OpenSceneGraph/include/osg/GL2Extensions
Robert Osfield e5a9eaa711 From Tim Moore, "Here is initial support for uniform buffer objects. The binding between a buffer object and an indexed target is implemented as a new StateAttribute, UniformBufferBinding. I've included an example program based on the code in the ARB_uniform_buffer_object specification.
A few things remain to do:
* The binding between a uniform block in a shader program and a buffer indexed target number is fixed, like a vertex attribute binding. This is too restrictive because that binding can be changed without relinking the program. This mapping should be done by name in the same way that uniform values are handled i.e., like a pseudo state attribute;

* There's no direct way yet to query for the offset of uniforms in uniform block, so only the std140 layout is really usable. A helper class that implemented the std140 rules would be quite helpful for setting up uniform blocks without having to link a program first;

* There's no direct support for querying parameters such as the maximum block length, minimum offset alignment, etc. Having that information available outside of the draw thread would make certain instancing techniques easier to implement."
2010-11-29 17:43:27 +00:00

769 lines
49 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2007 Art Tevs
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 VIRES Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
* applications, as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* file: include/osg/GL2Extensions
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_GL2EXTENSIONS
#define OSG_GL2EXTENSIONS 1
#include <osg/Referenced>
#include <osg/GL>
#include <string>
#ifndef GL_SAMPLER_2D_ARRAY_EXT
#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
#endif
#if !defined(GL_VERSION_2_0)
typedef char GLchar;
#endif
#if !defined(GL_VERSION_2_0)
#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643
#endif
#if !defined(GL_VERSION_2_0) && !defined(GL_ES_VERSION_2_0)
#define GL_VERSION_2_0 1
#define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_CURRENT_VERTEX_ATTRIB 0x8626
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_STENCIL_BACK_FUNC 0x8800
#define GL_STENCIL_BACK_FAIL 0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803
#define GL_MAX_DRAW_BUFFERS 0x8824
#define GL_DRAW_BUFFER0 0x8825
#define GL_DRAW_BUFFER1 0x8826
#define GL_DRAW_BUFFER2 0x8827
#define GL_DRAW_BUFFER3 0x8828
#define GL_DRAW_BUFFER4 0x8829
#define GL_DRAW_BUFFER5 0x882A
#define GL_DRAW_BUFFER6 0x882B
#define GL_DRAW_BUFFER7 0x882C
#define GL_DRAW_BUFFER8 0x882D
#define GL_DRAW_BUFFER9 0x882E
#define GL_DRAW_BUFFER10 0x882F
#define GL_DRAW_BUFFER11 0x8830
#define GL_DRAW_BUFFER12 0x8831
#define GL_DRAW_BUFFER13 0x8832
#define GL_DRAW_BUFFER14 0x8833
#define GL_DRAW_BUFFER15 0x8834
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_POINT_SPRITE 0x8861
#define GL_COORD_REPLACE 0x8862
#define GL_MAX_VERTEX_ATTRIBS 0x8869
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_MAX_TEXTURE_COORDS 0x8871
#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A
#define GL_MAX_VARYING_FLOATS 0x8B4B
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_SHADER_TYPE 0x8B4F
#define GL_FLOAT_VEC2 0x8B50
#define GL_FLOAT_VEC3 0x8B51
#define GL_FLOAT_VEC4 0x8B52
#define GL_INT_VEC2 0x8B53
#define GL_INT_VEC3 0x8B54
#define GL_INT_VEC4 0x8B55
#define GL_BOOL 0x8B56
#define GL_BOOL_VEC2 0x8B57
#define GL_BOOL_VEC3 0x8B58
#define GL_BOOL_VEC4 0x8B59
#define GL_FLOAT_MAT2 0x8B5A
#define GL_FLOAT_MAT3 0x8B5B
#define GL_FLOAT_MAT4 0x8B5C
#define GL_SAMPLER_1D 0x8B5D
#define GL_SAMPLER_2D 0x8B5E
#define GL_SAMPLER_3D 0x8B5F
#define GL_SAMPLER_CUBE 0x8B60
#define GL_SAMPLER_1D_SHADOW 0x8B61
#define GL_SAMPLER_2D_SHADOW 0x8B62
#define GL_DELETE_STATUS 0x8B80
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_VALIDATE_STATUS 0x8B83
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_ATTACHED_SHADERS 0x8B85
#define GL_ACTIVE_UNIFORMS 0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87
#define GL_SHADER_SOURCE_LENGTH 0x8B88
#define GL_ACTIVE_ATTRIBUTES 0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A
#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
#define GL_SHADING_LANGUAGE_VERSION 0x8B8C
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0
#define GL_LOWER_LEFT 0x8CA1
#define GL_UPPER_LEFT 0x8CA2
#define GL_STENCIL_BACK_REF 0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4
#define GL_STENCIL_BACK_WRITEMASK 0x8CA5
#endif
#ifndef GL_VERSION_2_1
#define GL_VERSION_2_1 1
#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F
#define GL_PIXEL_PACK_BUFFER 0x88EB
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#define GL_FLOAT_MAT2x3 0x8B65
#define GL_FLOAT_MAT2x4 0x8B66
#define GL_FLOAT_MAT3x2 0x8B67
#define GL_FLOAT_MAT3x4 0x8B68
#define GL_FLOAT_MAT4x2 0x8B69
#define GL_FLOAT_MAT4x3 0x8B6A
#define GL_SRGB 0x8C40
#define GL_SRGB8 0x8C41
#define GL_SRGB_ALPHA 0x8C42
#define GL_SRGB8_ALPHA8 0x8C43
#define GL_SLUMINANCE_ALPHA 0x8C44
#define GL_SLUMINANCE8_ALPHA8 0x8C45
#define GL_SLUMINANCE 0x8C46
#define GL_SLUMINANCE8 0x8C47
#define GL_COMPRESSED_SRGB 0x8C48
#define GL_COMPRESSED_SRGB_ALPHA 0x8C49
#define GL_COMPRESSED_SLUMINANCE 0x8C4A
#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B
#endif
// EXT_geometry_shader4
#ifndef GL_GEOMETRY_SHADER_EXT
#define GL_GEOMETRY_SHADER_EXT 0x8DD9
#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA
#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB
#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC
#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29
#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD
#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE
#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B
#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF
#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0
#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1
#define GL_LINES_ADJACENCY_EXT 0x000A
#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B
#define GL_TRIANGLES_ADJACENCY_EXT 0x000C
#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8
#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9
#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
#define GL_PROGRAM_POINT_SIZE_EXT 0x8642
#endif
// ARB_tesselation_shader
#ifndef GL_TESS_EVALUATION_SHADER
#define GL_PATCHES 0x000E
#define GL_PATCH_VERTICES 0x8E72
#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73
#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74
#define GL_MAX_PATCH_VERTICES 0x8E7D
#define GL_MAX_TESS_GEN_LEVEL 0x8E7E
#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F
#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80
#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81
#define GL_MAX_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82
#define GL_MAX_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83
#define GL_MAX_MAX_TESS_PATCH_COMPONENTS 0x8E84
#define GL_MAX_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85
#define GL_MAX_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86
#define GL_MAX_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89
#define GL_MAX_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A
#define GL_MAX_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C
#define GL_MAX_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D
#define GL_MAX_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E
#define GL_MAX_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F
#define GL_TESS_EVALUATION_SHADER 0x8E87
#define GL_TESS_CONTROL_SHADER 0x8E88
#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75
#define GL_TESS_GEN_MODE 0x8E76
#define GL_TESS_GEN_SPACING 0x8E77
#define GL_TESS_GEN_VERTEX_ORDER 0x8E78
#define GL_TESS_GEN_POINT_MODE 0x8E79
#define GL_ISOLINES 0x8E7A
#define GL_FRACTIONAL_ODD 0x8E7B
#define GL_FRACTIONAL_EVEN 0x8E7C
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0
#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1
#endif
// EXT_gpu_shader4
#ifndef GL_INT_SAMPLER_2D_EXT
#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0
#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
#define GL_SAMPLER_BUFFER_EXT 0x8DC2
#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3
#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5
#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6
#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7
#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8
#define GL_INT_SAMPLER_1D_EXT 0x8DC9
#define GL_INT_SAMPLER_2D_EXT 0x8DCA
#define GL_INT_SAMPLER_3D_EXT 0x8DCB
#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC
#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD
#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE
#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF
#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0
#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1
#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2
#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3
#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4
#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5
#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6
#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7
#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8
#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904
#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905
#endif
// ARB_uniform_buffer_object
#ifndef GL_UNIFORM_BUFFER
#define GL_UNIFORM_BUFFER 0x8A11
#define GL_UNIFORM_BUFFER_BINDING 0x8A28
#define GL_UNIFORM_BUFFER_START 0x8A29
#define GL_UNIFORM_BUFFER_SIZE 0x8A2A
#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B
#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C
#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D
#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E
#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F
#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30
#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31
#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32
#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33
#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34
#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35
#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36
#define GL_UNIFORM_TYPE 0x8A37
#define GL_UNIFORM_SIZE 0x8A38
#define GL_UNIFORM_NAME_LENGTH 0x8A39
#define GL_UNIFORM_BLOCK_INDEX 0x8A3A
#define GL_UNIFORM_OFFSET 0x8A3B
#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C
#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D
#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E
#define GL_UNIFORM_BLOCK_BINDING 0x8A3F
#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40
#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42
#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43
#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44
#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45
#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46
#define GL_INVALID_INDEX 0xFFFFFFFFu
#endif
namespace osg {
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() {return _isUniformBufferObjectSupported; }
/** Function to call to get the extension of a specified context.
* If the Exentsion object for that context has not yet been created then
* and the 'createIfNotInitalized' flag been set to false then returns NULL.
* If 'createIfNotInitalized' is true then the Extensions object is
* automatically created. However, in this case the extension object
* only be created with the graphics context associated with ContextID..*/
static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized);
/** allows users to override the extensions across graphics contexts.
* typically used when you have different extensions supported across graphics pipes
* 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;
// C++-friendly convenience wrapper methods
GLuint getCurrentProgram() const;
bool getProgramInfoLog( GLuint program, std::string& result ) const;
bool getShaderInfoLog( GLuint shader, std::string& result ) const;
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;
// 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;
protected:
~GL2Extensions() {}
float _glVersion;
float _glslLanguageVersion;
bool _isShaderObjectsSupported;
bool _isVertexShaderSupported;
bool _isFragmentShaderSupported;
bool _isLanguage100Supported;
bool _isGeometryShader4Supported;
bool _areTessellationShadersSupported;
bool _isGpuShader4Supported;
bool _isUniformBufferObjectSupported;
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);
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;
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;
};
}
#endif