
77    "GL_ARB_framebuffer_object" => gl_arb_framebuffer_object,
78    "GL_ARB_framebuffer_sRGB" => gl_arb_framebuffer_srgb,
79    "GL_ARB_geometry_shader4" => gl_arb_geometry_shader4,
80    "GL_ARB_get_program_binary" => gl_arb_get_programy_binary,
81    "GL_ARB_gl_spirv" => gl_arb_gl_spirv,
82    "GL_ARB_gpu_shader_fp64" => gl_arb_gpu_shader_fp64,
83    "GL_ARB_gpu_shader_int64" => gl_arb_gpu_shader_int64,
84    "GL_ARB_instanced_arrays" => gl_arb_instanced_arrays,
85    "GL_ARB_internalformat_query" => gl_arb_internalformat_query,
86    "GL_ARB_invalidate_subdata" => gl_arb_invalidate_subdata,
87    "GL_ARB_occlusion_query" => gl_arb_occlusion_query,
88    "GL_ARB_occlusion_query2" => gl_arb_occlusion_query2,
89    "GL_ARB_pixel_buffer_object" => gl_arb_pixel_buffer_object,
90    "GL_ARB_program_interface_query" => gl_arb_program_interface_query,
91    "GL_ARB_query_buffer_object" => gl_arb_query_buffer_object,
92    "GL_ARB_map_buffer_range" => gl_arb_map_buffer_range,
93    "GL_ARB_multi_draw_indirect" => gl_arb_multi_draw_indirect,
94    "GL_ARB_provoking_vertex" => gl_arb_provoking_vertex,
95    "GL_ARB_robustness" => gl_arb_robustness,
96    "GL_ARB_robust_buffer_access_behavior" => gl_arb_robust_buffer_access_behavior,
97    "GL_ARB_sampler_objects" => gl_arb_sampler_objects,
98    "GL_ARB_seamless_cube_map" => gl_arb_seamless_cube_map,
99    "GL_ARB_shader_atomic_counters" => gl_arb_shader_atomic_counters,
100    "GL_ARB_shader_image_load_store" => gl_arb_shader_image_load_store,
101    "GL_ARB_shader_objects" => gl_arb_shader_objects,
102    "GL_ARB_shader_storage_buffer_object" => gl_arb_shader_storage_buffer_object,
103    "GL_ARB_shader_subroutine" => gl_arb_shader_subroutine,
104    "GL_ARB_sync" => gl_arb_sync,
105    "GL_ARB_tessellation_shader" => gl_arb_tessellation_shader,
106    "GL_ARB_texture_buffer_object" => gl_arb_texture_buffer_object,
107    "GL_ARB_texture_buffer_object_rgb32" => gl_arb_texture_buffer_object_rgb32,
108    "GL_ARB_texture_compression_bptc" => gl_arb_texture_compression_bptc,
109    "GL_ARB_texture_cube_map" => gl_arb_texture_cube_map,
110    "GL_ARB_texture_cube_map_array" => gl_arb_texture_cube_map_array,
111    "GL_ARB_texture_float" => gl_arb_texture_float,
112    "GL_ARB_texture_multisample" => gl_arb_texture_multisample,
113    "GL_ARB_texture_non_power_of_two" => gl_arb_texture_non_power_of_two,
114    "GL_ARB_texture_rg" => gl_arb_texture_rg,
115    "GL_ARB_texture_rgb10_a2ui" => gl_arb_texture_rgb10_a2ui,
116    "GL_ARB_texture_stencil8" => gl_arb_texture_stencil8,
117    "GL_ARB_texture_storage" => gl_arb_texture_storage,
118    "GL_ARB_timer_query" => gl_arb_timer_query,
119    "GL_ARB_transform_feedback3" => gl_arb_transform_feedback3,
120    "GL_ARB_uniform_buffer_object" => gl_arb_uniform_buffer_object,
121    "GL_ARB_vertex_array_object" => gl_arb_vertex_array_object,
122    "GL_ARB_vertex_buffer_object" => gl_arb_vertex_buffer_object,
123    "GL_ARB_vertex_half_float" => gl_arb_vertex_half_float,
124    "GL_ARB_vertex_shader" => gl_arb_vertex_shader,
125    "GL_ARB_vertex_type_10f_11f_11f_rev" => gl_arb_vertex_type_10f_11f_11f_rev,
126    "GL_ARB_vertex_type_2_10_10_10_rev" => gl_arb_vertex_type_2_10_10_10_rev,
127    "GL_ARM_rgba8" => gl_arm_rgba8,
128    "GL_ATI_meminfo" => gl_ati_meminfo,
129    "GL_ATI_draw_buffers" => gl_ati_draw_buffers,
130    "GL_ATI_texture_float" => gl_ati_texture_float,
131    "GL_EXT_blend_minmax" => gl_ext_blend_minmax,
132    "GL_EXT_buffer_storage" => gl_ext_buffer_storage,
133    "GL_EXT_debug_marker" => gl_ext_debug_marker,
134    "GL_EXT_direct_state_access" => gl_ext_direct_state_access,
135    "GL_EXT_memory_object" => gl_ext_memory_object,
136    "GL_EXT_memory_object_fd" => gl_ext_memory_object_fd,
137    "GL_EXT_disjoint_timer_query" => gl_ext_disjoint_timer_query,
138    "GL_EXT_framebuffer_blit" => gl_ext_framebuffer_blit,
139    "GL_EXT_framebuffer_object" => gl_ext_framebuffer_object,
140    "GL_EXT_framebuffer_multisample" => gl_ext_framebuffer_multisample,
141    "GL_EXT_framebuffer_sRGB" => gl_ext_framebuffer_srgb,
142    "GL_EXT_geometry_shader" => gl_ext_geometry_shader,
143    "GL_EXT_geometry_shader4" => gl_ext_geometry_shader4,
144    "GL_EXT_gpu_shader4" => gl_ext_gpu_shader4,
145    "GL_EXT_multi_draw_indirect" => gl_ext_multi_draw_indirect,
146    "GL_EXT_multisampled_render_to_texture" => gl_ext_multisampled_render_to_texture,
147    "GL_EXT_occlusion_query_boolean" => gl_ext_occlusion_query_boolean,
148    "GL_EXT_packed_depth_stencil" => gl_ext_packed_depth_stencil,
149    "GL_EXT_packed_float" => gl_ext_packed_float,
150    "GL_EXT_primitive_bounding_box" => gl_ext_primitive_bounding_box,
151    "GL_EXT_provoking_vertex" => gl_ext_provoking_vertex,
152    "GL_EXT_robustness" => gl_ext_robustness,
153    "GL_EXT_sRGB_write_control" => gl_ext_srgb_write_control,
154    "GL_EXT_texture3D" => gl_ext_texture3d,
155    "GL_EXT_semaphore" => gl_ext_semaphore,
156    "GL_EXT_semaphore_fd" => gl_ext_semaphore_fd,
157    "GL_EXT_texture_array" => gl_ext_texture_array,
158    "GL_EXT_texture_buffer" => gl_ext_texture_buffer,
159    "GL_EXT_texture_buffer_object" => gl_ext_texture_buffer_object,
160    "GL_EXT_texture_compression_s3tc" => gl_ext_texture_compression_s3tc,
161    "GL_EXT_texture_cube_map" => gl_ext_texture_cube_map,
162    "GL_EXT_texture_cube_map_array" => gl_ext_texture_cube_map_array,
163    "GL_EXT_texture_filter_anisotropic" => gl_ext_texture_filter_anisotropic,
164    "GL_EXT_texture_integer" => gl_ext_texture_integer,
165    "GL_EXT_texture_shared_exponent" => gl_ext_texture_shared_exponent,
166    "GL_EXT_texture_snorm" => gl_ext_texture_snorm,
167    "GL_EXT_texture_sRGB" => gl_ext_texture_srgb,
168    "GL_EXT_transform_feedback" => gl_ext_transform_feedback,
169    "GL_GREMEDY_string_marker" => gl_gremedy_string_marker,
170    "GL_KHR_debug" => gl_khr_debug,
171    "GL_KHR_context_flush_control" => gl_khr_context_flush_control,
172    "GL_KHR_robustness" => gl_khr_robustness,
173    "GL_KHR_robust_buffer_access_behavior" => gl_khr_robust_buffer_access_behavior,
174    "GL_NV_fbo_color_attachments" => gl_nv_fbo_color_attachments,
175    "GL_NV_conditional_render" => gl_nv_conditional_render,
176    "GL_NV_copy_buffer" => gl_nv_copy_buffer,
177    "GL_NV_depth_clamp" => gl_nv_depth_clamp,
178    "GL_NV_framebuffer_multisample" => gl_nv_framebuffer_multisample,
179    "GL_NV_half_float" => gl_nv_half_float,
180    "GL_NV_internalformat_sample_query" => gl_nv_internalformat_sample_query,
181    "GL_NV_pixel_buffer_object" => gl_nv_pixel_buffer_object,
182    "GL_NV_read_depth" => gl_nv_read_depth,
183    "GL_NV_read_stencil" => gl_nv_read_stencil,
184    "GL_NV_read_depth_stencil" => gl_nv_read_depth_stencil,
185    "GL_NV_shader_atomic_counters" => gl_nv_shader_atomic_counters,
186    "GL_NV_shader_storage_buffer_object" => gl_nv_shader_storage_buffer_object,
187    "GL_NV_texture_array" => gl_nv_texture_array,
188    "GL_NV_transform_feedback" => gl_nv_transform_feedback,
189    "GL_NV_vertex_attrib_integer_64bit" => gl_nv_vertex_attrib_integer_64bit,
190    "GL_NVX_gpu_memory_info" => gl_nvx_gpu_memory_info,
191    "GL_OES_depth_texture" => gl_oes_depth_texture,
192    "GL_OES_draw_elements_base_vertex" => gl_oes_draw_elements_base_vertex,
193    "GL_OES_element_index_uint" => gl_oes_element_index_uint,
194    "GL_OES_fixed_point" => gl_oes_fixed_point,
195    "GL_OES_geometry_shader" => gl_oes_geometry_shader,
196    "GL_OES_packed_depth_stencil" => gl_oes_packed_depth_stencil,
197    "GL_OES_primitive_bounding_box" => gl_oes_primitive_bounding_box,
198    "GL_OES_rgb8_rgba8" => gl_oes_rgb8_rgba8,
199    "GL_OES_stencil1" => gl_oes_stencil1,
200    "GL_OES_stencil4" => gl_oes_stencil4,
201    "GL_OES_tessellation_shader" => gl_oes_tessellation_shader,
202    "GL_OES_texture_3D" => gl_oes_texture_3d,
203    "GL_OES_texture_buffer" => gl_oes_texture_buffer,
204    "GL_OES_texture_cube_map_array" => gl_oes_texture_cube_map_array,
205    "GL_OES_texture_stencil8" => gl_oes_texture_stencil8,
206    "GL_OES_texture_storage_multisample_2d_array" => gl_oes_texture_storage_multisample_2d_array,
207    "GL_OES_vertex_array_object" => gl_oes_vertex_array_object,
208    "GL_OES_vertex_half_float" => gl_oes_vertex_half_float,
209    "GL_OES_vertex_type_10_10_10_2" => gl_oes_vertex_type_10_10_10_2,
210}
211
212/// Returns the list of all extension names supported by the OpenGL implementation.
213///
214/// The version must match the one of the backend.
215///
216/// *Safety*: the OpenGL context corresponding to `gl` must be current in the thread.
217///
218/// ## Panic
219///
220/// Can panic if the version number doesn't match the backend, leading to unloaded functions
221/// being called.
222///
223unsafe fn get_extensions_strings(gl: &gl::Gl, version: &Version) -> Vec<String> {
224    if version >= &Version(Api::Gl, 3, 0) || version >= &Version(Api::GlEs, 3, 0) {
225        let mut num_extensions = 0;
226        gl.GetIntegerv(gl::NUM_EXTENSIONS, &mut num_extensions);
227
228        (0 .. num_extensions).map(|num| {
229            let ext = gl.GetStringi(gl::EXTENSIONS, num as gl::types::GLuint);
230            String::from_utf8(CStr::from_ptr(ext as *const _).to_bytes().to_vec()).unwrap()
231        }).collect()
232
233    } else {
234        let list = gl.GetString(gl::EXTENSIONS);
235        assert!(!list.is_null());
236        let list = String::from_utf8(CStr::from_ptr(list as *const _).to_bytes().to_vec())
237                                     .unwrap();
238        list.split(' ').map(|e| e.to_owned()).collect()
239    }
240}