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