text: // Copyright 2016 The SwiftShader Authors. All Rights Reserved.
  //
  // Licensed under the Apache License, Version 2.0 (the "License");
  // you may not use this file except in compliance with the License.
  // You may obtain a copy of the License at
  //
  //    http://www.apache.org/licenses/LICENSE-2.0
  //
  // Unless required by applicable law or agreed to in writing, software
  // distributed under the License is distributed on an "AS IS" BASIS,
  // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
  // See the License for the specific language governing permissions and
  // limitations under the License.
  
  #ifndef libGLESv2_hpp
  #define libGLESv2_hpp
  
  #include <GLES/gl.h>
  #include <GLES/glext.h>
  #include <EGL/egl.h>
  
  #include "Common/SharedLibrary.hpp"
  
  namespace sw
  {
  class FrameBuffer;
  enum Format : unsigned char;
  }
  
  namespace egl
  {
  class Context;
  class Image;
  class Config;
  }
  
  class LibGLESv2exports
  {
  public:
  	LibGLESv2exports();
  
  	void (*glActiveTexture)(GLenum texture);
  	void (*glAttachShader)(GLuint program, GLuint shader);
  	void (*glBeginQueryEXT)(GLenum target, GLuint name);
  	void (*glBindAttribLocation)(GLuint program, GLuint index, const GLchar* name);
  	void (*glBindBuffer)(GLenum target, GLuint buffer);
  	void (*glBindFramebuffer)(GLenum target, GLuint framebuffer);
  	void (*glBindRenderbuffer)(GLenum target, GLuint renderbuffer);
  	void (*glBindTexture)(GLenum target, GLuint texture);
  	void (*glBlendColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
  	void (*glBlendEquation)(GLenum mode);
  	void (*glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
  	void (*glBlendFunc)(GLenum sfactor, GLenum dfactor);
  	void (*glBlendFuncSeparate)(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha);
  	void (*glBufferData)(GLenum target, GLsizeiptr size, const GLvoid* data, GLenum usage);
  	void (*glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid* data);
  	GLenum (*glCheckFramebufferStatus)(GLenum target);
  	void (*glClear)(GLbitfield mask);
  	void (*glClearColor)(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
  	void (*glClearDepthf)(GLclampf depth);
  	void (*glClearStencil)(GLint s);
  	void (*glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
  	void (*glCompileShader)(GLuint shader);
  	void (*glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height,
  	                               GLint border, GLsizei imageSize, const GLvoid* data);
  	void (*glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
  	                                  GLenum format, GLsizei imageSize, const GLvoid* data);
  	void (*glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
  	void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
  	GLuint (*glCreateProgram)(void);
  	GLuint (*glCreateShader)(GLenum type);
  	void (*glCullFace)(GLenum mode);
  	void (*glDeleteBuffers)(GLsizei n, const GLuint* buffers);
  	void (*glDeleteFencesNV)(GLsizei n, const GLuint* fences);
  	void (*glDeleteFramebuffers)(GLsizei n, const GLuint* framebuffers);
  	void (*glDeleteProgram)(GLuint program);
  	void (*glDeleteQueriesEXT)(GLsizei n, const GLuint *ids);
  	void (*glDeleteRenderbuffers)(GLsizei n, const GLuint* renderbuffers);
  	void (*glDeleteShader)(GLuint shader);
  	void (*glDeleteTextures)(GLsizei n, const GLuint* textures);
  	void (*glDepthFunc)(GLenum func);
  	void (*glDepthMask)(GLboolean flag);
  	void (*glDepthRangef)(GLclampf zNear, GLclampf zFar);
  	void (*glDetachShader)(GLuint program, GLuint shader);
  	void (*glDisable)(GLenum cap);
  	void (*glDisableVertexAttribArray)(GLuint index);
  	void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count);
  	void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices);
  	void (*glDrawArraysInstancedEXT)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
  	void (*glDrawElementsInstancedEXT)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
  	void (*glVertexAttribDivisorEXT)(GLuint index, GLuint divisor);
  	void (*glDrawArraysInstancedANGLE)(GLenum mode, GLint first, GLsizei count, GLsizei instanceCount);
  	void (*glDrawElementsInstancedANGLE)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instanceCount);
  	void (*glVertexAttribDivisorANGLE)(GLuint index, GLuint divisor);
  	void (*glEnable)(GLenum cap);
  	void (*glEnableVertexAttribArray)(GLuint index);
  	void (*glEndQueryEXT)(GLenum target);
  	void (*glFinishFenceNV)(GLuint fence);
  	void (*glFinish)(void);
  	void (*glFlush)(void);
  	void (*glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
  	void (*glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
  	void (*glFrontFace)(GLenum mode);
  	void (*glGenBuffers)(GLsizei n, GLuint* buffers);
  	void (*glGenerateMipmap)(GLenum target);
  	void (*glGenFencesNV)(GLsizei n, GLuint* fences);
  	void (*glGenFramebuffers)(GLsizei n, GLuint* framebuffers);
  	void (*glGenQueriesEXT)(GLsizei n, GLuint* ids);
  	void (*glGenRenderbuffers)(GLsizei n, GLuint* renderbuffers);
  	void (*glGenTextures)(GLsizei n, GLuint* textures);
  	void (*glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
  	void (*glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, GLchar* name);
  	void (*glGetAttachedShaders)(GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders);
  	int (*glGetAttribLocation)(GLuint program, const GLchar* name);
  	void (*glGetBooleanv)(GLenum pname, GLboolean* params);
  	void (*glGetBufferParameteriv)(GLenum target, GLenum pname, GLint* params);
  	GLenum (*glGetError)(void);
  	void (*glGetFenceivNV)(GLuint fence, GLenum pname, GLint *params);
  	void (*glGetFloatv)(GLenum pname, GLfloat* params);
  	void (*glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint* params);
  	GLenum (*glGetGraphicsResetStatusEXT)(void);
  	void (*glGetIntegerv)(GLenum pname, GLint* params);
  	void (*glGetProgramiv)(GLuint program, GLenum pname, GLint* params);
  	void (*glGetProgramInfoLog)(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog);
  	void (*glGetQueryivEXT)(GLenum target, GLenum pname, GLint *params);
  	void (*glGetQueryObjectuivEXT)(GLuint name, GLenum pname, GLuint *params);
  	void (*glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint* params);
  	void (*glGetShaderiv)(GLuint shader, GLenum pname, GLint* params);
  	void (*glGetShaderInfoLog)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog);
  	void (*glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision);
  	void (*glGetShaderSource)(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* source);
  	const GLubyte* (*glGetString)(GLenum name);
  	void (*glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat* params);
  	void (*glGetTexParameteriv)(GLenum target, GLenum pname, GLint* params);
  	void (*glGetnUniformfvEXT)(GLuint program, GLint location, GLsizei bufSize, GLfloat* params);
  	void (*glGetUniformfv)(GLuint program, GLint location, GLfloat* params);
  	void (*glGetnUniformivEXT)(GLuint program, GLint location, GLsizei bufSize, GLint* params);
  	void (*glGetUniformiv)(GLuint program, GLint location, GLint* params);
  	int (*glGetUniformLocation)(GLuint program, const GLchar* name);
  	void (*glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat* params);
  	void (*glGetVertexAttribiv)(GLuint index, GLenum pname, GLint* params);
  	void (*glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid** pointer);
  	void (*glHint)(GLenum target, GLenum mode);
  	GLboolean (*glIsBuffer)(GLuint buffer);
  	GLboolean (*glIsEnabled)(GLenum cap);
  	GLboolean (*glIsFenceNV)(GLuint fence);
  	GLboolean (*glIsFramebuffer)(GLuint framebuffer);
  	GLboolean (*glIsProgram)(GLuint program);
  	GLboolean (*glIsQueryEXT)(GLuint name);
  	GLboolean (*glIsRenderbuffer)(GLuint renderbuffer);
  	GLboolean (*glIsShader)(GLuint shader);
  	GLboolean (*glIsTexture)(GLuint texture);
  	void (*glLineWidth)(GLfloat width);
  	void (*glLinkProgram)(GLuint program);
  	void (*glPixelStorei)(GLenum pname, GLint param);
  	void (*glPolygonOffset)(GLfloat factor, GLfloat units);
  	void (*glReadnPixelsEXT)(GLint x, GLint y, GLsizei width, GLsizei height,
  	                         GLenum format, GLenum type, GLsizei bufSize, GLvoid *data);
  	void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
  	void (*glReleaseShaderCompiler)(void);
  	void (*glRenderbufferStorageMultisampleANGLE)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height);
  	void (*glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
  	void (*glSampleCoverage)(GLclampf value, GLboolean invert);
  	void (*glSetFenceNV)(GLuint fence, GLenum condition);
  	void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height);
  	void (*glShaderBinary)(GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length);
  	void (*glShaderSource)(GLuint shader, GLsizei count, const GLchar *const *string, const GLint *length);
  	void (*glStencilFunc)(GLenum func, GLint ref, GLuint mask);
  	void (*glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask);
  	void (*glStencilMask)(GLuint mask);
  	void (*glStencilMaskSeparate)(GLenum face, GLuint mask);
  	void (*glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass);
  	void (*glStencilOpSeparate)(GLenum face, GLenum fail, GLenum zfail, GLenum zpass);
  	GLboolean (*glTestFenceNV)(GLuint fence);
  	void (*glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height,
  	                     GLint border, GLenum format, GLenum type, const GLvoid* pixels);
  	void (*glTexParameterf)(GLenum target, GLenum pname, GLfloat param);
  	void (*glTexParameterfv)(GLenum target, GLenum pname, const GLfloat* params);
  	void (*glTexParameteri)(GLenum target, GLenum pname, GLint param);
  	void (*glTexParameteriv)(GLenum target, GLenum pname, const GLint* params);
  	void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
  	                        GLenum format, GLenum type, const GLvoid* pixels);
  	void (*glUniform1f)(GLint location, GLfloat x);
  	void (*glUniform1fv)(GLint location, GLsizei count, const GLfloat* v);
  	void (*glUniform1i)(GLint location, GLint x);
  	void (*glUniform1iv)(GLint location, GLsizei count, const GLint* v);
  	void (*glUniform2f)(GLint location, GLfloat x, GLfloat y);
  	void (*glUniform2fv)(GLint location, GLsizei count, const GLfloat* v);
  	void (*glUniform2i)(GLint location, GLint x, GLint y);
  	void (*glUniform2iv)(GLint location, GLsizei count, const GLint* v);
  	void (*glUniform3f)(GLint location, GLfloat x, GLfloat y, GLfloat z);
  	void (*glUniform3fv)(GLint location, GLsizei count, const GLfloat* v);
  	void (*glUniform3i)(GLint location, GLint x, GLint y, GLint z);
  	void (*glUniform3iv)(GLint location, GLsizei count, const GLint* v);
  	void (*glUniform4f)(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
  	void (*glUniform4fv)(GLint location, GLsizei count, const GLfloat* v);
  	void (*glUniform4i)(GLint location, GLint x, GLint y, GLint z, GLint w);
  	void (*glUniform4iv)(GLint location, GLsizei count, const GLint* v);
  	void (*glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
  	void (*glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
  	void (*glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
  	void (*glUseProgram)(GLuint program);
  	void (*glValidateProgram)(GLuint program);
  	void (*glVertexAttrib1f)(GLuint index, GLfloat x);
  	void (*glVertexAttrib1fv)(GLuint index, const GLfloat* values);
  	void (*glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y);
  	void (*glVertexAttrib2fv)(GLuint index, const GLfloat* values);
  	void (*glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
  	void (*glVertexAttrib3fv)(GLuint index, const GLfloat* values);
  	void (*glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
  	void (*glVertexAttrib4fv)(GLuint index, const GLfloat* values);
  	void (*glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid* ptr);
  	void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height);
  	void (*glBlitFramebufferNV)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
  	void (*glBlitFramebufferANGLE)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
  	                               GLbitfield mask, GLenum filter);
  	void (*glTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
  	                        GLint border, GLenum format, GLenum type, const GLvoid* pixels);
  	void (*glTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels);
  	void (*glCopyTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
  	void (*glCompressedTexImage3DOES)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data);
  	void (*glCompressedTexSubImage3DOES)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data);
  	void (*glFramebufferTexture3DOES)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
  	void (*glEGLImageTargetTexture2DOES)(GLenum target, GLeglImageOES image);
  	void (*glEGLImageTargetRenderbufferStorageOES)(GLenum target, GLeglImageOES image);
  	GLboolean (*glIsRenderbufferOES)(GLuint renderbuffer);
  	void (*glBindRenderbufferOES)(GLenum target, GLuint renderbuffer);
  	void (*glDeleteRenderbuffersOES)(GLsizei n, const GLuint* renderbuffers);
  	void (*glGenRenderbuffersOES)(GLsizei n, GLuint* renderbuffers);
  	void (*glRenderbufferStorageOES)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
  	void (*glGetRenderbufferParameterivOES)(GLenum target, GLenum pname, GLint* params);
  	GLboolean (*glIsFramebufferOES)(GLuint framebuffer);
  	void (*glBindFramebufferOES)(GLenum target, GLuint framebuffer);
  	void (*glDeleteFramebuffersOES)(GLsizei n, const GLuint* framebuffers);
  	void (*glGenFramebuffersOES)(GLsizei n, GLuint* framebuffers);
  	GLenum (*glCheckFramebufferStatusOES)(GLenum target);
  	void (*glFramebufferRenderbufferOES)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
  	void (*glFramebufferTexture2DOES)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
  	void (*glGetFramebufferAttachmentParameterivOES)(GLenum target, GLenum attachment, GLenum pname, GLint* params);
  	void (*glGenerateMipmapOES)(GLenum target);
  	void (*glDrawBuffersEXT)(GLsizei n, const GLenum *bufs);
  
  	egl::Context *(*es2CreateContext)(const egl::Config *config, const egl::Context *shareContext, int clientVersion);
  	__eglMustCastToProperFunctionPointerType (*es2GetProcAddress)(const char *procname);
  	egl::Image *(*createBackBuffer)(int width, int height, const egl::Config *config);
  	egl::Image *(*createDepthStencil)(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
  	sw::FrameBuffer *(*createFrameBuffer)(void *display, EGLNativeWindowType window, int width, int height);
  };
  
  class LibGLESv2
  {
  public:
  	LibGLESv2()
  	{
  		libGLESv2 = nullptr;
  		libGLESv2exports = nullptr;
  	}
  
  	~LibGLESv2()
  	{
  		freeLibrary(libGLESv2);
  	}
  
  	operator bool()
  	{
  		return loadExports() != nullptr;
  	}
  
  	LibGLESv2exports *operator->()
  	{
  		return loadExports();
  	}
  
  private:
  	LibGLESv2exports *loadExports()
  	{
  		if(!libGLESv2)
  		{
  			#if defined(_WIN32)
  				#if defined(__LP64__)
  					const char *libGLESv2_lib[] = {"libGLESv2.dll", "lib64GLES_V2_translator.dll"};
  				#else
  					const char *libGLESv2_lib[] = {"libGLESv2.dll", "libGLES_V2_translator.dll"};
  				#endif
  			#elif defined(__ANDROID__)
  				#if defined(__LP64__)
  					const char *libGLESv2_lib[] = {"/vendor/lib64/egl/libGLESv2_swiftshader.so"};
  				#else
  					const char *libGLESv2_lib[] = {"/vendor/lib/egl/libGLESv2_swiftshader.so"};
  				#endif
  			#elif defined(__linux__)
  				#if defined(__LP64__)
  					const char *libGLESv2_lib[] = {"lib64GLES_V2_translator.so", "libGLESv2.so.2", "libGLESv2.so"};
  				#else
  					const char *libGLESv2_lib[] = {"libGLES_V2_translator.so", "libGLESv2.so.2", "libGLESv2.so"};
  				#endif
  			#elif defined(__APPLE__)
  				#if defined(__LP64__)
  					const char *libGLESv2_lib[] = {"lib64GLES_V2_translator.dylib", "libGLESv2.dylib"};
  				#else
  					const char *libGLESv2_lib[] = {"libGLES_V2_translator.dylib", "libGLESv2.dylib"};
  				#endif
  			#else
  				#error "libGLESv2::loadExports unimplemented for this platform"
  			#endif
  
  			libGLESv2 = loadLibrary(libGLESv2_lib, "libGLESv2_swiftshader");
  
  			if(libGLESv2)
  			{
  				auto libGLESv2_swiftshader = (LibGLESv2exports *(*)())getProcAddress(libGLESv2, "libGLESv2_swiftshader");
  				libGLESv2exports = libGLESv2_swiftshader();
  			}
  		}
  
  		return libGLESv2exports;
  	}
  
  	void *libGLESv2;
  	LibGLESv2exports *libGLESv2exports;
  };
  
  #endif   // libGLESv2_hpp
  