OpenSceneGraph/include/osg/GLExtensions
Hartwig 1b3928a017 Removal of compiler warnings caused by integer conversions
In most systems today sizeof(size_t) is larger than sizeof(GLsizei). Therefore, the inclusion of GLExtensions may introduce a lot of compiler warnings as array.size() (of type size_t) is passed to a function with a parameter of type GLsizei.
2018-03-25 19:04:10 +02:00

902 lines
61 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
* (at your option) any later version. The full license is in LICENSE file
* included with this distribution, and on the openscenegraph.org website.
*
* This library 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. See the
* OpenSceneGraph Public License for more details.
*/
#ifndef OSG_GLEXTENSIONS
#define OSG_GLEXTENSIONS 1
#include <osg/Export>
#include <osg/GLDefines>
#include <osg/Vec2>
#include <osg/Vec3>
#include <osg/Vec4>
#include <osg/Vec2d>
#include <osg/Vec3d>
#include <osg/Vec4d>
#include <osg/Vec2i>
#include <osg/Vec3i>
#include <osg/Vec4i>
#include <osg/Vec2ui>
#include <osg/Vec3ui>
#include <osg/Vec4ui>
#include <osg/Plane>
#include <osg/MatrixTemplate>
#include <osg/Matrixd>
#include <osg/Matrixf>
#include <stdlib.h>
#include <string.h>
#include <string>
#include <vector>
#include <map>
namespace osg {
/** Return floating-point OpenGL/GLES version number.
* Note: Must only be called within a valid OpenGL context,
* undefined behavior may occur otherwise.
*/
extern OSG_EXPORT float getGLVersionNumber();
/** Return true if "extension" is contained in "extensionString".
*/
extern OSG_EXPORT bool isExtensionInExtensionString(const char *extension, const char *extensionString);
/** Return true if OpenGL/GLES "extension" is supported.
* Note: Must only be called within a valid OpenGL context,
* undefined behavior may occur otherwise.
*/
extern OSG_EXPORT bool isGLExtensionSupported(unsigned int contextID, const char *extension);
/** Return true if either OpenGL/GLES "extension1" or "extension2" is supported.
* Note: Must only be called within a valid OpenGL context,
* undefined behavior may occur otherwise.
*/
extern OSG_EXPORT bool isGLExtensionSupported(unsigned int contextID, const char *extension1, const char *extension2);
/** Return true if OpenGL/GLES "extension" or minimum OpenGL version number is supported.
* Note: Must only be called within a valid OpenGL context,
* undefined behavior may occur otherwise.
*/
extern OSG_EXPORT bool isGLExtensionOrVersionSupported(unsigned int contextID, const char *extension, float requiredGlVersion);
/** Return the address of the specified OpenGL/GLES function.
* Return NULL if function not supported by OpenGL library.
* Note, glGLExtensionFuncPtr is declared inline so that the code
* is compiled locally to the calling code. This should get by Windows'
* dumb implementation of having different GL function ptr's for each
* library when linked to it.
*/
extern OSG_EXPORT void* getGLExtensionFuncPtr(const char *funcName);
/** Set a list of extensions to disable for different OpenGL renderers. This allows
* OSG applications to work around OpenGL drivers' bugs which are due to problematic extension support.
* The format of the string is:
* "GLRendererString : ExtensionName, ExtensionName; GLRenderString2 : ExtensionName;"
* An example of is : "SUN_XVR1000:GL_EXT_texture_filter_anisotropic"
* The default setting of GLExtensionDisableString is obtained from the OSG_GL_EXTENSION_DISABLE
* environmental variable.
*/
extern OSG_EXPORT void setGLExtensionDisableString(const std::string& disableString);
/** Get the list of extensions that are disabled for various OpenGL renderers. */
extern OSG_EXPORT std::string& getGLExtensionDisableString();
/** Return the address of the specified OpenGL function. If not found then
* check a second function name, if this fails then return NULL as function is
* not supported by OpenGL library. This is used for checking something
* like glActiveTexture (which is in OGL1.3) or glActiveTextureARB.
*/
inline void* getGLExtensionFuncPtr(const char *funcName, const char *fallbackFuncName)
{
void* ptr = getGLExtensionFuncPtr(funcName);
return (ptr!=0) ? ptr : getGLExtensionFuncPtr(fallbackFuncName);
}
/** Return the address of the specified OpenGL function. If not found then
* check a second function name, if this fails then return NULL as function is
* not supported by OpenGL library. This is used for checking something
* like glActiveTexture (which is in OGL1.3) or glActiveTextureARB.
*/
inline void* getGLExtensionFuncPtr(const char *funcName1, const char *funcName2, const char *funcName3)
{
void* ptr = getGLExtensionFuncPtr(funcName1);
return (ptr!=0) ? ptr : getGLExtensionFuncPtr(funcName2, funcName3);
}
template<typename T, typename R>
bool convertPointer(T& dest, R src)
{
memcpy(&dest, &src, sizeof(src));
return src!=0;
}
template<typename T, typename R>
T convertPointerType(R src)
{
T dest;
memcpy(&dest, &src, sizeof(src));
return dest;
}
template<typename T>
bool setGLExtensionFuncPtr(T& t, const char* str1, bool validContext=true)
{
return convertPointer(t, validContext ? osg::getGLExtensionFuncPtr(str1) : 0);
}
template<typename T>
bool setGLExtensionFuncPtr(T& t, const char* str1, const char* str2, bool validContext=true)
{
return convertPointer(t, validContext ? osg::getGLExtensionFuncPtr(str1, str2) : 0);
}
template<typename T>
bool setGLExtensionFuncPtr(T& t, const char* str1, const char* str2, const char* str3, bool validContext=true)
{
return convertPointer(t, validContext ? osg::getGLExtensionFuncPtr(str1, str2, str3) : 0);
}
class VertexAttribAlias
{
public:
VertexAttribAlias():
_location(0) {}
VertexAttribAlias(const VertexAttribAlias& rhs):
_location(rhs._location),
_glName(rhs._glName),
_osgName(rhs._osgName),
_declaration(rhs._declaration) {}
VertexAttribAlias(GLuint location, const std::string glName, const std::string osgName, const std::string& declaration):
_location(location),
_glName(glName),
_osgName(osgName),
_declaration(declaration) {}
GLuint _location;
std::string _glName;
std::string _osgName;
std::string _declaration;
};
/** Main GLExtensions class for managing OpenGL extensions per graphics context.*/
class OSG_EXPORT GLExtensions : public osg::Referenced
{
public:
GLExtensions(unsigned int in_contextID);
/** 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 GLExtensions* Get(unsigned int in_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 in_contextID, GLExtensions* extensions);
// 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;
unsigned int contextID;
float glVersion;
float glslLanguageVersion;
bool isGlslSupported;
bool isShaderObjectsSupported;
bool isVertexShaderSupported;
bool isFragmentShaderSupported;
bool isLanguage100Supported;
bool isGeometryShader4Supported;
bool areTessellationShadersSupported;
bool isGpuShader4Supported;
bool isUniformBufferObjectSupported;
bool isGetProgramBinarySupported;
bool isGpuShaderFp64Supported;
bool isShaderAtomicCountersSupported;
bool isRectangleSupported;
bool isCubeMapSupported;
bool isClipControlSupported;
void (GL_APIENTRY * glDrawBuffers)(GLsizei n, const GLenum *bufs);
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) (unsigned int, GLint, GLenum, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
void (GL_APIENTRY * glVertexAttribIPointer) (unsigned int, GLint, GLenum, GLsizei stride, const GLvoid *pointer);
void (GL_APIENTRY * glVertexAttribLPointer) (unsigned int, GLint, GLenum, 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 * glClipControl)( GLenum origin, GLenum depthMode );
void (GL_APIENTRY * glProgramParameteri)( GLuint program, GLenum pname, GLint value );
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 );
void (GL_APIENTRY * glBindFragDataLocationIndexed) (GLuint program, GLuint colorNumber, GLuint index, const GLchar * name);
GLint (GL_APIENTRY * glGetFragDataIndex) (GLuint program, 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 );
void (GL_APIENTRY * glUniform1i64 )(GLint location, GLint64 x) ;
void (GL_APIENTRY * glUniform1i64v )(GLint location, GLsizei count, const GLint64* value) ;
void (GL_APIENTRY * glUniform1ui64 )(GLint location, GLuint64 x) ;
void (GL_APIENTRY * glUniform1ui64v)(GLint location, GLsizei count, const GLuint64* value) ;
void (GL_APIENTRY * glUniform2i64 )(GLint location, GLint64 x, GLint64 y) ;
void (GL_APIENTRY * glUniform2i64v )(GLint location, GLsizei count, const GLint64* value) ;
void (GL_APIENTRY * glUniform2ui64 )(GLint location, GLuint64 x, GLuint64 y) ;
void (GL_APIENTRY * glUniform2ui64v)(GLint location, GLsizei count, const GLuint64* value) ;
void (GL_APIENTRY * glUniform3i64 )(GLint location, GLint64 x, GLint64 y, GLint64 z) ;
void (GL_APIENTRY * glUniform3i64v )(GLint location, GLsizei count, const GLint64* value) ;
void (GL_APIENTRY * glUniform3ui64 )(GLint location, GLuint64 x, GLuint64 y, GLuint64 z) ;
void (GL_APIENTRY * glUniform3ui64v)(GLint location, GLsizei count, const GLuint64* value) ;
void (GL_APIENTRY * glUniform4i64 )(GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w) ;
void (GL_APIENTRY * glUniform4i64v )(GLint location, GLsizei count, const GLint64* value) ;
void (GL_APIENTRY * glUniform4ui64 )(GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w) ;
void (GL_APIENTRY * glUniform4ui64v)(GLint location, GLsizei count, const GLuint64* 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 );
GLuint64 (GL_APIENTRY* glGetTextureHandle)(GLint texture);
void (GL_APIENTRY* glMakeTextureHandleResident)(GLuint64 handle);
void (GL_APIENTRY* glMakeTextureHandleNonResident)(GLuint64 handle);
void (GL_APIENTRY* glUniformHandleui64)(GLint location, GLuint64 handle);
GLboolean (GL_APIENTRY* glIsTextureHandleResident)(GLuint64 handle);
// Buffer Object extensions
bool isBufferObjectSupported;
bool isVBOSupported;
bool isPBOSupported;
bool isTBOSupported;
bool isVAOSupported;
bool isTransformFeedbackSupported;
void (GL_APIENTRY * glGenBuffers) (GLsizei n, GLuint *buffers);
void (GL_APIENTRY * glBindBuffer) (GLenum target, GLuint buffer);
void (GL_APIENTRY * glBufferData) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
void (GL_APIENTRY * glBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
void (GL_APIENTRY * glDeleteBuffers) (GLsizei n, const GLuint *buffers);
GLboolean (GL_APIENTRY * glIsBuffer) (GLuint buffer);
void (GL_APIENTRY * glGetBufferSubData) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
GLvoid* (GL_APIENTRY * glBufferStorage) (GLenum target, GLintptr size, const GLvoid * data, GLbitfield flags);
GLvoid* (GL_APIENTRY * glNamedBufferStorage) (GLuint buffer, GLsizei size, const void * data, GLbitfield flags);
GLvoid* (GL_APIENTRY * glMapBuffer) (GLenum target, GLenum access);
GLvoid* (GL_APIENTRY * glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access);
GLboolean (GL_APIENTRY * glUnmapBuffer) (GLenum target);
void (GL_APIENTRY * glGetBufferParameteriv) (GLenum target, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetBufferPointerv) (GLenum target, GLenum pname, GLvoid* *params);
void (GL_APIENTRY * glBindBufferRange) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size);
void (GL_APIENTRY * glBindBufferBase) (GLenum target, GLuint index, GLuint buffer);
void (GL_APIENTRY * glTexBuffer) (GLenum target, GLenum internalFormat, GLuint buffer);
void (GL_APIENTRY * glMemoryBarrier)( GLbitfield barriers );
// BlendFunc extensions
bool isBlendFuncSeparateSupported;
void (GL_APIENTRY * glBlendFuncSeparate) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) ;
void (GL_APIENTRY * glBlendFunci) (GLuint buf, GLenum src, GLenum dst);
void (GL_APIENTRY * glBlendFuncSeparatei) (GLuint buf, GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) ;
// Vertex Array extensions
bool isSecondaryColorSupported;
bool isFogCoordSupported;
bool isMultiTexSupported;
bool isOcclusionQuerySupported;
bool isARBOcclusionQuerySupported;
bool isTimerQuerySupported;
bool isARBTimerQuerySupported;
void (GL_APIENTRY * glDrawArraysInstanced)( GLenum mode, GLint first, GLsizei count, GLsizei primcount );
void (GL_APIENTRY * glDrawElementsInstanced)( GLenum mode, GLsizei count, GLenum type, const GLvoid *indices, GLsizei primcount );
void (GL_APIENTRY * glSecondaryColor3ubv) (const GLubyte* coord);
void (GL_APIENTRY * glSecondaryColor3fv) (const GLfloat* coord);
void (GL_APIENTRY * glFogCoordfv) (const GLfloat* coord);
void (GL_APIENTRY * glMultiTexCoord1f) (GLenum target,GLfloat coord);
void (GL_APIENTRY * glMultiTexCoord4f) (GLenum target, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void (GL_APIENTRY * glMultiTexCoord1fv) (GLenum target,const GLfloat* coord);
void (GL_APIENTRY * glMultiTexCoord2fv) (GLenum target,const GLfloat* coord);
void (GL_APIENTRY * glMultiTexCoord3fv) (GLenum target,const GLfloat* coord);
void (GL_APIENTRY * glMultiTexCoord4fv) (GLenum target,const GLfloat* coord);
void (GL_APIENTRY * glMultiTexCoord1d) (GLenum target,GLdouble coord);
void (GL_APIENTRY * glMultiTexCoord1dv) (GLenum target,const GLdouble* coord);
void (GL_APIENTRY * glMultiTexCoord2dv) (GLenum target,const GLdouble* coord);
void (GL_APIENTRY * glMultiTexCoord3dv) (GLenum target,const GLdouble* coord);
void (GL_APIENTRY * glMultiTexCoord4dv) (GLenum target,const GLdouble* coord);
// Occlusion Query extensions
void (GL_APIENTRY * glGenOcclusionQueries) ( GLsizei n, GLuint *ids );
void (GL_APIENTRY * glDeleteOcclusionQueries) ( GLsizei n, const GLuint *ids );
GLboolean (GL_APIENTRY * glIsOcclusionQuery) ( GLuint id );
void (GL_APIENTRY * glBeginOcclusionQuery) ( GLuint id );
void (GL_APIENTRY * glEndOcclusionQuery) ();
void (GL_APIENTRY * glGetOcclusionQueryiv) ( GLuint id, GLenum pname, GLint *params );
void (GL_APIENTRY * glGetOcclusionQueryuiv) ( GLuint id, GLenum pname, GLuint *params );
void (GL_APIENTRY * glGetQueryiv) (GLenum target, GLenum pname, GLint *params);
void (GL_APIENTRY * glGenQueries) (GLsizei n, GLuint *ids);
void (GL_APIENTRY * glBeginQuery) (GLenum target, GLuint id);
void (GL_APIENTRY * glEndQuery) (GLenum target);
void (GL_APIENTRY * glBeginQueryIndexed) (GLenum target, GLuint index, GLuint id);
void (GL_APIENTRY * glEndQueryIndexed) (GLenum target, GLuint index);
void (GL_APIENTRY * glQueryCounter) (GLuint id, GLenum target);
GLboolean (GL_APIENTRY * glIsQuery) (GLuint id);
void (GL_APIENTRY * glDeleteQueries) (GLsizei n, const GLuint *ids);
void (GL_APIENTRY * glGetQueryObjectiv) (GLuint id, GLenum pname, GLint *params);
void (GL_APIENTRY * glGetQueryObjectuiv) (GLuint id, GLenum pname, GLuint *params);
void (GL_APIENTRY * glGetQueryObjectui64v) (GLuint id, GLenum pname, GLuint64 *params);
void (GL_APIENTRY * glGetInteger64v) (GLenum pname, GLint64 *params);
// SampleMaski functionality
bool isOpenGL32upported;
bool isTextureMultisampleSupported;
bool isSampleMaskiSupported;
void (GL_APIENTRY * glSampleMaski) (GLuint maskNumber, GLbitfield mask);
// Vertex/Fragment Programs
bool isVertexProgramSupported;
bool isFragmentProgramSupported;
void (GL_APIENTRY * glBindProgram) (GLenum target, GLuint id);
void (GL_APIENTRY * glGenPrograms) (GLsizei n, GLuint *programs);
void (GL_APIENTRY * glDeletePrograms) (GLsizei n, GLuint *programs);
void (GL_APIENTRY * glProgramString) (GLenum target, GLenum format, GLsizei len, const void *string);
void (GL_APIENTRY * glProgramLocalParameter4fv) (GLenum target, GLuint index, const GLfloat *params);
// Sample Extensions (OpenGL>=3.3)
void (GL_APIENTRY * glSamplerParameteri)(GLuint sampler, GLenum param, GLint value);
void (GL_APIENTRY * glSamplerParameterf)(GLuint sampler, GLenum param, GLfloat value);
void (GL_APIENTRY * glSamplerParameteriv)(GLuint sampler, GLenum param, GLint *value);
void (GL_APIENTRY * glSamplerParameterfv)(GLuint sampler, GLenum param, GLfloat *value);
void (GL_APIENTRY * glSamplerParameterIiv)(GLuint sampler, GLenum param, GLint *value);
void (GL_APIENTRY * glSamplerParameterIuiv)(GLuint sampler, GLenum param, GLuint *value);
void (GL_APIENTRY * glGetSamplerParameteriv)(GLuint sampler, GLenum param, GLint *value);
void (GL_APIENTRY * glGetSamplerParameterfv)(GLuint sampler, GLenum param, GLfloat *value);
void (GL_APIENTRY * glGetSamplerParameterIiv)(GLuint sampler, GLenum param, GLint *value);
void (GL_APIENTRY * glGetSamplerParameterIuiv)(GLuint sampler, GLenum param, GLuint *value);
void (GL_APIENTRY * glGenSamplers)(GLsizei size,GLuint * samplers);
void (GL_APIENTRY * glDeleteSamplers)(GLsizei size,const GLuint * samplers);
void (GL_APIENTRY * glBindSampler)(GLuint tu, GLuint sampler);
GLboolean (GL_APIENTRY * glIsSampler)(GLuint id);
// Texture Extensions
bool isMultiTexturingSupported;
bool isTextureFilterAnisotropicSupported;
bool isTextureSwizzleSupported;
bool isTextureCompressionARBSupported;
bool isTextureCompressionS3TCSupported;
bool isTextureCompressionPVRTC2BPPSupported;
bool isTextureCompressionPVRTC4BPPSupported;
bool isTextureCompressionETCSupported;
bool isTextureCompressionETC2Supported;
bool isTextureCompressionRGTCSupported;
bool isTextureCompressionPVRTCSupported;
bool isTextureMirroredRepeatSupported;
bool isTextureEdgeClampSupported;
bool isTextureBorderClampSupported;
bool isGenerateMipMapSupported;
bool preferGenerateMipmapSGISForPowerOfTwo;
bool isTextureMultisampledSupported;
bool isShadowSupported;
bool isShadowAmbientSupported;
bool isTextureMaxLevelSupported;
GLint maxTextureSize;
bool isClientStorageSupported;
bool isTextureIntegerEXTSupported;
bool isTextureStorageEnabled;
bool isTexStorage2DSupported() const { return glTexStorage2D != 0; }
bool isCompressedTexImage2DSupported() const { return glCompressedTexImage2D!=0; }
bool isCompressedTexSubImage2DSupported() const { return glCompressedTexSubImage2D!=0; }
bool isBindImageTextureSupported() const { return glBindImageTexture!=0; }
bool isNonPowerOfTwoTextureMipMappedSupported;
bool isNonPowerOfTwoTextureNonMipMappedSupported;
bool isNonPowerOfTwoTextureSupported(GLenum filter) const
{
return (filter==GL_LINEAR || filter==GL_NEAREST) ?
isNonPowerOfTwoTextureNonMipMappedSupported :
isNonPowerOfTwoTextureMipMappedSupported;
}
void (GL_APIENTRY * glTexStorage2D) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height);
void (GL_APIENTRY * glCompressedTexImage2D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
void (GL_APIENTRY * glCompressedTexSubImage2D) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
void (GL_APIENTRY * glGetCompressedTexImage) (GLenum target, GLint level, GLvoid *data);
void (GL_APIENTRY * glTexImage2DMultisample) (GLenum target, GLsizei samples, GLint internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations);
void (GL_APIENTRY * glTexParameterIiv) (GLenum target, GLenum pname, const GLint* data);
void (GL_APIENTRY * glTexParameterIuiv) (GLenum target, GLenum pname, const GLuint* data);
void (GL_APIENTRY * glBindImageTexture) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format);
// Texture3D extensions
bool isTexture3DSupported;
bool isTexture3DFast;
GLint maxTexture3DSize;
bool isCompressedTexImage3DSupported() const { return glCompressedTexImage3D!=0; }
bool isCompressedTexSubImage3DSupported() const { return glCompressedTexSubImage3D!=0; }
void (GL_APIENTRY * glTexImage3D) ( GLenum target, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
void (GL_APIENTRY * glTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
void (GL_APIENTRY * glTexStorage3D) ( GLenum target, GLsizei numMipmapLevels,GLenum sizedInternalFormat,GLsizei width,GLsizei height,GLsizei depth);
void (GL_APIENTRY * glTextureStorage3D) ( GLuint texture, GLsizei numMipmapLevels,GLenum sizedInternalFormat,GLsizei width,GLsizei height,GLsizei depth);
void (GL_APIENTRY * glCopyTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height );
void (GL_APIENTRY * glCompressedTexImage3D) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
void (GL_APIENTRY * glCompressedTexSubImage3D) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data );
void (GL_APIENTRY *glTexImage3DMultisample) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations);
void (GL_APIENTRY *glGetMultisamplefv) (GLenum pname, GLuint index, GLfloat *val);
// Texture2DArray extensions
bool isTexture2DArraySupported;
GLint maxLayerCount;
GLint max2DSize;
// Blending
bool isBlendColorSupported;
bool isBlendEquationSupported;
bool isBlendEquationSeparateSupported;
bool isSGIXMinMaxSupported;
bool isLogicOpSupported;
void (GL_APIENTRY * glBlendColor) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void (GL_APIENTRY * glBlendEquation)(GLenum mode);
void (GL_APIENTRY * glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha);
void (GL_APIENTRY * glBlendEquationi)(GLuint buf, GLenum mode);
void (GL_APIENTRY * glBlendEquationSeparatei)(GLuint buf, GLenum modeRGB, GLenum modeAlpha);
// glEnablei/glDisabeli
void (GL_APIENTRY * glEnablei) (GLenum capability, GLuint buf);
void (GL_APIENTRY * glDisablei) (GLenum capability, GLuint buf);
// Stencil
bool isStencilWrapSupported;
bool isStencilTwoSidedSupported;
bool isOpenGL20Supported;
bool isSeparateStencilSupported;
void (GL_APIENTRY * glActiveStencilFace) (GLenum face);
void (GL_APIENTRY * glStencilOpSeparate) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void (GL_APIENTRY * glStencilMaskSeparate) (GLenum face, GLuint mask);
void (GL_APIENTRY * glStencilFuncSeparate) (GLenum face, GLenum func, GLint ref, GLuint mask);
void (GL_APIENTRY * glStencilFuncSeparateATI) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
// ColorMask
void (GL_APIENTRY * glColorMaski)(GLuint buf, GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
// ClampColor
bool isClampColorSupported;
void (GL_APIENTRY * glClampColor) (GLenum target, GLenum mode);
// PrimitiveRestartIndex
void (GL_APIENTRY * glPrimitiveRestartIndex) ( GLuint index );
// Mutlisample
bool isMultisampleSupported;
bool isMultisampleFilterHintSupported;
void (GL_APIENTRY * glSampleCoverage) (GLfloat value, GLboolean invert);
// Point
bool isPointParametersSupported;
bool isPointSpriteSupported;
bool isPointSpriteCoordOriginSupported;
void (GL_APIENTRY * glPointParameteri) (GLenum pname, GLint param);
void (GL_APIENTRY * glPointParameterf) (GLenum pname, GLfloat param);
void (GL_APIENTRY * glPointParameterfv) (GLenum pname, const GLfloat *params);
// FrameBuferObject
bool isFrameBufferObjectSupported;
bool isPackedDepthStencilSupported;
bool isRenderbufferMultisampleSupported() const { return glRenderbufferStorageMultisample != 0; }
bool isRenderbufferMultisampleCoverageSupported() const { return glRenderbufferStorageMultisampleCoverageNV != 0; }
void (GL_APIENTRY * glBindRenderbuffer) (GLenum, GLuint);
void (GL_APIENTRY * glDeleteRenderbuffers) (GLsizei n, const GLuint *renderbuffers);
void (GL_APIENTRY * glGenRenderbuffers) (GLsizei, GLuint *);
void (GL_APIENTRY * glRenderbufferStorage) (GLenum, GLenum, GLsizei, GLsizei);
void (GL_APIENTRY * glRenderbufferStorageMultisample) (GLenum, GLsizei, GLenum, GLsizei, GLsizei);
void (GL_APIENTRY * glRenderbufferStorageMultisampleCoverageNV) (GLenum, GLsizei, GLsizei, GLenum, GLsizei, GLsizei);
void (GL_APIENTRY * glBindFramebuffer) (GLenum, GLuint);
void (GL_APIENTRY * glDeleteFramebuffers) (GLsizei n, const GLuint *framebuffers);
void (GL_APIENTRY * glGenFramebuffers) (GLsizei, GLuint *);
GLenum (GL_APIENTRY * glCheckFramebufferStatus) (GLenum);
void (GL_APIENTRY * glFramebufferTexture1D) (GLenum, GLenum, GLenum, GLuint, GLint);
void (GL_APIENTRY * glFramebufferTexture2D) (GLenum, GLenum, GLenum, GLuint, GLint);
void (GL_APIENTRY * glFramebufferTexture3D) (GLenum, GLenum, GLenum, GLuint, GLint, GLint);
void (GL_APIENTRY * glFramebufferTexture) (GLenum, GLenum, GLint, GLint);
void (GL_APIENTRY * glFramebufferTextureLayer) (GLenum, GLenum, GLuint, GLint, GLint);
void (GL_APIENTRY * glFramebufferTextureFace)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face );
void (GL_APIENTRY * glFramebufferRenderbuffer) (GLenum, GLenum, GLenum, GLuint);
void (GL_APIENTRY * glGenerateMipmap) (GLenum);
void (GL_APIENTRY * glBlitFramebuffer) (GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum);
void (GL_APIENTRY * glGetRenderbufferParameteriv) (GLenum, GLenum, GLint*);
//ARB_framebuffer_no_attachments
void (GL_APIENTRY * glFramebufferParameteri)(GLenum target, GLenum pname, GLint param);
void (GL_APIENTRY * glGetFramebufferParameteriv)(GLenum target, GLenum pname, GLint *params);
void (GL_APIENTRY * glNamedFramebufferParameteri)(GLuint fbo, GLenum pname, GLint param);
void (GL_APIENTRY * glGetNamedFramebufferParameteriv)(GLuint fbo, GLenum pname, GLint *params);
//subroutine
GLint(GL_APIENTRY* glGetSubroutineUniformLocation) (GLuint program, GLenum shadertype, const GLchar *name);
void (GL_APIENTRY * glGetActiveSubroutineUniformName) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
void (GL_APIENTRY * glGetActiveSubroutineUniformiv) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values);
GLuint (GL_APIENTRY * glGetSubroutineIndex) (GLuint program, GLenum shadertype, const GLchar *name);
void (GL_APIENTRY * glGetActiveSubroutineName) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufsize, GLsizei *length, GLchar *name);
void (GL_APIENTRY * glGetProgramStageiv) (GLuint program, GLenum shadertype, GLenum pname, GLint *values);
void (GL_APIENTRY *glUniformSubroutinesuiv) (GLenum shadertype, GLsizei count,const GLuint * indices);
void (GL_APIENTRY * glGetUniformSubroutineuiv) (GLenum shadertype, GLint location, GLuint *params);
// Sync
GLsync (GL_APIENTRY * glFenceSync) (GLenum condition, GLbitfield flags);
GLboolean (GL_APIENTRY * glIsSync) (GLsync sync);
void (GL_APIENTRY * glDeleteSync) (GLsync sync);
GLenum (GL_APIENTRY * glClientWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout);
void (GL_APIENTRY * glWaitSync) (GLsync sync, GLbitfield flags, GLuint64 timeout);
void (GL_APIENTRY * glGetSynciv) (GLsync sync, GLenum pname, GLsizei bufSize, GLsizei *length, GLint *values);
// Indirect Rendering
void (GL_APIENTRY * glDrawArraysIndirect) (GLenum mode, const void * indirect);
void (GL_APIENTRY * glMultiDrawArraysIndirect) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride);
void (GL_APIENTRY * glDrawElementsIndirect) (GLenum mode, GLenum type, const void *indirect);
void (GL_APIENTRY * glMultiDrawElementsIndirect)(GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride);
// ARB_sparse_texture
void (GL_APIENTRY * glTexPageCommitment) (GLenum target, GLint level,GLint xoffset,GLint yoffset,GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,GLboolean commit);
// Transform feedback
void (GL_APIENTRY * glBeginTransformFeedback) (GLenum primitiveMode);
void (GL_APIENTRY * glEndTransformFeedback) (void);
void (GL_APIENTRY * glTransformFeedbackVaryings) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode);
void (GL_APIENTRY * glGetTransformFeedbackVarying) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name);
void (GL_APIENTRY * glBindTransformFeedback) (GLenum target, GLuint id);
void (GL_APIENTRY * glDeleteTransformFeedbacks) (GLsizei n, const GLuint *ids);
void (GL_APIENTRY * glGenTransformFeedbacks) (GLsizei n, GLuint *ids);
GLboolean (GL_APIENTRY * glIsTransformFeedback) (GLuint id);
void (GL_APIENTRY * glPauseTransformFeedback) (void);
void (GL_APIENTRY * glResumeTransformFeedback) (void);
void (GL_APIENTRY * glDrawTransformFeedback) (GLenum mode, GLuint id);
void (GL_APIENTRY * glDrawTransformFeedbackStream) (GLenum mode, GLuint id, GLuint stream);
void (GL_APIENTRY * glDrawTransformFeedbackInstanced) (GLenum mode, GLuint id, GLsizei instancecount);
void (GL_APIENTRY * glDrawTransformFeedbackStreamInstanced) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount);
void (GL_APIENTRY * glCreateTransformFeedbacks) (GLsizei n, GLuint *ids);
void (GL_APIENTRY * glTransformFeedbackBufferBase) (GLuint xfb, GLuint index, GLuint buffer);
void (GL_APIENTRY * glTransformFeedbackBufferRange) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizei size);
void (GL_APIENTRY * glGetTransformFeedbackiv) (GLuint xfb, GLenum pname, GLint *param);
void (GL_APIENTRY * glGetTransformFeedbacki_v) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
void (GL_APIENTRY * glGetTransformFeedbacki64_v) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
// Vertex Array Object
void (GL_APIENTRY * glDeleteVertexArrays) (GLsizei size,const GLuint *handles);
void (GL_APIENTRY * glGenVertexArrays) (GLsizei size, GLuint *handles);
GLboolean (GL_APIENTRY * glIsVertexArray) (GLuint handle);
void (GL_APIENTRY * glBindVertexArray) (GLuint handle);
// OpenGL 4.3 / ARB_vertex_attrib_binding
bool isVertexAttribBindingSupported;
void (GL_APIENTRY * glBindVertexBuffer)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLintptr stride);
void (GL_APIENTRY * glVertexArrayVertexBuffer)(GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride);
void (GL_APIENTRY * glVertexAttribBinding)(GLuint attribindex, GLuint bindingindex);
void (GL_APIENTRY * glVertexArrayAttribBinding)(GLuint vaobj, GLuint attribindex, GLuint bindingindex);
void (GL_APIENTRY * glVertexAttribFormat)( GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
void (GL_APIENTRY * glVertexAttribIFormat)( GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void (GL_APIENTRY * glVertexAttribLFormat)( GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void (GL_APIENTRY * glVertexArrayAttribFormat)( GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset);
void (GL_APIENTRY * glVertexArrayAttribIFormat)( GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
void (GL_APIENTRY * glVertexArrayAttribLFormat)( GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset);
// MultiDrawArrays
void (GL_APIENTRY * glMultiDrawArrays) (GLenum mode, const GLint * first, const GLsizei * count, GLsizei primcount);
void (GL_APIENTRY * glMultiDrawElements) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount);
void (GL_APIENTRY * glMultiDrawElementsBaseVertex) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex);
void (GL_APIENTRY * glDrawRangeElements) ( GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices );
void (GL_APIENTRY * glDrawElementsBaseVertex) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
void (GL_APIENTRY * glDrawElementsInstancedBaseVertex) (GLenum mode, GLsizei count, GLenum type, const void *indices,GLsizei primcount, GLint basevertex);
void (GL_APIENTRY * glDrawRangeElementsBaseVertex) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex);
void (GL_APIENTRY * glProvokingVertex) (GLenum mode);
void (GL_APIENTRY * glBeginConditionalRender) (GLuint id, GLenum mode);
void (GL_APIENTRY * glEndConditionalRender) (void);
void (GL_APIENTRY *glDrawArraysInstancedBaseInstance) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance);
void (GL_APIENTRY * glDrawElementsInstancedBaseInstance) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance);
void (GL_APIENTRY *glDrawElementsInstancedBaseVertexBaseInstance) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance);
// ViewportArray
bool isViewportArraySupported;
void (GL_APIENTRY * glViewportArrayv) (GLuint first, GLsizei count, const GLfloat * v);
void (GL_APIENTRY * glViewportIndexedf) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h);
void (GL_APIENTRY * glViewportIndexedfv) (GLuint index, const GLfloat * v);
void (GL_APIENTRY * glScissorArrayv) (GLuint first, GLsizei count, const GLint * v);
void (GL_APIENTRY * glScissorIndexed) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height);
void (GL_APIENTRY * glScissorIndexedv) (GLuint index, const GLint * v);
void (GL_APIENTRY * glDepthRangeArrayv) (GLuint first, GLsizei count, const GLdouble * v);
void (GL_APIENTRY * glDepthRangeIndexed) (GLuint index, GLdouble n, GLdouble f);
void (GL_APIENTRY * glDepthRangeIndexedf) (GLuint index, GLfloat n, GLfloat f);
void (GL_APIENTRY * glGetFloati_v) (GLenum target, GLuint index, GLfloat *data);
void (GL_APIENTRY * glGetDoublei_v) (GLenum target, GLuint index, GLdouble *data);
//introduced by other OpenGL extensions such as EXT_draw_buffers2
void (GL_APIENTRY * glGetIntegerIndexedvEXT) (GLenum target, GLuint index, int * v);
void (GL_APIENTRY * glEnableIndexedEXT) (GLenum target, GLuint index);
void (GL_APIENTRY * glDisableIndexedEXT) (GLenum target, GLuint index);
GLboolean (GL_APIENTRY * glIsEnabledIndexedEXT) (GLenum target, GLuint index);
void (GL_APIENTRY * glClientActiveTexture) (GLenum texture);
void (GL_APIENTRY * glActiveTexture) (GLenum texture);
void (GL_APIENTRY * glFogCoordPointer) (GLenum type, GLsizei stride, const GLvoid *pointer);
void (GL_APIENTRY * glSecondaryColorPointer) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
GLint glMaxTextureCoords;
GLint glMaxTextureUnits;
// debug extensions
void (GL_APIENTRY * glObjectLabel) (GLenum identifier, GLuint name, GLsizei length, const GLchar* label);
/** convenience wrapper around glObjectLabel that calls glObjectLabel if it's supported and using std::string as a label parameter.*/
void debugObjectLabel(GLenum identifier, GLuint name, const std::string& label) const { if (glObjectLabel && !label.empty()) glObjectLabel(identifier, name, static_cast<GLsizei>(label.size()), label.c_str()); }
inline void glUniform(GLint location, int value) const { glUniform1i(location, value); }
inline void glUniform(GLint location, const osg::Vec2i& value) const { glUniform2iv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec3i& value) const { glUniform3iv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec4i& value) const { glUniform4iv(location, 1, value.ptr()); }
inline void glUniform(GLint location, unsigned int value) const { glUniform1ui(location, value); }
inline void glUniform(GLint location, const osg::Vec2ui& value) const { glUniform2uiv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec3ui& value) const { glUniform3uiv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec4ui& value) const { glUniform4uiv(location, 1, value.ptr()); }
inline void glUniform(GLint location, float value) const { glUniform1f(location, value); }
inline void glUniform(GLint location, const osg::Vec2& value) const { glUniform2fv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec3& value) const { glUniform3fv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec4& value) const { glUniform4fv(location, 1, value.ptr()); }
inline void glUniform(GLint location, double value) const { glUniform1d(location, value); }
inline void glUniform(GLint location, const osg::Vec2d& value) const { glUniform2dv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec3d& value) const { glUniform3dv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Vec4d& value) const { glUniform4dv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Plane& value) const { glUniform4dv(location, 1, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix2& value) const { glUniformMatrix2fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix2x3& value) const { glUniformMatrix2x3fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix2x4& value) const { glUniformMatrix2x4fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix3x2& value) const { glUniformMatrix3x2fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix3& value) const { glUniformMatrix3fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix3x4& value) const { glUniformMatrix3x4fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix4x2& value) const { glUniformMatrix4x2fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix4x3& value) const { glUniformMatrix4x3fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrixf& value) const { glUniformMatrix4fv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix2d& value) const { glUniformMatrix2dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix2x3d& value) const { glUniformMatrix2x3dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix2x4d& value) const { glUniformMatrix2x4dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix3x2d& value) const { glUniformMatrix3x2dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix3d& value) const { glUniformMatrix3dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix3x4d& value) const { glUniformMatrix3x4dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix4x2d& value) const { glUniformMatrix4x2dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrix4x3d& value) const { glUniformMatrix4x3dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const osg::Matrixd& value) const { glUniformMatrix4dv(location, 1, GL_FALSE, value.ptr()); }
inline void glUniform(GLint location, const std::vector<int>& array) const { if (!array.empty()) glUniform1iv(location, static_cast<GLsizei>(array.size()), &(array.front())); }
inline void glUniform(GLint location, const std::vector<osg::Vec2i>& array) const { if (!array.empty()) glUniform2iv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec3i>& array) const { if (!array.empty()) glUniform3iv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec4i>& array) const { if (!array.empty()) glUniform4iv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<unsigned int>& array) const { if (!array.empty()) glUniform1uiv(location, static_cast<GLsizei>(array.size()), &(array.front())); }
inline void glUniform(GLint location, const std::vector<osg::Vec2ui>& array) const { if (!array.empty()) glUniform2uiv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec3ui>& array) const { if (!array.empty()) glUniform3uiv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec4ui>& array) const { if (!array.empty()) glUniform4uiv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<float>& array) const { if (!array.empty()) glUniform1fv(location, static_cast<GLsizei>(array.size()), &(array.front())); }
inline void glUniform(GLint location, const std::vector<osg::Vec2>& array) const { if (!array.empty()) glUniform2fv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec3>& array) const { if (!array.empty()) glUniform3fv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec4>& array) const { if (!array.empty()) glUniform4fv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<double>& array) const { if (!array.empty()) glUniform1dv(location, static_cast<GLsizei>(array.size()), &(array.front())); }
inline void glUniform(GLint location, const std::vector<osg::Vec2d>& array) const { if (!array.empty()) glUniform2dv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec3d>& array) const { if (!array.empty()) glUniform3dv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Vec4d>& array) const { if (!array.empty()) glUniform4dv(location, static_cast<GLsizei>(array.size()), array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix2>& array) const { if (!array.empty()) glUniformMatrix2fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix2x3>& array) const { if (!array.empty()) glUniformMatrix2x3fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix2x4>& array) const { if (!array.empty()) glUniformMatrix2x4fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix3>& array) const { if (!array.empty()) glUniformMatrix3fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix3x2>& array) const { if (!array.empty()) glUniformMatrix3x2fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix3x4>& array) const { if (!array.empty()) glUniformMatrix3x4fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrixf>& array) const { if (!array.empty()) glUniformMatrix4fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix4x3>& array) const { if (!array.empty()) glUniformMatrix4x3fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrix4x2>& array) const { if (!array.empty()) glUniformMatrix4x2fv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
inline void glUniform(GLint location, const std::vector<osg::Matrixd>& array) const { if (!array.empty()) glUniformMatrix4dv(location, static_cast<GLsizei>(array.size()), GL_FALSE, array.front().ptr()); }
};
}
#endif