--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2015 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "EDriverFeatures.h"
+#include "irrTypes.h"
+#include "os.h"
+
+#include "Common.h"
+
+#include "COGLESCoreExtensionHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+ class COpenGL3ExtensionHandler : public COGLESCoreExtensionHandler
+ {
+ public:
+ COpenGL3ExtensionHandler() : COGLESCoreExtensionHandler() {}
+
+ void initExtensions();
+
+ bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const
+ {
+ switch (feature)
+ {
+ case EVDF_RENDER_TO_TARGET:
+ case EVDF_HARDWARE_TL:
+ case EVDF_MULTITEXTURE:
+ case EVDF_BILINEAR_FILTER:
+ case EVDF_MIP_MAP:
+ case EVDF_MIP_MAP_AUTO_UPDATE:
+ case EVDF_VERTEX_SHADER_1_1:
+ case EVDF_PIXEL_SHADER_1_1:
+ case EVDF_PIXEL_SHADER_1_2:
+ case EVDF_PIXEL_SHADER_2_0:
+ case EVDF_VERTEX_SHADER_2_0:
+ case EVDF_ARB_GLSL:
+ case EVDF_TEXTURE_NSQUARE:
+ case EVDF_TEXTURE_NPOT:
+ case EVDF_FRAMEBUFFER_OBJECT:
+ case EVDF_VERTEX_BUFFER_OBJECT:
+ case EVDF_COLOR_MASK:
+ case EVDF_ALPHA_TO_COVERAGE:
+ case EVDF_POLYGON_OFFSET:
+ case EVDF_BLEND_OPERATIONS:
+ case EVDF_BLEND_SEPARATE:
+ case EVDF_TEXTURE_MATRIX:
+ case EVDF_TEXTURE_CUBEMAP:
+ return true;
+ case EVDF_ARB_VERTEX_PROGRAM_1:
+ case EVDF_ARB_FRAGMENT_PROGRAM_1:
+ case EVDF_GEOMETRY_SHADER:
+ case EVDF_MULTIPLE_RENDER_TARGETS:
+ case EVDF_MRT_BLEND:
+ case EVDF_MRT_COLOR_MASK:
+ case EVDF_MRT_BLEND_FUNC:
+ case EVDF_OCCLUSION_QUERY:
+ return false;
+ case EVDF_TEXTURE_COMPRESSED_DXT:
+ return false; // NV Tegra need improvements here
+ case EVDF_TEXTURE_COMPRESSED_PVRTC:
+ return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc];
+ case EVDF_TEXTURE_COMPRESSED_PVRTC2:
+ return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2];
+ case EVDF_TEXTURE_COMPRESSED_ETC1:
+ return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture];
+ case EVDF_TEXTURE_COMPRESSED_ETC2:
+ return false;
+ case EVDF_STENCIL_BUFFER:
+ return StencilBuffer;
+ default:
+ return false;
+ };
+ }
+
+ inline void irrGlActiveTexture(GLenum texture)
+ {
+ glActiveTexture(texture);
+ }
+
+ inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,
+ GLsizei imageSize, const void* data)
+ {
+ glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+ }
+
+ inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+ GLenum format, GLsizei imageSize, const void* data)
+ {
+ glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+ }
+
+ inline void irrGlUseProgram(GLuint prog)
+ {
+ glUseProgram(prog);
+ }
+
+ inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer)
+ {
+ glBindFramebuffer(target, framebuffer);
+ }
+
+ inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+ {
+ glDeleteFramebuffers(n, framebuffers);
+ }
+
+ inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers)
+ {
+ glGenFramebuffers(n, framebuffers);
+ }
+
+ inline GLenum irrGlCheckFramebufferStatus(GLenum target)
+ {
+ return glCheckFramebufferStatus(target);
+ }
+
+ inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+ {
+ glFramebufferTexture2D(target, attachment, textarget, texture, level);
+ }
+
+ inline void irrGlGenerateMipmap(GLenum target)
+ {
+ glGenerateMipmap(target);
+ }
+
+ inline void irrGlActiveStencilFace(GLenum face)
+ {
+ }
+
+ inline void irrGlDrawBuffer(GLenum mode)
+ {
+ }
+
+ inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs)
+ {
+ }
+
+ inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
+ {
+ glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
+ }
+
+ inline void irrGlBlendEquation(GLenum mode)
+ {
+ glBlendEquation(mode);
+ }
+
+ inline void irrGlEnableIndexed(GLenum target, GLuint index)
+ {
+ }
+
+ inline void irrGlDisableIndexed(GLenum target, GLuint index)
+ {
+ }
+
+ inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+ {
+ }
+
+ inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst)
+ {
+ }
+
+ inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+ {
+ }
+
+ inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode)
+ {
+ }
+
+ inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+ {
+ }
+ };
+
+}
+}