642 lines
26 KiB
C++
642 lines
26 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2014 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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* Copyright (C) 2012 David Callu
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* Copyright (C) 2008 Mike Weiblen
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* Copyright (C) 2012 Holger Helmich
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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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#ifndef OSG_GLDEFINES
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#define OSG_GLDEFINES 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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// identify GLES 1.1
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#if (defined(GL_VERSION_ES_CM_1_0) && GL_VERSION_ES_CM_1_0 > 0) || \
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(defined(GL_VERSION_ES_CM_1_1) && GL_VERSION_ES_CM_1_1 > 0)
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#define OPENGLES_1_1_FOUND 1
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#endif
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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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#ifndef GL_VERTEX_PROGRAM_POINT_SIZE
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#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642
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#endif
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#ifndef GL_VERTEX_PROGRAM_TWO_SIDE
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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_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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#define GL_SAMPLER_2D 0x8B5E
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#define GL_SAMPLER_CUBE 0x8B60
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#endif
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#if !defined(GL_SAMPLER_1D)
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#define GL_SAMPLER_1D 0x8B5D
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#endif
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#if !defined(GL_SAMPLER_3D)
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#define GL_SAMPLER_3D 0x8B5F
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#endif
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#if !defined(GL_SAMPLER_1D_SHADOW)
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#define GL_SAMPLER_1D_SHADOW 0x8B61
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#define GL_SAMPLER_2D_SHADOW 0x8B62
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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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#ifndef GL_ARB_framebuffer_sRGB
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#define GL_FRAMEBUFFER_SRGB 0x8DB9
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#endif
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#ifndef GL_EXT_geometry_shader4
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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_VARYING_COMPONENTS_EXT 0x8DDD
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#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE
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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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#endif
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#ifndef GL_VERSION_3_0
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#define GL_MAX_VARYING_COMPONENTS 0x8B4B
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#endif
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#ifndef GL_VERSION_3_2
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#define GL_GEOMETRY_SHADER 0x8DD9
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#define GL_GEOMETRY_VERTICES_OUT 0x8916
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#define GL_GEOMETRY_INPUT_TYPE 0x8917
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#define GL_GEOMETRY_OUTPUT_TYPE 0x8918
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#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29
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#define GL_MAX_GEOMETRY_VARYING_COMPONENTS 0x8DDD
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#define GL_MAX_VERTEX_VARYING_COMPONENTS 0x8DDE
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#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF
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#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0
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#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1
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#define GL_LINES_ADJACENCY 0x000A
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#define GL_LINE_STRIP_ADJACENCY 0x000B
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#define GL_TRIANGLES_ADJACENCY 0x000C
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#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D
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#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8
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#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT 0x8DA9
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#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7
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#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4
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#define GL_PROGRAM_POINT_SIZE 0x8642
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#endif
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// ARB_tessellation_shader
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#ifndef GL_ARB_tessellation_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_EXT_gpu_shader4
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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_ARB_uniform_buffer_object
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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_ARB_get_program_binary
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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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// ARB_gpu_shader_fp64
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#ifndef GL_ARB_gpu_shader_fp64
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#define GL_DOUBLE_VEC2 0x8FFC
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#define GL_DOUBLE_VEC3 0x8FFD
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#define GL_DOUBLE_VEC4 0x8FFE
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#define GL_DOUBLE_MAT2 0x8F46
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#define GL_DOUBLE_MAT3 0x8F47
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#define GL_DOUBLE_MAT4 0x8F48
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#define GL_DOUBLE_MAT2x3 0x8F49
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#define GL_DOUBLE_MAT2x4 0x8F4A
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#define GL_DOUBLE_MAT3x2 0x8F4B
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#define GL_DOUBLE_MAT3x4 0x8F4C
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#define GL_DOUBLE_MAT4x2 0x8F4D
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#define GL_DOUBLE_MAT4x3 0x8F4E
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#endif
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// ARB_texture_multisample
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#ifndef GL_ARB_texture_multisample
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#define GL_SAMPLER_2D_MULTISAMPLE 0x9108
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#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109
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#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A
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#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B
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#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C
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#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D
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#endif
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// GL_ARB_shader_image_load_store
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#ifndef GL_ARB_shader_image_load_store
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#define GL_IMAGE_1D 0x904C
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#define GL_IMAGE_2D 0x904D
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#define GL_IMAGE_3D 0x904E
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#define GL_IMAGE_2D_RECT 0x904F
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#define GL_IMAGE_CUBE 0x9050
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#define GL_IMAGE_BUFFER 0x9051
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#define GL_IMAGE_1D_ARRAY 0x9052
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#define GL_IMAGE_2D_ARRAY 0x9053
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#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054
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#define GL_IMAGE_2D_MULTISAMPLE 0x9055
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#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056
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#define GL_INT_IMAGE_1D 0x9057
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#define GL_INT_IMAGE_2D 0x9058
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#define GL_INT_IMAGE_3D 0x9059
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#define GL_INT_IMAGE_2D_RECT 0x905A
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#define GL_INT_IMAGE_CUBE 0x905B
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#define GL_INT_IMAGE_BUFFER 0x905C
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#define GL_INT_IMAGE_1D_ARRAY 0x905D
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#define GL_INT_IMAGE_2D_ARRAY 0x905E
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#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F
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#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060
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#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061
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#define GL_UNSIGNED_INT_IMAGE_1D 0x9062
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#define GL_UNSIGNED_INT_IMAGE_2D 0x9063
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#define GL_UNSIGNED_INT_IMAGE_3D 0x9064
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#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065
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#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066
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#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067
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#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068
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#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069
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#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A
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#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B
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#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C
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#endif
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#ifndef GL_VERSION_3_1
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#define GL_SAMPLER_2D_RECT 0x8B63
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#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64
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#define GL_SAMPLER_BUFFER 0x8DC2
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#define GL_INT_SAMPLER_2D_RECT 0x8DCD
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#define GL_INT_SAMPLER_BUFFER 0x8DD0
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#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5
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#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8
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#define GL_TEXTURE_BUFFER 0x8C2A
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#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B
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#define GL_TEXTURE_BINDING_BUFFER 0x8C2C
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#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D
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#define GL_TEXTURE_RECTANGLE 0x84F5
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#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6
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#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7
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#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8
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#define GL_RGB_SNORM 0x8F92
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#define GL_RGBA_SNORM 0x8F93
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#define GL_R8_SNORM 0x8F94
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#define GL_RG8_SNORM 0x8F95
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#define GL_RGB8_SNORM 0x8F96
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#define GL_RGBA8_SNORM 0x8F97
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#define GL_R16_SNORM 0x8F98
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#define GL_RG16_SNORM 0x8F99
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#define GL_RGB16_SNORM 0x8F9A
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#define GL_RGBA16_SNORM 0x8F9B
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#define GL_SIGNED_NORMALIZED 0x8F9C
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#define GL_PRIMITIVE_RESTART 0x8F9D
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#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E
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#endif
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#ifndef GL_RED_SNORM
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#define GL_RED_SNORM 0x8F90
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#endif
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#ifndef GL_RG_SNORM
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#define GL_RG_SNORM 0x8F91
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#endif
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#ifndef GL_VERSION_4_0
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#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C
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#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D
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#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E
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#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F
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#endif
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// ARB_shader_atomic_counters
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#ifndef GL_ARB_shader_atomic_counters
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#define GL_ATOMIC_COUNTER_BUFFER 0x92C0
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#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1
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#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2
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#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3
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#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4
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#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5
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#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB
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#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC
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#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD
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#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE
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#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF
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#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0
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#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1
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#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2
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#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3
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#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4
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#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5
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#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6
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#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7
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#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8
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#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC
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#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9
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#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA
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#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB
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#endif
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// ARB_compute_shader
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#ifndef GL_ARB_compute_shader
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#define GL_COMPUTE_SHADER 0x91B9
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#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB
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#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC
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#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD
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#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262
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#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263
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#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264
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#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265
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#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266
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#define GL_MAX_COMPUTE_LOCAL_INVOCATIONS 0x90EB
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#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE
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#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF
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#define GL_COMPUTE_LOCAL_WORK_SIZE 0x8267
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#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC
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#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED
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#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE
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#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF
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#define GL_COMPUTE_SHADER_BIT 0x00000020
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#endif
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#ifndef GL_ARB_clip_control
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#define GL_LOWER_LEFT 0x8CA1
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#define GL_UPPER_LEFT 0x8CA2
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#define GL_CLIP_ORIGIN 0x935C
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#define GL_CLIP_DEPTH_MODE 0x935D
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#define GL_NEGATIVE_ONE_TO_ONE 0x935E
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#define GL_ZERO_TO_ONE 0x935F
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#endif
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#ifndef GL_ARB_depth_clamp
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#define GL_DEPTH_CLAMP 0x864F
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#endif
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#ifndef GL_ARB_provoking_vertex
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#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C
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#define GL_FIRST_VERTEX_CONVENTION 0x8E4D
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#define GL_LAST_VERTEX_CONVENTION 0x8E4E
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#define GL_PROVOKING_VERTEX 0x8E4F
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#endif
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#ifndef GL_ARB_seamless_cube_map
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#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F
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#endif
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#ifndef GL_VERSION_4_3
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#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000
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#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39
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#define GL_SHADER_STORAGE_BUFFER 0x90D2
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#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3
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#define GL_SHADER_STORAGE_BUFFER_START 0x90D4
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#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5
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#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6
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#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7
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#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8
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#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9
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#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA
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#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB
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#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC
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#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD
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#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE
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#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF
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#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
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#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002
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#define GL_UNIFORM_BARRIER_BIT 0x00000004
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#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008
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#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
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#define GL_COMMAND_BARRIER_BIT 0x00000040
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#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080
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#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100
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#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200
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#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400
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#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800
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#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000
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#define GL_MAP_READ_BIT 0x0001
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#define GL_MAP_WRITE_BIT 0x0002
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#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004
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#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008
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#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010
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#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020
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#endif
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#ifndef GL_ARB_sync
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#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111
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#define GL_OBJECT_TYPE 0x9112
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#define GL_SYNC_CONDITION 0x9113
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#define GL_SYNC_STATUS 0x9114
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#define GL_SYNC_FLAGS 0x9115
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#define GL_SYNC_FENCE 0x9116
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#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117
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#define GL_UNSIGNALED 0x9118
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#define GL_SIGNALED 0x9119
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#define GL_ALREADY_SIGNALED 0x911A
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#define GL_TIMEOUT_EXPIRED 0x911B
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#define GL_CONDITION_SATISFIED 0x911C
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#define GL_WAIT_FAILED 0x911D
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#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001
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#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull
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#endif
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#ifndef GL_TEXTURE_2D_ARRAY_EXT
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#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A
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#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A
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#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B
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#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D
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#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF
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#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E
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#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1
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#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4
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#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4
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#endif
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#ifndef GL_MAX_3D_TEXTURE_SIZE
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#define GL_MAX_3D_TEXTURE_SIZE 0x8073
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#endif
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#ifndef GL_INTERLEAVED_ATTRIBS
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#define GL_INTERLEAVED_ATTRIBS 0x8C8C
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#endif
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#ifndef GL_SEPARATE_ATTRIBS
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#define GL_SEPARATE_ATTRIBS 0x8C8D
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#endif
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#ifndef GL_RASTERIZER_DISCARD
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#define GL_RASTERIZER_DISCARD 0x8C89
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#endif
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#ifndef GL_ALPHA_TEST
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#define GL_ALPHA_TEST 0x0BC0
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#endif
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namespace osg
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{
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#ifndef GL_VERSION_3_2
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typedef struct __GLsync *GLsync;
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#endif
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// for compatibility with gl.h headers that don't support VBO,
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//GL_VERSION_1_5 and GL_ARB_vertex_buffer_object provide these types for OpenGL
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//all ES versions except GL_OES_VERSION_1_0 provide these types for OpenGL ES
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#if !defined(GL_VERSION_1_5) && !defined(GL_ARB_vertex_buffer_object) \
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&& !defined(GL_ES_VERSION_2_0) && !defined(OPENGLES_1_1_FOUND)
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#if 1
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// experimental defination.
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typedef ptrdiff_t GLsizeiptr;
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typedef ptrdiff_t GLintptr;
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#else
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#if defined(_WIN64)
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typedef __int64 GLintptr;
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typedef __int64 GLsizeiptr;
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#elif defined(__ia64__) || defined(__x86_64__) || defined(__ANDROID__)
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typedef long int GLintptr;
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typedef long int GLsizeiptr;
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#else
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typedef int GLintptr;
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typedef int GLsizeiptr;
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#endif
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#endif
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#endif
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}
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#endif
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