OpenSceneGraph/include/osg/GL2Extensions
Robert Osfield 93d83010f8 Added EGL support into build system for GLES1 + GLES2.
Added EGL support into GraphicsWindowX11.
2009-10-30 15:17:38 +00:00

653 lines
41 KiB
C++

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