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Remove glextloader.c and fully use rglLoad.h from now on

rexim 1 week ago
parent
commit
b6fc6dcf00
2 changed files with 0 additions and 57 deletions
  1. 0 55
      glextloader.c
  2. 0 2
      main_rgfw.c

+ 0 - 55
glextloader.c

@@ -1,55 +0,0 @@
-#define PROCS \
-    PROC(PFNGLCREATESHADERPROC, glCreateShader) \
-    PROC(PFNGLSHADERSOURCEPROC, glShaderSource) \
-    PROC(PFNGLCOMPILESHADERPROC, glCompileShader) \
-    PROC(PFNGLGETSHADERIVPROC, glGetShaderiv) \
-    PROC(PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog) \
-    PROC(PFNGLCREATEPROGRAMPROC, glCreateProgram) \
-    PROC(PFNGLATTACHSHADERPROC, glAttachShader) \
-    PROC(PFNGLLINKPROGRAMPROC, glLinkProgram) \
-    PROC(PFNGLGETPROGRAMIVPROC, glGetProgramiv) \
-    PROC(PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog) \
-    PROC(PFNGLDELETESHADERPROC, glDeleteShader) \
-    PROC(PFNGLUSEPROGRAMPROC, glUseProgram) \
-    PROC(PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays) \
-    PROC(PFNGLBINDVERTEXARRAYPROC, glBindVertexArray) \
-    PROC(PFNGLDELETEPROGRAMPROC, glDeleteProgram) \
-    PROC(PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation) \
-    PROC(PFNGLUNIFORM2FPROC, glUniform2f) \
-    PROC(PFNGLGENBUFFERSPROC, glGenBuffers) \
-    PROC(PFNGLBINDBUFFERPROC, glBindBuffer) \
-    PROC(PFNGLBUFFERDATAPROC, glBufferData) \
-    PROC(PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray) \
-    PROC(PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer) \
-    PROC(PFNGLUNIFORM1FPROC, glUniform1f) \
-    PROC(PFNGLBUFFERSUBDATAPROC, glBufferSubData) \
-    PROC(PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers) \
-    PROC(PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer) \
-    PROC(PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D) \
-    PROC(PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus) \
-    PROC(PFNGLUNIFORM1IPROC, glUniform1i) \
-    PROC(PFNGLDRAWBUFFERSPROC, glDrawBuffers) \
-    PROC(PFNGLUNIFORM4FPROC, glUniform4f) \
-    PROC(PFNGLUNIFORM1UIPROC, glUniform1ui)
-// TODO: there is something fishy with Windows gl.h header
-// // Let's try to ship our own gl.h just like glext.h
-// #ifdef _WIN32
-// static PFNGLACTIVETEXTUREPROC glActiveTexture = NULL;
-// #endif // _WIN32
-
-#define PROC(type, name) static type name = NULL;
-PROCS
-#undef PROC
-
-static bool load_gl_extensions(void)
-{
-    #define PROC(type, name) \
-        name = (type) RGFW_getProcAddress(#name); \
-        if (name == NULL) { \
-            fprintf(stderr, "ERROR: could not load function %s\n", #name); \
-            return false; \
-        }
-    PROCS
-    #undef PROC
-    return true;
-}

+ 0 - 2
main_rgfw.c

@@ -23,7 +23,6 @@
 
 #define RGFW_IMPLEMENTATION
 #include "RGFW.h"
-// #include "glextloader.c"
 #define RGL_LOAD_IMPLEMENTATION
 #include "rglLoad.h"
 
@@ -240,7 +239,6 @@ int main(int argc, char **argv)
     RGFW_window* win = RGFW_createWindow("sowon (RGFW)", win_rect, 0);
 
     if (RGL_loadGL3((RGLloadfunc)RGFW_getProcAddress)) return 1;
-    // if (!load_gl_extensions()) return 1;
 
     glEnable(GL_BLEND);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);