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791 lines
50 KiB
791 lines
50 KiB
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield |
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd. |
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* Copyright (C) 2004-2005 Nathan Cournia |
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* Copyright (C) 2007 Art Tevs |
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* Copyright (C) 2008 Zebra Imaging |
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* Copyright (C) 2010 VIRES Simulationstechnologie GmbH |
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* |
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* This application is open source and may be redistributed and/or modified |
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* freely and without restriction, both in commercial and non commercial |
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* applications, as long as this copyright notice is maintained. |
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* |
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* This application is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. |
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*/ |
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/* file: include/osg/GL2Extensions |
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* author: Mike Weiblen 2008-01-02 |
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* Holger Helmich 2010-10-21 |
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*/ |
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#ifndef OSG_GL2EXTENSIONS |
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#define OSG_GL2EXTENSIONS 1 |
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#include <osg/Referenced> |
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#include <osg/GL> |
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#include <string> |
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#ifndef GL_SAMPLER_2D_ARRAY_EXT |
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#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 |
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#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 |
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#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 |
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#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 |
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#endif |
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#if !defined(GL_VERSION_2_0) |
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typedef char GLchar; |
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#endif |
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#if !defined(GL_VERSION_2_0) |
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#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 |
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#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 |
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#endif |
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#if !defined(GL_VERSION_2_0) && !defined(GL_ES_VERSION_2_0) |
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#define GL_VERSION_2_0 1 |
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#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION |
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#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 |
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#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 |
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#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 |
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#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 |
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#define GL_CURRENT_VERTEX_ATTRIB 0x8626 |
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#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 |
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#define GL_STENCIL_BACK_FUNC 0x8800 |
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#define GL_STENCIL_BACK_FAIL 0x8801 |
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#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 |
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#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 |
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#define GL_MAX_DRAW_BUFFERS 0x8824 |
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#define GL_DRAW_BUFFER0 0x8825 |
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#define GL_DRAW_BUFFER1 0x8826 |
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#define GL_DRAW_BUFFER2 0x8827 |
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#define GL_DRAW_BUFFER3 0x8828 |
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#define GL_DRAW_BUFFER4 0x8829 |
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#define GL_DRAW_BUFFER5 0x882A |
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#define GL_DRAW_BUFFER6 0x882B |
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#define GL_DRAW_BUFFER7 0x882C |
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#define GL_DRAW_BUFFER8 0x882D |
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#define GL_DRAW_BUFFER9 0x882E |
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#define GL_DRAW_BUFFER10 0x882F |
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#define GL_DRAW_BUFFER11 0x8830 |
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#define GL_DRAW_BUFFER12 0x8831 |
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#define GL_DRAW_BUFFER13 0x8832 |
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#define GL_DRAW_BUFFER14 0x8833 |
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#define GL_DRAW_BUFFER15 0x8834 |
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#define GL_BLEND_EQUATION_ALPHA 0x883D |
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#define GL_POINT_SPRITE 0x8861 |
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#define GL_COORD_REPLACE 0x8862 |
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#define GL_MAX_VERTEX_ATTRIBS 0x8869 |
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#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A |
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#define GL_MAX_TEXTURE_COORDS 0x8871 |
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#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 |
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#define GL_FRAGMENT_SHADER 0x8B30 |
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#define GL_VERTEX_SHADER 0x8B31 |
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#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 |
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#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A |
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#define GL_MAX_VARYING_FLOATS 0x8B4B |
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#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C |
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#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D |
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#define GL_SHADER_TYPE 0x8B4F |
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#define GL_FLOAT_VEC2 0x8B50 |
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#define GL_FLOAT_VEC3 0x8B51 |
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#define GL_FLOAT_VEC4 0x8B52 |
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#define GL_INT_VEC2 0x8B53 |
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#define GL_INT_VEC3 0x8B54 |
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#define GL_INT_VEC4 0x8B55 |
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#define GL_BOOL 0x8B56 |
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#define GL_BOOL_VEC2 0x8B57 |
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#define GL_BOOL_VEC3 0x8B58 |
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#define GL_BOOL_VEC4 0x8B59 |
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#define GL_FLOAT_MAT2 0x8B5A |
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#define GL_FLOAT_MAT3 0x8B5B |
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#define GL_FLOAT_MAT4 0x8B5C |
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#define GL_SAMPLER_1D 0x8B5D |
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#define GL_SAMPLER_2D 0x8B5E |
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#define GL_SAMPLER_3D 0x8B5F |
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#define GL_SAMPLER_CUBE 0x8B60 |
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#define GL_SAMPLER_1D_SHADOW 0x8B61 |
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#define GL_SAMPLER_2D_SHADOW 0x8B62 |
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#define GL_DELETE_STATUS 0x8B80 |
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#define GL_COMPILE_STATUS 0x8B81 |
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#define GL_LINK_STATUS 0x8B82 |
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#define GL_VALIDATE_STATUS 0x8B83 |
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#define GL_INFO_LOG_LENGTH 0x8B84 |
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#define GL_ATTACHED_SHADERS 0x8B85 |
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#define GL_ACTIVE_UNIFORMS 0x8B86 |
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#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 |
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#define GL_SHADER_SOURCE_LENGTH 0x8B88 |
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#define GL_ACTIVE_ATTRIBUTES 0x8B89 |
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#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A |
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#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B |
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#define GL_SHADING_LANGUAGE_VERSION 0x8B8C |
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#define GL_CURRENT_PROGRAM 0x8B8D |
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#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 |
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#define GL_LOWER_LEFT 0x8CA1 |
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#define GL_UPPER_LEFT 0x8CA2 |
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#define GL_STENCIL_BACK_REF 0x8CA3 |
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#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 |
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#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 |
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#endif |
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#ifndef GL_VERSION_2_1 |
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#define GL_VERSION_2_1 1 |
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#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F |
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#define GL_PIXEL_PACK_BUFFER 0x88EB |
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#define GL_PIXEL_UNPACK_BUFFER 0x88EC |
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#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED |
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#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF |
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#define GL_FLOAT_MAT2x3 0x8B65 |
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#define GL_FLOAT_MAT2x4 0x8B66 |
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#define GL_FLOAT_MAT3x2 0x8B67 |
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#define GL_FLOAT_MAT3x4 0x8B68 |
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#define GL_FLOAT_MAT4x2 0x8B69 |
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#define GL_FLOAT_MAT4x3 0x8B6A |
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#define GL_SRGB 0x8C40 |
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#define GL_SRGB8 0x8C41 |
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#define GL_SRGB_ALPHA 0x8C42 |
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#define GL_SRGB8_ALPHA8 0x8C43 |
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#define GL_SLUMINANCE_ALPHA 0x8C44 |
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#define GL_SLUMINANCE8_ALPHA8 0x8C45 |
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#define GL_SLUMINANCE 0x8C46 |
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#define GL_SLUMINANCE8 0x8C47 |
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#define GL_COMPRESSED_SRGB 0x8C48 |
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#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 |
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#define GL_COMPRESSED_SLUMINANCE 0x8C4A |
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#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B |
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#endif |
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// EXT_geometry_shader4 |
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#ifndef GL_GEOMETRY_SHADER_EXT |
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#define GL_GEOMETRY_SHADER_EXT 0x8DD9 |
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#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA |
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#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB |
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#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC |
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#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 |
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#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD |
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#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE |
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#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B |
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#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF |
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#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 |
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#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 |
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#define GL_LINES_ADJACENCY_EXT 0x000A |
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#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B |
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#define GL_TRIANGLES_ADJACENCY_EXT 0x000C |
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#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D |
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#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 |
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#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 |
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#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 |
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#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 |
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#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 |
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#endif |
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// ARB_tesselation_shader |
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#ifndef GL_TESS_EVALUATION_SHADER |
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#define GL_PATCHES 0x000E |
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#define GL_PATCH_VERTICES 0x8E72 |
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#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 |
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#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 |
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#define GL_MAX_PATCH_VERTICES 0x8E7D |
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#define GL_MAX_TESS_GEN_LEVEL 0x8E7E |
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#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F |
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#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 |
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#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 |
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#define GL_MAX_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 |
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#define GL_MAX_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 |
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#define GL_MAX_MAX_TESS_PATCH_COMPONENTS 0x8E84 |
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#define GL_MAX_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 |
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#define GL_MAX_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 |
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#define GL_MAX_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 |
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#define GL_MAX_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A |
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#define GL_MAX_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C |
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#define GL_MAX_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D |
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#define GL_MAX_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E |
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#define GL_MAX_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F |
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#define GL_TESS_EVALUATION_SHADER 0x8E87 |
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#define GL_TESS_CONTROL_SHADER 0x8E88 |
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#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 |
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#define GL_TESS_GEN_MODE 0x8E76 |
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#define GL_TESS_GEN_SPACING 0x8E77 |
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#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 |
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#define GL_TESS_GEN_POINT_MODE 0x8E79 |
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#define GL_ISOLINES 0x8E7A |
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#define GL_FRACTIONAL_ODD 0x8E7B |
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#define GL_FRACTIONAL_EVEN 0x8E7C |
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 |
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 |
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#endif |
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// EXT_gpu_shader4 |
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#ifndef GL_INT_SAMPLER_2D_EXT |
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#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 |
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#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 |
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#define GL_SAMPLER_BUFFER_EXT 0x8DC2 |
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#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 |
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#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 |
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#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 |
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#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 |
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#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 |
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#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 |
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#define GL_INT_SAMPLER_1D_EXT 0x8DC9 |
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#define GL_INT_SAMPLER_2D_EXT 0x8DCA |
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#define GL_INT_SAMPLER_3D_EXT 0x8DCB |
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#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC |
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#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD |
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#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE |
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#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF |
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#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 |
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#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 |
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#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 |
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#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 |
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#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 |
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#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 |
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#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 |
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#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 |
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#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 |
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#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904 |
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#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905 |
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#endif |
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// ARB_uniform_buffer_object |
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#ifndef GL_UNIFORM_BUFFER |
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#define GL_UNIFORM_BUFFER 0x8A11 |
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#define GL_UNIFORM_BUFFER_BINDING 0x8A28 |
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#define GL_UNIFORM_BUFFER_START 0x8A29 |
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#define GL_UNIFORM_BUFFER_SIZE 0x8A2A |
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#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B |
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#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C |
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#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D |
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#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E |
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#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F |
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#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 |
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#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 |
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#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 |
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#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 |
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#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 |
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#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 |
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#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 |
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#define GL_UNIFORM_TYPE 0x8A37 |
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#define GL_UNIFORM_SIZE 0x8A38 |
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#define GL_UNIFORM_NAME_LENGTH 0x8A39 |
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#define GL_UNIFORM_BLOCK_INDEX 0x8A3A |
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#define GL_UNIFORM_OFFSET 0x8A3B |
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#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C |
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#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D |
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#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E |
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#define GL_UNIFORM_BLOCK_BINDING 0x8A3F |
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#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 |
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#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 |
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#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 |
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#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 |
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 |
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 |
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 |
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#define GL_INVALID_INDEX 0xFFFFFFFFu |
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#endif |
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//ARB_get_program_binary |
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#ifndef GL_PROGRAM_BINARY_RETRIEVABLE_HINT |
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#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 |
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#define GL_PROGRAM_BINARY_LENGTH 0x8741 |
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#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE |
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#define GL_PROGRAM_BINARY_FORMATS 0x87FF |
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#endif |
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namespace osg { |
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class OSG_EXPORT GL2Extensions : public osg::Referenced |
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{ |
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public: |
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GL2Extensions(unsigned int contextID); |
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GL2Extensions(const GL2Extensions& rhs); |
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void lowestCommonDenominator(const GL2Extensions& rhs); |
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void setupGL2Extensions(unsigned int contextID); |
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/** Does the GL driver support OpenGL Shading Language? */ |
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bool isGlslSupported() const; |
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float getGlVersion() const { return _glVersion; } |
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float getLanguageVersion() const { return _glslLanguageVersion; } |
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void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; } |
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bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; } |
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void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; } |
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bool isVertexShaderSupported() const { return _isVertexShaderSupported; } |
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void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; } |
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bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; } |
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void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; } |
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bool isLanguage100Supported() const { return _isLanguage100Supported; } |
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void setGeometryShader4Supported(bool flag) { _isGeometryShader4Supported = flag; } |
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bool isGeometryShader4Supported() const { return _isGeometryShader4Supported; } |
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void setTessellationShadersSupported(bool flag) { _areTessellationShadersSupported = flag; } |
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bool areTessellationShadersSupported() const { return _areTessellationShadersSupported; } |
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void setGpuShader4Supported(bool flag) { _isGpuShader4Supported = flag; } |
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bool isGpuShader4Supported() const { return _isGpuShader4Supported; } |
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void setUniformBufferObjectSupported(bool flag) { _isUniformBufferObjectSupported = flag; } |
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bool isUniformBufferObjectSupported() {return _isUniformBufferObjectSupported; } |
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void setGetProgramBinarySupported(bool flag) { _isGetProgramBinarySupported = flag; } |
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bool isGetProgramBinarySupported() {return _isGetProgramBinarySupported; } |
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/** Function to call to get the extension of a specified context. |
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* If the Exentsion object for that context has not yet been created then |
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* and the 'createIfNotInitalized' flag been set to false then returns NULL. |
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* If 'createIfNotInitalized' is true then the Extensions object is |
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* automatically created. However, in this case the extension object |
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* only be created with the graphics context associated with ContextID..*/ |
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static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized); |
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/** allows users to override the extensions across graphics contexts. |
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* typically used when you have different extensions supported across graphics pipes |
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* but need to ensure that they all use the same low common denominator extensions.*/ |
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static void Set(unsigned int contextID, GL2Extensions* extensions); |
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void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const; |
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void glDrawBuffers(GLsizei n, const GLenum *bufs) const; |
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void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const; |
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void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const; |
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void glStencilMaskSeparate(GLenum face, GLuint mask) const; |
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void glAttachShader(GLuint program, GLuint shader) const; |
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void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const; |
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void glCompileShader(GLuint shader) const; |
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GLuint glCreateProgram(void) const; |
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GLuint glCreateShader(GLenum type) const; |
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void glDeleteProgram(GLuint program) const; |
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void glDeleteShader(GLuint shader) const; |
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void glDetachShader(GLuint program, GLuint shader) const; |
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void glDisableVertexAttribArray(GLuint index) const; |
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void glEnableVertexAttribArray(GLuint index) const; |
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void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; |
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void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; |
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void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const; |
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GLint glGetAttribLocation(GLuint program, const GLchar *name) const; |
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void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const; |
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void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const; |
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void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const; |
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void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const; |
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void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const; |
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GLint glGetUniformLocation(GLuint program, const GLchar *name) const; |
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void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const; |
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void glGetUniformiv(GLuint program, GLint location, GLint *params) const; |
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void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const; |
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void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const; |
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void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const; |
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void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const; |
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GLboolean glIsProgram(GLuint program) const; |
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GLboolean glIsShader(GLuint shader) const; |
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void glLinkProgram(GLuint program) const; |
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void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const; |
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void glUseProgram(GLuint program) const; |
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void glUniform1f(GLint location, GLfloat v0) const; |
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void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const; |
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void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const; |
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void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const; |
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void glUniform1i(GLint location, GLint v0) const; |
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void glUniform2i(GLint location, GLint v0, GLint v1) const; |
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void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const; |
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void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const; |
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void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const; |
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void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const; |
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void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const; |
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void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const; |
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void glUniform1iv(GLint location, GLsizei count, const GLint *value) const; |
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void glUniform2iv(GLint location, GLsizei count, const GLint *value) const; |
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void glUniform3iv(GLint location, GLsizei count, const GLint *value) const; |
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void glUniform4iv(GLint location, GLsizei count, const GLint *value) const; |
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void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const; |
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void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const; |
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void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const; |
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void glValidateProgram(GLuint program) const; |
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void glVertexAttrib1d(GLuint index, GLdouble x) const; |
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void glVertexAttrib1dv(GLuint index, const GLdouble *v) const; |
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void glVertexAttrib1f(GLuint index, GLfloat x) const; |
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void glVertexAttrib1fv(GLuint index, const GLfloat *v) const; |
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void glVertexAttrib1s(GLuint index, GLshort x) const; |
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void glVertexAttrib1sv(GLuint index, const GLshort *v) const; |
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void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const; |
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void glVertexAttrib2dv(GLuint index, const GLdouble *v) const; |
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void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const; |
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void glVertexAttrib2fv(GLuint index, const GLfloat *v) const; |
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void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const; |
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void glVertexAttrib2sv(GLuint index, const GLshort *v) const; |
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void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const; |
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void glVertexAttrib3dv(GLuint index, const GLdouble *v) const; |
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void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const; |
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void glVertexAttrib3fv(GLuint index, const GLfloat *v) const; |
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void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const; |
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void glVertexAttrib3sv(GLuint index, const GLshort *v) const; |
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void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const; |
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void glVertexAttrib4Niv(GLuint index, const GLint *v) const; |
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void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const; |
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void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const; |
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void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const; |
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void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const; |
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void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const; |
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void glVertexAttrib4bv(GLuint index, const GLbyte *v) const; |
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void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const; |
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void glVertexAttrib4dv(GLuint index, const GLdouble *v) const; |
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void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const; |
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void glVertexAttrib4fv(GLuint index, const GLfloat *v) const; |
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void glVertexAttrib4iv(GLuint index, const GLint *v) const; |
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void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const; |
|
void glVertexAttrib4sv(GLuint index, const GLshort *v) const; |
|
void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const; |
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void glVertexAttrib4uiv(GLuint index, const GLuint *v) const; |
|
void glVertexAttrib4usv(GLuint index, const GLushort *v) const; |
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void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const; |
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// C++-friendly convenience wrapper methods |
|
GLuint getCurrentProgram() const; |
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bool getProgramInfoLog( GLuint program, std::string& result ) const; |
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bool getShaderInfoLog( GLuint shader, std::string& result ) const; |
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bool getAttribLocation( const char* attribName, GLuint& slot ) const; |
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bool getFragDataLocation( const char* fragDataName, GLuint& slot) const; |
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|
|
// GL 2.1 |
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void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; |
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void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; |
|
void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; |
|
void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; |
|
void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; |
|
void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; |
|
|
|
// EXT_geometry_shader4 |
|
void glProgramParameteri( GLuint program, GLenum pname, GLint value ) const; |
|
void glFramebufferTexture( GLenum target, GLenum attachment, GLuint texture, GLint level ) const; |
|
void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ) const; |
|
void glFramebufferTextureFace( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face ) const; |
|
|
|
// ARB_tessellation_shader |
|
void glPatchParameteri(GLenum pname, GLint value) const; |
|
void glPatchParameterfv(GLenum pname, const GLfloat *values) const; |
|
|
|
// EXT_gpu_shader4 |
|
void glGetUniformuiv( GLuint program, GLint location, GLuint *params ) const; |
|
void glBindFragDataLocation( GLuint program, GLuint color, const GLchar *name ) const; |
|
GLint glGetFragDataLocation( GLuint program, const GLchar *name ) const; |
|
void glUniform1ui( GLint location, GLuint v0 ) const; |
|
void glUniform2ui( GLint location, GLuint v0, GLuint v1 ) const; |
|
void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2 ) const; |
|
void glUniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ) const; |
|
void glUniform1uiv( GLint location, GLsizei count, const GLuint *value ) const; |
|
void glUniform2uiv( GLint location, GLsizei count, const GLuint *value ) const; |
|
void glUniform3uiv( GLint location, GLsizei count, const GLuint *value ) const; |
|
void glUniform4uiv( GLint location, GLsizei count, const GLuint *value ) const; |
|
|
|
// ARB_uniform_buffer_object |
|
void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices) const; |
|
void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) const; |
|
void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) const; |
|
GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) const; |
|
void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) const; |
|
void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const; |
|
void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) const; |
|
|
|
// ARB_get_program_binary |
|
void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary) const; |
|
void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length) const; |
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|
|
protected: |
|
~GL2Extensions() {} |
|
|
|
float _glVersion; |
|
float _glslLanguageVersion; |
|
|
|
bool _isShaderObjectsSupported; |
|
bool _isVertexShaderSupported; |
|
bool _isFragmentShaderSupported; |
|
bool _isLanguage100Supported; |
|
bool _isGeometryShader4Supported; |
|
bool _areTessellationShadersSupported; |
|
bool _isGpuShader4Supported; |
|
bool _isUniformBufferObjectSupported; |
|
bool _isGetProgramBinarySupported; |
|
|
|
typedef void (GL_APIENTRY * BlendEquationSeparateProc)(GLenum modeRGB, GLenum modeAlpha); |
|
typedef void (GL_APIENTRY * DrawBuffersProc)(GLsizei n, const GLenum *bufs); |
|
typedef void (GL_APIENTRY * StencilOpSeparateProc)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); |
|
typedef void (GL_APIENTRY * StencilFuncSeparateProc)(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); |
|
typedef void (GL_APIENTRY * StencilMaskSeparateProc)(GLenum face, GLuint mask); |
|
typedef void (GL_APIENTRY * AttachShaderProc)(GLuint program, GLuint shader); |
|
typedef void (GL_APIENTRY * BindAttribLocationProc)(GLuint program, GLuint index, const GLchar *name); |
|
typedef void (GL_APIENTRY * CompileShaderProc)(GLuint shader); |
|
typedef GLuint (GL_APIENTRY * CreateProgramProc)(void); |
|
typedef GLuint (GL_APIENTRY * CreateShaderProc)(GLenum type); |
|
typedef void (GL_APIENTRY * DeleteProgramProc)(GLuint program); |
|
typedef void (GL_APIENTRY * DeleteObjectARBProc)(GLuint program); |
|
typedef void (GL_APIENTRY * DeleteShaderProc)(GLuint shader); |
|
typedef void (GL_APIENTRY * DetachShaderProc)(GLuint program, GLuint shader); |
|
typedef void (GL_APIENTRY * DisableVertexAttribArrayProc)(GLuint index); |
|
typedef void (GL_APIENTRY * EnableVertexAttribArrayProc)(GLuint index); |
|
typedef void (GL_APIENTRY * GetActiveAttribProc)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); |
|
typedef void (GL_APIENTRY * GetActiveUniformProc)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); |
|
typedef void (GL_APIENTRY * GetAttachedShadersProc)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); |
|
typedef GLint (GL_APIENTRY * GetAttribLocationProc)(GLuint program, const GLchar *name); |
|
typedef void (GL_APIENTRY * GetProgramivProc)(GLuint program, GLenum pname, GLint *params); |
|
typedef void (GL_APIENTRY * GetObjectParameterivARBProc)(GLuint program, GLenum pname, GLint *params); |
|
typedef void (GL_APIENTRY * GetProgramInfoLogProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); |
|
typedef void (GL_APIENTRY * GetInfoLogARBProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); |
|
typedef void (GL_APIENTRY * GetShaderivProc)(GLuint shader, GLenum pname, GLint *params); |
|
typedef void (GL_APIENTRY * GetShaderInfoLogProc)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); |
|
typedef void (GL_APIENTRY * GetShaderSourceProc)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); |
|
typedef GLint (GL_APIENTRY * GetUniformLocationProc)(GLuint program, const GLchar *name); |
|
typedef void (GL_APIENTRY * GetUniformfvProc)(GLuint program, GLint location, GLfloat *params); |
|
typedef void (GL_APIENTRY * GetUniformivProc)(GLuint program, GLint location, GLint *params); |
|
typedef void (GL_APIENTRY * GetVertexAttribdvProc)(GLuint index, GLenum pname, GLdouble *params); |
|
typedef void (GL_APIENTRY * GetVertexAttribfvProc)(GLuint index, GLenum pname, GLfloat *params); |
|
typedef void (GL_APIENTRY * GetVertexAttribivProc)(GLuint index, GLenum pname, GLint *params); |
|
typedef void (GL_APIENTRY * GetVertexAttribPointervProc)(GLuint index, GLenum pname, GLvoid* *pointer); |
|
typedef GLboolean (GL_APIENTRY * IsProgramProc)(GLuint program); |
|
typedef GLboolean (GL_APIENTRY * IsShaderProc)(GLuint shader); |
|
typedef void (GL_APIENTRY * LinkProgramProc)(GLuint program); |
|
typedef void (GL_APIENTRY * ShaderSourceProc)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length); |
|
typedef void (GL_APIENTRY * UseProgramProc)(GLuint program); |
|
typedef void (GL_APIENTRY * Uniform1fProc)(GLint location, GLfloat v0); |
|
typedef void (GL_APIENTRY * Uniform2fProc)(GLint location, GLfloat v0, GLfloat v1); |
|
typedef void (GL_APIENTRY * Uniform3fProc)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); |
|
typedef void (GL_APIENTRY * Uniform4fProc)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); |
|
typedef void (GL_APIENTRY * Uniform1iProc)(GLint location, GLint v0); |
|
typedef void (GL_APIENTRY * Uniform2iProc)(GLint location, GLint v0, GLint v1); |
|
typedef void (GL_APIENTRY * Uniform3iProc)(GLint location, GLint v0, GLint v1, GLint v2); |
|
typedef void (GL_APIENTRY * Uniform4iProc)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); |
|
typedef void (GL_APIENTRY * Uniform1fvProc)(GLint location, GLsizei count, const GLfloat *value); |
|
typedef void (GL_APIENTRY * Uniform2fvProc)(GLint location, GLsizei count, const GLfloat *value); |
|
typedef void (GL_APIENTRY * Uniform3fvProc)(GLint location, GLsizei count, const GLfloat *value); |
|
typedef void (GL_APIENTRY * Uniform4fvProc)(GLint location, GLsizei count, const GLfloat *value); |
|
typedef void (GL_APIENTRY * Uniform1ivProc)(GLint location, GLsizei count, const GLint *value); |
|
typedef void (GL_APIENTRY * Uniform2ivProc)(GLint location, GLsizei count, const GLint *value); |
|
typedef void (GL_APIENTRY * Uniform3ivProc)(GLint location, GLsizei count, const GLint *value); |
|
typedef void (GL_APIENTRY * Uniform4ivProc)(GLint location, GLsizei count, const GLint *value); |
|
typedef void (GL_APIENTRY * UniformMatrix2fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
|
typedef void (GL_APIENTRY * UniformMatrix3fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
|
typedef void (GL_APIENTRY * UniformMatrix4fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); |
|
typedef void (GL_APIENTRY * ValidateProgramProc)(GLuint program); |
|
typedef void (GL_APIENTRY * VertexAttrib1dProc)(GLuint index, GLdouble x); |
|
typedef void (GL_APIENTRY * VertexAttrib1dvProc)(GLuint index, const GLdouble *v); |
|
typedef void (GL_APIENTRY * VertexAttrib1fProc)(GLuint index, GLfloat x); |
|
typedef void (GL_APIENTRY * VertexAttrib1fvProc)(GLuint index, const GLfloat *v); |
|
typedef void (GL_APIENTRY * VertexAttrib1sProc)(GLuint index, GLshort x); |
|
typedef void (GL_APIENTRY * VertexAttrib1svProc)(GLuint index, const GLshort *v); |
|
typedef void (GL_APIENTRY * VertexAttrib2dProc)(GLuint index, GLdouble x, GLdouble y); |
|
typedef void (GL_APIENTRY * VertexAttrib2dvProc)(GLuint index, const GLdouble *v); |
|
typedef void (GL_APIENTRY * VertexAttrib2fProc)(GLuint index, GLfloat x, GLfloat y); |
|
typedef void (GL_APIENTRY * VertexAttrib2fvProc)(GLuint index, const GLfloat *v); |
|
typedef void (GL_APIENTRY * VertexAttrib2sProc)(GLuint index, GLshort x, GLshort y); |
|
typedef void (GL_APIENTRY * VertexAttrib2svProc)(GLuint index, const GLshort *v); |
|
typedef void (GL_APIENTRY * VertexAttrib3dProc)(GLuint index, GLdouble x, GLdouble y, GLdouble z); |
|
typedef void (GL_APIENTRY * VertexAttrib3dvProc)(GLuint index, const GLdouble *v); |
|
typedef void (GL_APIENTRY * VertexAttrib3fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z); |
|
typedef void (GL_APIENTRY * VertexAttrib3fvProc)(GLuint index, const GLfloat *v); |
|
typedef void (GL_APIENTRY * VertexAttrib3sProc)(GLuint index, GLshort x, GLshort y, GLshort z); |
|
typedef void (GL_APIENTRY * VertexAttrib3svProc)(GLuint index, const GLshort *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4NbvProc)(GLuint index, const GLbyte *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4NivProc)(GLuint index, const GLint *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4NsvProc)(GLuint index, const GLshort *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4NubProc)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); |
|
typedef void (GL_APIENTRY * VertexAttrib4NubvProc)(GLuint index, const GLubyte *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4NuivProc)(GLuint index, const GLuint *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4NusvProc)(GLuint index, const GLushort *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4bvProc)(GLuint index, const GLbyte *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4dProc)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); |
|
typedef void (GL_APIENTRY * VertexAttrib4dvProc)(GLuint index, const GLdouble *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); |
|
typedef void (GL_APIENTRY * VertexAttrib4fvProc)(GLuint index, const GLfloat *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4ivProc)(GLuint index, const GLint *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4sProc)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); |
|
typedef void (GL_APIENTRY * VertexAttrib4svProc)(GLuint index, const GLshort *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4ubvProc)(GLuint index, const GLubyte *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4uivProc)(GLuint index, const GLuint *v); |
|
typedef void (GL_APIENTRY * VertexAttrib4usvProc)(GLuint index, const GLushort *v); |
|
typedef void (GL_APIENTRY * VertexAttribPointerProc)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); |
|
typedef void (GL_APIENTRY * UniformMatrix2x3fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); |
|
typedef void (GL_APIENTRY * UniformMatrix3x2fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); |
|
typedef void (GL_APIENTRY * UniformMatrix2x4fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); |
|
typedef void (GL_APIENTRY * UniformMatrix4x2fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); |
|
typedef void (GL_APIENTRY * UniformMatrix3x4fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); |
|
typedef void (GL_APIENTRY * UniformMatrix4x3fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); |
|
typedef void (GL_APIENTRY * ProgramParameteriProc)( GLuint program, GLenum pname, GLint value ); |
|
typedef void (GL_APIENTRY * FramebufferTextureProc)( GLenum target, GLenum attachment, GLuint texture, GLint level ); |
|
typedef void (GL_APIENTRY * FramebufferTextureLayerProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ); |
|
typedef void (GL_APIENTRY * FramebufferTextureFaceProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face ); |
|
typedef void (GL_APIENTRY * PatchParameteriProc)( GLenum pname, GLint value ); |
|
typedef void (GL_APIENTRY * PatchParameterfvProc)( GLenum pname, const GLfloat* values ); |
|
typedef void (GL_APIENTRY * GetUniformuivProc)( GLuint program, GLint location, GLuint* params ); |
|
typedef void (GL_APIENTRY * BindFragDataLocationProc)( GLuint program, GLuint color, const GLchar* name ); |
|
typedef GLint (GL_APIENTRY * GetFragDataLocationProc)( GLuint program, const GLchar* name ); |
|
typedef void (GL_APIENTRY * Uniform1uiProc)( GLint location, GLuint v0 ); |
|
typedef void (GL_APIENTRY * Uniform2uiProc)( GLint location, GLuint v0, GLuint v1 ); |
|
typedef void (GL_APIENTRY * Uniform3uiProc)( GLint location, GLuint v0, GLuint v1, GLuint v2 ); |
|
typedef void (GL_APIENTRY * Uniform4uiProc)( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ); |
|
typedef void (GL_APIENTRY * Uniform1uivProc)( GLint location, GLsizei count, const GLuint *value ); |
|
typedef void (GL_APIENTRY * Uniform2uivProc)( GLint location, GLsizei count, const GLuint *value ); |
|
typedef void (GL_APIENTRY * Uniform3uivProc)( GLint location, GLsizei count, const GLuint *value ); |
|
typedef void (GL_APIENTRY * Uniform4uivProc)( GLint location, GLsizei count, const GLuint *value ); |
|
typedef GLuint (GL_APIENTRY * GetHandleProc) (GLenum pname); |
|
typedef void (GL_APIENTRY * GetUniformIndicesProc)(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices); |
|
typedef void (GL_APIENTRY * GetActiveUniformsivProc)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); |
|
typedef void (GL_APIENTRY * GetActiveUniformNameProc)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); |
|
typedef GLuint (GL_APIENTRY * GetUniformBlockIndexProc)(GLuint program, const GLchar *uniformBlockName); |
|
typedef void (GL_APIENTRY * GetActiveUniformBlockivProc)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); |
|
typedef void (GL_APIENTRY * GetActiveUniformBlockNameProc)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); |
|
typedef void (GL_APIENTRY * UniformBlockBindingProc)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); |
|
typedef void (GL_APIENTRY * GetProgramBinaryProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); |
|
typedef void (GL_APIENTRY * ProgramBinaryProc)(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length); |
|
|
|
BlendEquationSeparateProc _glBlendEquationSeparate; |
|
DrawBuffersProc _glDrawBuffers; |
|
StencilOpSeparateProc _glStencilOpSeparate; |
|
StencilFuncSeparateProc _glStencilFuncSeparate; |
|
StencilMaskSeparateProc _glStencilMaskSeparate; |
|
AttachShaderProc _glAttachShader; |
|
BindAttribLocationProc _glBindAttribLocation; |
|
CompileShaderProc _glCompileShader; |
|
CreateProgramProc _glCreateProgram; |
|
CreateShaderProc _glCreateShader; |
|
DeleteProgramProc _glDeleteProgram; |
|
DeleteShaderProc _glDeleteShader; |
|
DetachShaderProc _glDetachShader; |
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DisableVertexAttribArrayProc _glDisableVertexAttribArray; |
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EnableVertexAttribArrayProc _glEnableVertexAttribArray; |
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GetActiveAttribProc _glGetActiveAttrib; |
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GetActiveUniformProc _glGetActiveUniform; |
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GetAttachedShadersProc _glGetAttachedShaders; |
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GetAttribLocationProc _glGetAttribLocation; |
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GetProgramivProc _glGetProgramiv; |
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GetProgramInfoLogProc _glGetProgramInfoLog; |
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GetShaderivProc _glGetShaderiv; |
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GetShaderInfoLogProc _glGetShaderInfoLog; |
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GetShaderSourceProc _glGetShaderSource; |
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GetUniformLocationProc _glGetUniformLocation; |
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GetUniformfvProc _glGetUniformfv; |
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GetUniformivProc _glGetUniformiv; |
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GetVertexAttribdvProc _glGetVertexAttribdv; |
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GetVertexAttribfvProc _glGetVertexAttribfv; |
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GetVertexAttribivProc _glGetVertexAttribiv; |
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GetVertexAttribPointervProc _glGetVertexAttribPointerv; |
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IsProgramProc _glIsProgram; |
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IsShaderProc _glIsShader; |
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LinkProgramProc _glLinkProgram; |
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ShaderSourceProc _glShaderSource; |
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UseProgramProc _glUseProgram; |
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Uniform1fProc _glUniform1f; |
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Uniform2fProc _glUniform2f; |
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Uniform3fProc _glUniform3f; |
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Uniform4fProc _glUniform4f; |
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Uniform1iProc _glUniform1i; |
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Uniform2iProc _glUniform2i; |
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Uniform3iProc _glUniform3i; |
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Uniform4iProc _glUniform4i; |
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Uniform1fvProc _glUniform1fv; |
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Uniform2fvProc _glUniform2fv; |
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Uniform3fvProc _glUniform3fv; |
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Uniform4fvProc _glUniform4fv; |
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Uniform1ivProc _glUniform1iv; |
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Uniform2ivProc _glUniform2iv; |
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Uniform3ivProc _glUniform3iv; |
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Uniform4ivProc _glUniform4iv; |
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UniformMatrix2fvProc _glUniformMatrix2fv; |
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UniformMatrix3fvProc _glUniformMatrix3fv; |
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UniformMatrix4fvProc _glUniformMatrix4fv; |
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ValidateProgramProc _glValidateProgram; |
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VertexAttrib1dProc _glVertexAttrib1d; |
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VertexAttrib1dvProc _glVertexAttrib1dv; |
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VertexAttrib1fProc _glVertexAttrib1f; |
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VertexAttrib1fvProc _glVertexAttrib1fv; |
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VertexAttrib1sProc _glVertexAttrib1s; |
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VertexAttrib1svProc _glVertexAttrib1sv; |
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VertexAttrib2dProc _glVertexAttrib2d; |
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VertexAttrib2dvProc _glVertexAttrib2dv; |
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VertexAttrib2fProc _glVertexAttrib2f; |
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VertexAttrib2fvProc _glVertexAttrib2fv; |
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VertexAttrib2sProc _glVertexAttrib2s; |
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VertexAttrib2svProc _glVertexAttrib2sv; |
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VertexAttrib3dProc _glVertexAttrib3d; |
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VertexAttrib3dvProc _glVertexAttrib3dv; |
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VertexAttrib3fProc _glVertexAttrib3f; |
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VertexAttrib3fvProc _glVertexAttrib3fv; |
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VertexAttrib3sProc _glVertexAttrib3s; |
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VertexAttrib3svProc _glVertexAttrib3sv; |
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VertexAttrib4NbvProc _glVertexAttrib4Nbv; |
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VertexAttrib4NivProc _glVertexAttrib4Niv; |
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VertexAttrib4NsvProc _glVertexAttrib4Nsv; |
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VertexAttrib4NubProc _glVertexAttrib4Nub; |
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VertexAttrib4NubvProc _glVertexAttrib4Nubv; |
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VertexAttrib4NuivProc _glVertexAttrib4Nuiv; |
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VertexAttrib4NusvProc _glVertexAttrib4Nusv; |
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VertexAttrib4bvProc _glVertexAttrib4bv; |
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VertexAttrib4dProc _glVertexAttrib4d; |
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VertexAttrib4dvProc _glVertexAttrib4dv; |
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VertexAttrib4fProc _glVertexAttrib4f; |
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VertexAttrib4fvProc _glVertexAttrib4fv; |
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VertexAttrib4ivProc _glVertexAttrib4iv; |
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VertexAttrib4sProc _glVertexAttrib4s; |
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VertexAttrib4svProc _glVertexAttrib4sv; |
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VertexAttrib4ubvProc _glVertexAttrib4ubv; |
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VertexAttrib4uivProc _glVertexAttrib4uiv; |
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VertexAttrib4usvProc _glVertexAttrib4usv; |
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VertexAttribPointerProc _glVertexAttribPointer; |
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GetInfoLogARBProc _glGetInfoLogARB; |
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GetObjectParameterivARBProc _glGetObjectParameterivARB; |
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DeleteObjectARBProc _glDeleteObjectARB; |
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GetHandleProc _glGetHandleARB; |
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// GL 2.1 |
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UniformMatrix2x3fvProc _glUniformMatrix2x3fv; |
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UniformMatrix3x2fvProc _glUniformMatrix3x2fv; |
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UniformMatrix2x4fvProc _glUniformMatrix2x4fv; |
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UniformMatrix4x2fvProc _glUniformMatrix4x2fv; |
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UniformMatrix3x4fvProc _glUniformMatrix3x4fv; |
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UniformMatrix4x3fvProc _glUniformMatrix4x3fv; |
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// EXT_geometry_shader4 |
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ProgramParameteriProc _glProgramParameteri; |
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FramebufferTextureProc _glFramebufferTexture; |
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FramebufferTextureLayerProc _glFramebufferTextureLayer; |
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FramebufferTextureFaceProc _glFramebufferTextureFace; |
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// ARB_tesselation_shader |
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PatchParameteriProc _glPatchParameteri; |
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PatchParameterfvProc _glPatchParameterfv; |
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// EXT_gpu_shader4 |
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GetUniformuivProc _glGetUniformuiv; |
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BindFragDataLocationProc _glBindFragDataLocation; |
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GetFragDataLocationProc _glGetFragDataLocation; |
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Uniform1uiProc _glUniform1ui; |
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Uniform2uiProc _glUniform2ui; |
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Uniform3uiProc _glUniform3ui; |
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Uniform4uiProc _glUniform4ui; |
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Uniform1uivProc _glUniform1uiv; |
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Uniform2uivProc _glUniform2uiv; |
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Uniform3uivProc _glUniform3uiv; |
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Uniform4uivProc _glUniform4uiv; |
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// ARB_uniform_buffer_object |
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GetUniformIndicesProc _glGetUniformIndices; |
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GetActiveUniformsivProc _glGetActiveUniformsiv; |
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GetActiveUniformNameProc _glGetActiveUniformName; |
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GetUniformBlockIndexProc _glGetUniformBlockIndex; |
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GetActiveUniformBlockivProc _glGetActiveUniformBlockiv; |
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GetActiveUniformBlockNameProc _glGetActiveUniformBlockName; |
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UniformBlockBindingProc _glUniformBlockBinding; |
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//ARB_get_program_binary |
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GetProgramBinaryProc _glGetProgramBinary; |
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ProgramBinaryProc _glProgramBinary; |
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}; |
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} |
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#endif
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