Ported GL2Extentions across to using the new GL extensions approach - cutting code count by 3000 lines!

git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14566 16af8721-9629-0410-8352-f15c8da7e697
This commit is contained in:
Robert Osfield 2014-12-04 16:22:31 +00:00
parent f8d53b7c8d
commit 66da1328f8
9 changed files with 422 additions and 3375 deletions

View File

@ -269,11 +269,12 @@ public:
{
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(_mutex);
unsigned int contextID = gc->getState()->getContextID();
osg::GL2Extensions* gl2ext = osg::GL2Extensions::Get(contextID,true);
osg::GL2Extensions* gl2ext = gc->getState()->get<osg::GL2Extensions>();
if( gl2ext )
{
if( !gl2ext->isGlslSupported() )
if( !gl2ext->isGlslSupported )
{
_supported = false;
_errorMessage = "ERROR: GLSL not supported by OpenGL driver.";

View File

@ -491,52 +491,6 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
{
public:
GL2Extensions(unsigned int contextID);
GL2Extensions(const GL2Extensions& rhs);
void lowestCommonDenominator(const GL2Extensions& rhs);
void setupGL2Extensions(unsigned int contextID);
/** Does the GL driver support OpenGL Shading Language? */
bool isGlslSupported() const;
float getGlVersion() const { return _glVersion; }
float getLanguageVersion() const { return _glslLanguageVersion; }
void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; }
bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; }
void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; }
bool isVertexShaderSupported() const { return _isVertexShaderSupported; }
void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; }
bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; }
void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; }
bool isLanguage100Supported() const { return _isLanguage100Supported; }
void setGeometryShader4Supported(bool flag) { _isGeometryShader4Supported = flag; }
bool isGeometryShader4Supported() const { return _isGeometryShader4Supported; }
void setTessellationShadersSupported(bool flag) { _areTessellationShadersSupported = flag; }
bool areTessellationShadersSupported() const { return _areTessellationShadersSupported; }
void setGpuShader4Supported(bool flag) { _isGpuShader4Supported = flag; }
bool isGpuShader4Supported() const { return _isGpuShader4Supported; }
void setUniformBufferObjectSupported(bool flag) { _isUniformBufferObjectSupported = flag; }
bool isUniformBufferObjectSupported() const {return _isUniformBufferObjectSupported; }
void setGetProgramBinarySupported(bool flag) { _isGetProgramBinarySupported = flag; }
bool isGetProgramBinarySupported() const {return _isGetProgramBinarySupported; }
void setGpuShaderFp64Supported(bool flag) { _isGpuShaderFp64Supported = flag; }
bool isGpuShaderFp64Supported() const {return _isGpuShaderFp64Supported; }
void setShaderAtomicCounterSupported(bool flag) { _isShaderAtomicCountersSupported = flag; }
bool isShaderAtomicCounterSupported() const {return _isShaderAtomicCountersSupported; }
bool isDrawBuffersSupported() const { return _glDrawBuffers!=0; }
/** Function to call to get the extension of a specified context.
* If the Exentsion object for that context has not yet been created then
@ -551,102 +505,6 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
* but need to ensure that they all use the same low common denominator extensions.*/
static void Set(unsigned int contextID, GL2Extensions* extensions);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const;
void glDrawBuffers(GLsizei n, const GLenum *bufs) const;
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const;
void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const;
void glStencilMaskSeparate(GLenum face, GLuint mask) const;
void glAttachShader(GLuint program, GLuint shader) const;
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const;
void glCompileShader(GLuint shader) const;
GLuint glCreateProgram(void) const;
GLuint glCreateShader(GLenum type) const;
void glDeleteProgram(GLuint program) const;
void glDeleteShader(GLuint shader) const;
void glDetachShader(GLuint program, GLuint shader) const;
void glDisableVertexAttribArray(GLuint index) const;
void glEnableVertexAttribArray(GLuint index) const;
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const;
GLint glGetAttribLocation(GLuint program, const GLchar *name) const;
void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const;
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const;
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const;
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const;
GLint glGetUniformLocation(GLuint program, const GLchar *name) const;
void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const;
void glGetUniformiv(GLuint program, GLint location, GLint *params) const;
void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const;
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const;
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const;
void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const;
GLboolean glIsProgram(GLuint program) const;
GLboolean glIsShader(GLuint shader) const;
void glLinkProgram(GLuint program) const;
void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const;
void glUseProgram(GLuint program) const;
void glUniform1f(GLint location, GLfloat v0) const;
void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const;
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const;
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const;
void glUniform1i(GLint location, GLint v0) const;
void glUniform2i(GLint location, GLint v0, GLint v1) const;
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const;
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const;
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const;
void glUniform1iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform2iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform3iv(GLint location, GLsizei count, const GLint *value) const;
void glUniform4iv(GLint location, GLsizei count, const GLint *value) const;
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const;
void glValidateProgram(GLuint program) const;
void glVertexAttrib1d(GLuint index, GLdouble x) const;
void glVertexAttrib1dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib1f(GLuint index, GLfloat x) const;
void glVertexAttrib1fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib1s(GLuint index, GLshort x) const;
void glVertexAttrib1sv(GLuint index, const GLshort *v) const;
void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const;
void glVertexAttrib2dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const;
void glVertexAttrib2fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const;
void glVertexAttrib2sv(GLuint index, const GLshort *v) const;
void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const;
void glVertexAttrib3dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const;
void glVertexAttrib3fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const;
void glVertexAttrib3sv(GLuint index, const GLshort *v) const;
void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const;
void glVertexAttrib4Niv(GLuint index, const GLint *v) const;
void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const;
void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const;
void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const;
void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const;
void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const;
void glVertexAttrib4bv(GLuint index, const GLbyte *v) const;
void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const;
void glVertexAttrib4dv(GLuint index, const GLdouble *v) const;
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const;
void glVertexAttrib4fv(GLuint index, const GLfloat *v) const;
void glVertexAttrib4iv(GLuint index, const GLint *v) const;
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;
void glVertexAttrib4uiv(GLuint index, const GLuint *v) const;
void glVertexAttrib4usv(GLuint index, const GLushort *v) const;
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const;
void glVertexAttribDivisor(GLuint index, GLuint divisor) const;
// C++-friendly convenience wrapper methods
GLuint getCurrentProgram() const;
bool getProgramInfoLog( GLuint program, std::string& result ) const;
@ -654,411 +512,173 @@ class OSG_EXPORT GL2Extensions : public osg::Referenced
bool getAttribLocation( const char* attribName, GLuint& slot ) const;
bool getFragDataLocation( const char* fragDataName, GLuint& slot) const;
// GL 2.1
void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const;
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;
float glVersion;
float glslLanguageVersion;
// ARB_tessellation_shader
void glPatchParameteri(GLenum pname, GLint value) const;
void glPatchParameterfv(GLenum pname, const GLfloat *values) const;
bool isGlslSupported;
bool isShaderObjectsSupported;
bool isVertexShaderSupported;
bool isFragmentShaderSupported;
bool isLanguage100Supported;
bool isGeometryShader4Supported;
bool areTessellationShadersSupported;
bool isGpuShader4Supported;
bool isUniformBufferObjectSupported;
bool isGetProgramBinarySupported;
bool isGpuShaderFp64Supported;
bool isShaderAtomicCountersSupported;
// 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;
void (GL_APIENTRY * glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
void (GL_APIENTRY * glDrawBuffers)(GLsizei n, const GLenum *bufs);
void (GL_APIENTRY * glStencilOpSeparate)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void (GL_APIENTRY * glStencilFuncSeparate)(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
void (GL_APIENTRY * glStencilMaskSeparate)(GLenum face, GLuint mask);
void (GL_APIENTRY * glAttachShader)(GLuint program, GLuint shader);
void (GL_APIENTRY * glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name);
void (GL_APIENTRY * glCompileShader)(GLuint shader);
GLuint (GL_APIENTRY * glCreateProgram)(void);
GLuint (GL_APIENTRY * glCreateShader)(GLenum type);
void (GL_APIENTRY * glDeleteProgram)(GLuint program);
void (GL_APIENTRY * glDeleteObjectARB)(GLuint program);
void (GL_APIENTRY * glDeleteShader)(GLuint shader);
void (GL_APIENTRY * glDetachShader)(GLuint program, GLuint shader);
void (GL_APIENTRY * glDisableVertexAttribArray)(GLuint index);
void (GL_APIENTRY * glEnableVertexAttribArray)(GLuint index);
void (GL_APIENTRY * glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void (GL_APIENTRY * glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void (GL_APIENTRY * glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
GLint (GL_APIENTRY * glGetAttribLocation)(GLuint program, const GLchar *name);
void (GL_APIENTRY * glGetProgramiv)(GLuint program, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetObjectParameterivARB)(GLuint program, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void (GL_APIENTRY * glGetInfoLogARB)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void (GL_APIENTRY * glGetShaderiv)(GLuint shader, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void (GL_APIENTRY * glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
GLint (GL_APIENTRY * glGetUniformLocation)(GLuint program, const GLchar *name);
void (GL_APIENTRY * glGetUniformfv)(GLuint program, GLint location, GLfloat *params);
void (GL_APIENTRY * glGetUniformiv)(GLuint program, GLint location, GLint *params);
void (GL_APIENTRY * glGetVertexAttribdv)(GLuint index, GLenum pname, GLdouble *params);
void (GL_APIENTRY * glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params);
void (GL_APIENTRY * glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetVertexAttribPointerv)(GLuint index, GLenum pname, GLvoid* *pointer);
GLboolean (GL_APIENTRY * glIsProgram)(GLuint program);
GLboolean (GL_APIENTRY * glIsShader)(GLuint shader);
void (GL_APIENTRY * glLinkProgram)(GLuint program);
void (GL_APIENTRY * glShaderSource)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
void (GL_APIENTRY * glUseProgram)(GLuint program);
void (GL_APIENTRY * glUniform1f)(GLint location, GLfloat v0);
void (GL_APIENTRY * glUniform2f)(GLint location, GLfloat v0, GLfloat v1);
void (GL_APIENTRY * glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void (GL_APIENTRY * glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void (GL_APIENTRY * glUniform1i)(GLint location, GLint v0);
void (GL_APIENTRY * glUniform2i)(GLint location, GLint v0, GLint v1);
void (GL_APIENTRY * glUniform3i)(GLint location, GLint v0, GLint v1, GLint v2);
void (GL_APIENTRY * glUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void (GL_APIENTRY * glUniform1fv)(GLint location, GLsizei count, const GLfloat *value);
void (GL_APIENTRY * glUniform2fv)(GLint location, GLsizei count, const GLfloat *value);
void (GL_APIENTRY * glUniform3fv)(GLint location, GLsizei count, const GLfloat *value);
void (GL_APIENTRY * glUniform4fv)(GLint location, GLsizei count, const GLfloat *value);
void (GL_APIENTRY * glUniform1iv)(GLint location, GLsizei count, const GLint *value);
void (GL_APIENTRY * glUniform2iv)(GLint location, GLsizei count, const GLint *value);
void (GL_APIENTRY * glUniform3iv)(GLint location, GLsizei count, const GLint *value);
void (GL_APIENTRY * glUniform4iv)(GLint location, GLsizei count, const GLint *value);
void (GL_APIENTRY * glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (GL_APIENTRY * glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (GL_APIENTRY * glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void (GL_APIENTRY * glValidateProgram)(GLuint program);
void (GL_APIENTRY * glVertexAttrib1d)(GLuint index, GLdouble x);
void (GL_APIENTRY * glVertexAttrib1dv)(GLuint index, const GLdouble *v);
void (GL_APIENTRY * glVertexAttrib1f)(GLuint index, GLfloat x);
void (GL_APIENTRY * glVertexAttrib1fv)(GLuint index, const GLfloat *v);
void (GL_APIENTRY * glVertexAttrib1s)(GLuint index, GLshort x);
void (GL_APIENTRY * glVertexAttrib1sv)(GLuint index, const GLshort *v);
void (GL_APIENTRY * glVertexAttrib2d)(GLuint index, GLdouble x, GLdouble y);
void (GL_APIENTRY * glVertexAttrib2dv)(GLuint index, const GLdouble *v);
void (GL_APIENTRY * glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y);
void (GL_APIENTRY * glVertexAttrib2fv)(GLuint index, const GLfloat *v);
void (GL_APIENTRY * glVertexAttrib2s)(GLuint index, GLshort x, GLshort y);
void (GL_APIENTRY * glVertexAttrib2sv)(GLuint index, const GLshort *v);
void (GL_APIENTRY * glVertexAttrib3d)(GLuint index, GLdouble x, GLdouble y, GLdouble z);
void (GL_APIENTRY * glVertexAttrib3dv)(GLuint index, const GLdouble *v);
void (GL_APIENTRY * glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void (GL_APIENTRY * glVertexAttrib3fv)(GLuint index, const GLfloat *v);
void (GL_APIENTRY * glVertexAttrib3s)(GLuint index, GLshort x, GLshort y, GLshort z);
void (GL_APIENTRY * glVertexAttrib3sv)(GLuint index, const GLshort *v);
void (GL_APIENTRY * glVertexAttrib4Nbv)(GLuint index, const GLbyte *v);
void (GL_APIENTRY * glVertexAttrib4Niv)(GLuint index, const GLint *v);
void (GL_APIENTRY * glVertexAttrib4Nsv)(GLuint index, const GLshort *v);
void (GL_APIENTRY * glVertexAttrib4Nub)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
void (GL_APIENTRY * glVertexAttrib4Nubv)(GLuint index, const GLubyte *v);
void (GL_APIENTRY * glVertexAttrib4Nuiv)(GLuint index, const GLuint *v);
void (GL_APIENTRY * glVertexAttrib4Nusv)(GLuint index, const GLushort *v);
void (GL_APIENTRY * glVertexAttrib4bv)(GLuint index, const GLbyte *v);
void (GL_APIENTRY * glVertexAttrib4d)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
void (GL_APIENTRY * glVertexAttrib4dv)(GLuint index, const GLdouble *v);
void (GL_APIENTRY * glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (GL_APIENTRY * glVertexAttrib4fv)(GLuint index, const GLfloat *v);
void (GL_APIENTRY * glVertexAttrib4iv)(GLuint index, const GLint *v);
void (GL_APIENTRY * glVertexAttrib4s)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
void (GL_APIENTRY * glVertexAttrib4sv)(GLuint index, const GLshort *v);
void (GL_APIENTRY * glVertexAttrib4ubv)(GLuint index, const GLubyte *v);
void (GL_APIENTRY * glVertexAttrib4uiv)(GLuint index, const GLuint *v);
void (GL_APIENTRY * glVertexAttrib4usv)(GLuint index, const GLushort *v);
void (GL_APIENTRY * glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
void (GL_APIENTRY * glVertexAttribDivisor)(GLuint index, GLuint divisor);
void (GL_APIENTRY * glUniformMatrix2x3fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
void (GL_APIENTRY * glUniformMatrix3x2fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
void (GL_APIENTRY * glUniformMatrix2x4fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
void (GL_APIENTRY * glUniformMatrix4x2fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
void (GL_APIENTRY * glUniformMatrix3x4fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
void (GL_APIENTRY * glUniformMatrix4x3fv)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value );
void (GL_APIENTRY * glProgramParameteri)( GLuint program, GLenum pname, GLint value );
void (GL_APIENTRY * glFramebufferTexture)( GLenum target, GLenum attachment, GLuint texture, GLint level );
void (GL_APIENTRY * glFramebufferTextureLayer)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer );
void (GL_APIENTRY * glFramebufferTextureFace)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face );
void (GL_APIENTRY * glPatchParameteri)( GLenum pname, GLint value );
void (GL_APIENTRY * glPatchParameterfv)( GLenum pname, const GLfloat* values );
void (GL_APIENTRY * glGetUniformuiv)( GLuint program, GLint location, GLuint* params );
void (GL_APIENTRY * glBindFragDataLocation)( GLuint program, GLuint color, const GLchar* name );
GLint (GL_APIENTRY * glGetFragDataLocation)( GLuint program, const GLchar* name );
void (GL_APIENTRY * glUniform1ui)( GLint location, GLuint v0 );
void (GL_APIENTRY * glUniform2ui)( GLint location, GLuint v0, GLuint v1 );
void (GL_APIENTRY * glUniform3ui)( GLint location, GLuint v0, GLuint v1, GLuint v2 );
void (GL_APIENTRY * glUniform4ui)( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 );
void (GL_APIENTRY * glUniform1uiv)( GLint location, GLsizei count, const GLuint *value );
void (GL_APIENTRY * glUniform2uiv)( GLint location, GLsizei count, const GLuint *value );
void (GL_APIENTRY * glUniform3uiv)( GLint location, GLsizei count, const GLuint *value );
void (GL_APIENTRY * glUniform4uiv)( GLint location, GLsizei count, const GLuint *value );
GLuint (GL_APIENTRY * glGetHandleARB) (GLenum pname);
void (GL_APIENTRY * glGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices);
void (GL_APIENTRY * glGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetActiveUniformName)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName);
GLuint (GL_APIENTRY * glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName);
void (GL_APIENTRY * glGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName);
void (GL_APIENTRY * glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
void (GL_APIENTRY * glGetProgramBinary)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary);
void (GL_APIENTRY * glProgramBinary)(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length);
void (GL_APIENTRY * glUniform1d)(GLint location, GLdouble v0);
void (GL_APIENTRY * glUniform2d)(GLint location, GLdouble v0, GLdouble v1);
void (GL_APIENTRY * glUniform3d)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
void (GL_APIENTRY * glUniform4d)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
void (GL_APIENTRY * glUniform1dv)(GLint location, GLsizei count, const GLdouble *value);
void (GL_APIENTRY * glUniform2dv)(GLint location, GLsizei count, const GLdouble *value);
void (GL_APIENTRY * glUniform3dv)(GLint location, GLsizei count, const GLdouble *value);
void (GL_APIENTRY * glUniform4dv)(GLint location, GLsizei count, const GLdouble *value);
void (GL_APIENTRY * glUniformMatrix2dv)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void (GL_APIENTRY * glUniformMatrix3dv)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void (GL_APIENTRY * glUniformMatrix4dv)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
void (GL_APIENTRY * glUniformMatrix2x3dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
void (GL_APIENTRY * glUniformMatrix3x2dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
void (GL_APIENTRY * glUniformMatrix2x4dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
void (GL_APIENTRY * glUniformMatrix4x2dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
void (GL_APIENTRY * glUniformMatrix3x4dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
void (GL_APIENTRY * glUniformMatrix4x3dv)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
void (GL_APIENTRY * glGetActiveAtomicCounterBufferiv)( GLuint program, GLuint bufferIndex, GLenum pname, GLint* params );
void (GL_APIENTRY * glDispatchCompute)( GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ );
// 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;
// ARB_gpu_shader_fp64
void glUniform1d( GLint location, GLdouble v0 ) const;
void glUniform2d( GLint location, GLdouble v0, GLdouble v1 ) const;
void glUniform3d( GLint location, GLdouble v0, GLdouble v1, GLdouble v2 ) const;
void glUniform4d( GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3 ) const;
void glUniform1dv( GLint location, GLsizei count, const GLdouble *value ) const;
void glUniform2dv( GLint location, GLsizei count, const GLdouble *value ) const;
void glUniform3dv( GLint location, GLsizei count, const GLdouble *value ) const;
void glUniform4dv( GLint location, GLsizei count, const GLdouble *value ) const;
void glUniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) const;
void glUniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) const;
void glUniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value) const;
void glUniformMatrix2x3dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
void glUniformMatrix3x2dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
void glUniformMatrix2x4dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
void glUniformMatrix4x2dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
void glUniformMatrix3x4dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
void glUniformMatrix4x3dv( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value ) const;
// ARB_shader_atomic_counters
void glGetActiveAtomicCounterBufferiv( GLuint program, GLuint bufferIndex, GLenum pname, GLint* params ) const;
// ARB_compute_shader
void glDispatchCompute( GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ ) const;
protected:
~GL2Extensions() {}
float _glVersion;
float _glslLanguageVersion;
bool _isShaderObjectsSupported;
bool _isVertexShaderSupported;
bool _isFragmentShaderSupported;
bool _isLanguage100Supported;
bool _isGeometryShader4Supported;
bool _areTessellationShadersSupported;
bool _isGpuShader4Supported;
bool _isUniformBufferObjectSupported;
bool _isGetProgramBinarySupported;
bool _isGpuShaderFp64Supported;
bool _isShaderAtomicCountersSupported;
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 * VertexAttribDivisorProc)(GLuint index, GLuint divisor);
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);
typedef void (GL_APIENTRY * Uniform1dProc)(GLint location, GLdouble v0);
typedef void (GL_APIENTRY * Uniform2dProc)(GLint location, GLdouble v0, GLdouble v1);
typedef void (GL_APIENTRY * Uniform3dProc)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2);
typedef void (GL_APIENTRY * Uniform4dProc)(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3);
typedef void (GL_APIENTRY * Uniform1dvProc)(GLint location, GLsizei count, const GLdouble *value);
typedef void (GL_APIENTRY * Uniform2dvProc)(GLint location, GLsizei count, const GLdouble *value);
typedef void (GL_APIENTRY * Uniform3dvProc)(GLint location, GLsizei count, const GLdouble *value);
typedef void (GL_APIENTRY * Uniform4dvProc)(GLint location, GLsizei count, const GLdouble *value);
typedef void (GL_APIENTRY * UniformMatrix2dvProc)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
typedef void (GL_APIENTRY * UniformMatrix3dvProc)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
typedef void (GL_APIENTRY * UniformMatrix4dvProc)(GLint location, GLsizei count, GLboolean transpose, const GLdouble *value);
typedef void (GL_APIENTRY * UniformMatrix2x3dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
typedef void (GL_APIENTRY * UniformMatrix3x2dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
typedef void (GL_APIENTRY * UniformMatrix2x4dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
typedef void (GL_APIENTRY * UniformMatrix4x2dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
typedef void (GL_APIENTRY * UniformMatrix3x4dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
typedef void (GL_APIENTRY * UniformMatrix4x3dvProc)( GLint location, GLsizei count, GLboolean transpose, const GLdouble* value );
typedef void (GL_APIENTRY * GetActiveAtomicCounterBufferivProc)( GLuint program, GLuint bufferIndex, GLenum pname, GLint* params );
typedef void (GL_APIENTRY * DispatchComputeProc)( GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ );
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;
DisableVertexAttribArrayProc _glDisableVertexAttribArray;
EnableVertexAttribArrayProc _glEnableVertexAttribArray;
GetActiveAttribProc _glGetActiveAttrib;
GetActiveUniformProc _glGetActiveUniform;
GetAttachedShadersProc _glGetAttachedShaders;
GetAttribLocationProc _glGetAttribLocation;
GetProgramivProc _glGetProgramiv;
GetProgramInfoLogProc _glGetProgramInfoLog;
GetShaderivProc _glGetShaderiv;
GetShaderInfoLogProc _glGetShaderInfoLog;
GetShaderSourceProc _glGetShaderSource;
GetUniformLocationProc _glGetUniformLocation;
GetUniformfvProc _glGetUniformfv;
GetUniformivProc _glGetUniformiv;
GetVertexAttribdvProc _glGetVertexAttribdv;
GetVertexAttribfvProc _glGetVertexAttribfv;
GetVertexAttribivProc _glGetVertexAttribiv;
GetVertexAttribPointervProc _glGetVertexAttribPointerv;
IsProgramProc _glIsProgram;
IsShaderProc _glIsShader;
LinkProgramProc _glLinkProgram;
ShaderSourceProc _glShaderSource;
UseProgramProc _glUseProgram;
Uniform1fProc _glUniform1f;
Uniform2fProc _glUniform2f;
Uniform3fProc _glUniform3f;
Uniform4fProc _glUniform4f;
Uniform1iProc _glUniform1i;
Uniform2iProc _glUniform2i;
Uniform3iProc _glUniform3i;
Uniform4iProc _glUniform4i;
Uniform1fvProc _glUniform1fv;
Uniform2fvProc _glUniform2fv;
Uniform3fvProc _glUniform3fv;
Uniform4fvProc _glUniform4fv;
Uniform1ivProc _glUniform1iv;
Uniform2ivProc _glUniform2iv;
Uniform3ivProc _glUniform3iv;
Uniform4ivProc _glUniform4iv;
UniformMatrix2fvProc _glUniformMatrix2fv;
UniformMatrix3fvProc _glUniformMatrix3fv;
UniformMatrix4fvProc _glUniformMatrix4fv;
ValidateProgramProc _glValidateProgram;
VertexAttrib1dProc _glVertexAttrib1d;
VertexAttrib1dvProc _glVertexAttrib1dv;
VertexAttrib1fProc _glVertexAttrib1f;
VertexAttrib1fvProc _glVertexAttrib1fv;
VertexAttrib1sProc _glVertexAttrib1s;
VertexAttrib1svProc _glVertexAttrib1sv;
VertexAttrib2dProc _glVertexAttrib2d;
VertexAttrib2dvProc _glVertexAttrib2dv;
VertexAttrib2fProc _glVertexAttrib2f;
VertexAttrib2fvProc _glVertexAttrib2fv;
VertexAttrib2sProc _glVertexAttrib2s;
VertexAttrib2svProc _glVertexAttrib2sv;
VertexAttrib3dProc _glVertexAttrib3d;
VertexAttrib3dvProc _glVertexAttrib3dv;
VertexAttrib3fProc _glVertexAttrib3f;
VertexAttrib3fvProc _glVertexAttrib3fv;
VertexAttrib3sProc _glVertexAttrib3s;
VertexAttrib3svProc _glVertexAttrib3sv;
VertexAttrib4NbvProc _glVertexAttrib4Nbv;
VertexAttrib4NivProc _glVertexAttrib4Niv;
VertexAttrib4NsvProc _glVertexAttrib4Nsv;
VertexAttrib4NubProc _glVertexAttrib4Nub;
VertexAttrib4NubvProc _glVertexAttrib4Nubv;
VertexAttrib4NuivProc _glVertexAttrib4Nuiv;
VertexAttrib4NusvProc _glVertexAttrib4Nusv;
VertexAttrib4bvProc _glVertexAttrib4bv;
VertexAttrib4dProc _glVertexAttrib4d;
VertexAttrib4dvProc _glVertexAttrib4dv;
VertexAttrib4fProc _glVertexAttrib4f;
VertexAttrib4fvProc _glVertexAttrib4fv;
VertexAttrib4ivProc _glVertexAttrib4iv;
VertexAttrib4sProc _glVertexAttrib4s;
VertexAttrib4svProc _glVertexAttrib4sv;
VertexAttrib4ubvProc _glVertexAttrib4ubv;
VertexAttrib4uivProc _glVertexAttrib4uiv;
VertexAttrib4usvProc _glVertexAttrib4usv;
VertexAttribPointerProc _glVertexAttribPointer;
VertexAttribDivisorProc _glVertexAttribDivisor;
GetInfoLogARBProc _glGetInfoLogARB;
GetObjectParameterivARBProc _glGetObjectParameterivARB;
DeleteObjectARBProc _glDeleteObjectARB;
GetHandleProc _glGetHandleARB;
// GL 2.1
UniformMatrix2x3fvProc _glUniformMatrix2x3fv;
UniformMatrix3x2fvProc _glUniformMatrix3x2fv;
UniformMatrix2x4fvProc _glUniformMatrix2x4fv;
UniformMatrix4x2fvProc _glUniformMatrix4x2fv;
UniformMatrix3x4fvProc _glUniformMatrix3x4fv;
UniformMatrix4x3fvProc _glUniformMatrix4x3fv;
// EXT_geometry_shader4
ProgramParameteriProc _glProgramParameteri;
FramebufferTextureProc _glFramebufferTexture;
FramebufferTextureLayerProc _glFramebufferTextureLayer;
FramebufferTextureFaceProc _glFramebufferTextureFace;
// ARB_tesselation_shader
PatchParameteriProc _glPatchParameteri;
PatchParameterfvProc _glPatchParameterfv;
// EXT_gpu_shader4
GetUniformuivProc _glGetUniformuiv;
BindFragDataLocationProc _glBindFragDataLocation;
GetFragDataLocationProc _glGetFragDataLocation;
Uniform1uiProc _glUniform1ui;
Uniform2uiProc _glUniform2ui;
Uniform3uiProc _glUniform3ui;
Uniform4uiProc _glUniform4ui;
Uniform1uivProc _glUniform1uiv;
Uniform2uivProc _glUniform2uiv;
Uniform3uivProc _glUniform3uiv;
Uniform4uivProc _glUniform4uiv;
// ARB_uniform_buffer_object
GetUniformIndicesProc _glGetUniformIndices;
GetActiveUniformsivProc _glGetActiveUniformsiv;
GetActiveUniformNameProc _glGetActiveUniformName;
GetUniformBlockIndexProc _glGetUniformBlockIndex;
GetActiveUniformBlockivProc _glGetActiveUniformBlockiv;
GetActiveUniformBlockNameProc _glGetActiveUniformBlockName;
UniformBlockBindingProc _glUniformBlockBinding;
// ARB_get_program_binary
GetProgramBinaryProc _glGetProgramBinary;
ProgramBinaryProc _glProgramBinary;
// ARB_gpu_shader_fp64
Uniform1dProc _glUniform1d;
Uniform2dProc _glUniform2d;
Uniform3dProc _glUniform3d;
Uniform4dProc _glUniform4d;
Uniform1dvProc _glUniform1dv;
Uniform2dvProc _glUniform2dv;
Uniform3dvProc _glUniform3dv;
Uniform4dvProc _glUniform4dv;
UniformMatrix2dvProc _glUniformMatrix2dv;
UniformMatrix3dvProc _glUniformMatrix3dv;
UniformMatrix4dvProc _glUniformMatrix4dv;
UniformMatrix2x3dvProc _glUniformMatrix2x3dv;
UniformMatrix3x2dvProc _glUniformMatrix3x2dv;
UniformMatrix2x4dvProc _glUniformMatrix2x4dv;
UniformMatrix4x2dvProc _glUniformMatrix4x2dv;
UniformMatrix3x4dvProc _glUniformMatrix3x4dv;
UniformMatrix4x3dvProc _glUniformMatrix4x3dv;
// ARB_shader_atomic_counters
GetActiveAtomicCounterBufferivProc _glGetActiveAtomicCounterBufferiv;
// ARB_compute_shader
DispatchComputeProc _glDispatchCompute;
};
}

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@ -15,6 +15,7 @@
#define OSG_STATE 1
#include <osg/Export>
#include <osg/GL2Extensions>
#include <osg/StateSet>
#include <osg/Matrix>
#include <osg/Uniform>
@ -1940,6 +1941,8 @@ class OSG_EXPORT State : public Referenced
DrawArraysInstancedProc _glDrawArraysInstanced;
DrawElementsInstancedProc _glDrawElementsInstanced;
osg::ref_ptr<GL2Extensions> _gl2Extentsions;
unsigned int _dynamicObjectCount;
osg::ref_ptr<DynamicObjectRenderingCompletedCallback> _completeDynamicObjectRenderingCallback;
@ -2773,6 +2776,10 @@ inline bool State::setActiveTextureUnit( unsigned int unit )
return true;
}
// forward declare speciailization of State::get() method
template<> inline GL2Extensions* State::get<GL2Extensions>() { return _gl2Extentsions.get(); }
template<> inline const GL2Extensions* State::getExisting<GL2Extensions>() const { return _gl2Extentsions.get(); }
}
#endif

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@ -918,8 +918,8 @@ void FrameBufferObject::apply(State &state, BindTarget target) const
{
if (_drawBuffers.size() > 0)
{
GL2Extensions *gl2e = GL2Extensions::Get(state.getContextID(), true );
if (gl2e && gl2e->isDrawBuffersSupported())
GL2Extensions *gl2e = state.get<GL2Extensions>();
if (gl2e && gl2e->glDrawBuffers)
{
gl2e->glDrawBuffers(_drawBuffers.size(), &(_drawBuffers[0]));
}

File diff suppressed because it is too large Load Diff

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@ -31,8 +31,8 @@ PatchParameter::~PatchParameter()
void PatchParameter::apply(State& state) const
{
GL2Extensions* extensions = GL2Extensions::Get( state.getContextID(), true );
if (extensions->areTessellationShadersSupported() )
GL2Extensions* extensions = state.get<GL2Extensions>();
if (extensions->areTessellationShadersSupported )
{
extensions->glPatchParameteri( GL_PATCH_VERTICES, _vertices );

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@ -67,7 +67,7 @@ void Program::flushDeletedGlPrograms(unsigned int contextID,double /*currentTime
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGlProgramCache);
const GL2Extensions* extensions = GL2Extensions::Get(contextID,true);
if( ! extensions->isGlslSupported() ) return;
if( ! extensions->isGlslSupported ) return;
const osg::Timer& timer = *osg::Timer::instance();
osg::Timer_t start_tick = timer.tick();
@ -441,8 +441,8 @@ void Program::removeBindUniformBlock(const std::string& name)
void Program::apply( osg::State& state ) const
{
const unsigned int contextID = state.getContextID();
const GL2Extensions* extensions = GL2Extensions::Get(contextID,true);
if( ! extensions->isGlslSupported() ) return;
const GL2Extensions* extensions = state.get<GL2Extensions>();
if( ! extensions->isGlslSupported ) return;
if( isFixedFunction() )
{
@ -532,9 +532,9 @@ Program::PerContextProgram::PerContextProgram(const Program* program, unsigned i
_ownsProgramHandle(false)
{
_program = program;
_extensions = GL2Extensions::Get( _contextID, true );
if (_glProgramHandle == 0)
{
_extensions = GL2Extensions::Get( _contextID, true );
_glProgramHandle = _extensions->glCreateProgram();
_ownsProgramHandle = true;
}
@ -581,7 +581,7 @@ void Program::PerContextProgram::linkProgram(osg::State& state)
if (!_loadedBinary)
{
if (_extensions->isGeometryShader4Supported())
if (_extensions->isGeometryShader4Supported)
{
_extensions->glProgramParameteri( _glProgramHandle, GL_GEOMETRY_VERTICES_OUT_EXT, _program->_geometryVerticesOut );
_extensions->glProgramParameteri( _glProgramHandle, GL_GEOMETRY_INPUT_TYPE_EXT, _program->_geometryInputType );
@ -678,7 +678,7 @@ void Program::PerContextProgram::linkProgram(osg::State& state)
}
}
if (_extensions->isUniformBufferObjectSupported())
if (_extensions->isUniformBufferObjectSupported)
{
GLuint activeUniformBlocks = 0;
GLsizei maxBlockNameLen = 0;
@ -779,7 +779,7 @@ void Program::PerContextProgram::linkProgram(osg::State& state)
// print atomic counter
if (_extensions->isShaderAtomicCounterSupported() && !atomicCounterMap.empty())
if (_extensions->isShaderAtomicCountersSupported && !atomicCounterMap.empty())
{
std::vector<GLint> bufferIndex( atomicCounterMap.size(), 0 );
std::vector<GLuint> uniformIndex;

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@ -178,7 +178,7 @@ void Shader::flushDeletedGlShaders(unsigned int contextID,double /*currentTime*/
if (availableTime<=0.0) return;
const GL2Extensions* extensions = GL2Extensions::Get(contextID,true);
if( ! extensions->isGlslSupported() ) return;
if( ! extensions->isGlslSupported ) return;
const osg::Timer& timer = *osg::Timer::instance();
osg::Timer_t start_tick = timer.tick();

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@ -131,6 +131,10 @@ State::State():
State::~State()
{
// delete the GL2Extensions object associated with this osg::State.
GL2Extensions::Set(_contextID, 0);
_gl2Extentsions = 0;
//_texCoordArrayList.clear();
//_vertexAttribArrayList.clear();
@ -918,6 +922,9 @@ void State::initializeExtensionProcs()
{
if (_extensionProcsInitialized) return;
_gl2Extentsions = new GL2Extensions(_contextID);
GL2Extensions::Set(_contextID, _gl2Extentsions.get());
setGLExtensionFuncPtr(_glClientActiveTexture,"glClientActiveTexture","glClientActiveTextureARB");
setGLExtensionFuncPtr(_glActiveTexture, "glActiveTexture","glActiveTextureARB");
setGLExtensionFuncPtr(_glFogCoordPointer, "glFogCoordPointer","glFogCoordPointerEXT");