|
|
@@ -22,10 +22,11 @@
|
|
|
# define GL_IMPORT_TYPEDEFS 0
|
|
|
#endif // GL_IMPORT_TYPEDEFS
|
|
|
|
|
|
-#define GL_IMPORT____(_optional, _proto, _func) GL_IMPORT(_optional, _proto, _func, _func)
|
|
|
-#define GL_IMPORT_ARB(_optional, _proto, _func) GL_EXTENSION(_optional, _proto, _func, _func ## ARB)
|
|
|
-#define GL_IMPORT_EXT(_optional, _proto, _func) GL_EXTENSION(_optional, _proto, _func, _func ## EXT)
|
|
|
-#define GL_IMPORT_OES(_optional, _proto, _func) GL_EXTENSION(_optional, _proto, _func, _func ## OES)
|
|
|
+#define GL_IMPORT______(_optional, _proto, _func) GL_IMPORT(_optional, _proto, _func, _func)
|
|
|
+#define GL_IMPORT_ANGLE(_optional, _proto, _func) GL_EXTENSION(_optional, _proto, _func, _func ## ANGLE)
|
|
|
+#define GL_IMPORT_ARB__(_optional, _proto, _func) GL_EXTENSION(_optional, _proto, _func, _func ## ARB)
|
|
|
+#define GL_IMPORT_EXT__(_optional, _proto, _func) GL_EXTENSION(_optional, _proto, _func, _func ## EXT)
|
|
|
+#define GL_IMPORT_OES__(_optional, _proto, _func) GL_EXTENSION(_optional, _proto, _func, _func ## OES)
|
|
|
|
|
|
#if GL_IMPORT_TYPEDEFS
|
|
|
typedef void (GL_APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
|
|
|
@@ -157,193 +158,191 @@ typedef void (GL_APIENTRYP PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC)(GL
|
|
|
#endif // GL_IMPORT_TYPEDEFS
|
|
|
|
|
|
#if BGFX_USE_GL_DYNAMIC_LIB
|
|
|
-GL_IMPORT____(false, PFNGLACTIVETEXTUREPROC, glActiveTexture);
|
|
|
-GL_IMPORT____(false, PFNGLATTACHSHADERPROC, glAttachShader);
|
|
|
-GL_IMPORT____(true, PFNGLBEGINQUERYPROC, glBeginQuery);
|
|
|
-GL_IMPORT____(false, PFNGLBINDBUFFERPROC, glBindBuffer);
|
|
|
-GL_IMPORT____(true, PFNGLBINDFRAGDATALOCATIONPROC, glBindFragDataLocation);
|
|
|
-GL_IMPORT____(true, PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
|
|
|
-GL_IMPORT____(true, PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
|
|
|
-GL_IMPORT____(true, PFNGLBINDSAMPLERPROC, glBindSampler);
|
|
|
-GL_IMPORT____(false, PFNGLBINDTEXTUREPROC, glBindTexture);
|
|
|
-GL_IMPORT____(true, PFNGLBINDVERTEXARRAYPROC, glBindVertexArray);
|
|
|
-GL_IMPORT____(true, PFNGLBLENDCOLORPROC, glBlendColor);
|
|
|
-GL_IMPORT____(false, PFNGLBLENDEQUATIONPROC, glBlendEquation);
|
|
|
-GL_IMPORT____(true, PFNGLBLENDEQUATIONSEPARATEPROC, glBlendEquationSeparate);
|
|
|
-GL_IMPORT____(false, PFNGLBLENDFUNCPROC, glBlendFunc);
|
|
|
-GL_IMPORT____(true, PFNGLBLENDFUNCSEPARATEPROC, glBlendFuncSeparate);
|
|
|
-GL_IMPORT____(true, PFNGLBLITFRAMEBUFFERPROC, glBlitFramebuffer);
|
|
|
-GL_IMPORT____(false, PFNGLBUFFERDATAPROC, glBufferData);
|
|
|
-GL_IMPORT____(false, PFNGLBUFFERSUBDATAPROC, glBufferSubData);
|
|
|
-GL_IMPORT____(true, PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus);
|
|
|
-GL_IMPORT____(false, PFNGLCLEARPROC, glClear);
|
|
|
-GL_IMPORT____(false, PFNGLCLEARCOLORPROC, glClearColor);
|
|
|
-GL_IMPORT____(false, PFNGLCLEARSTENCILPROC, glClearStencil);
|
|
|
-GL_IMPORT____(false, PFNGLCOLORMASKPROC, glColorMask);
|
|
|
-GL_IMPORT____(false, PFNGLCOMPILESHADERPROC, glCompileShader);
|
|
|
-GL_IMPORT____(false, PFNGLCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2D);
|
|
|
-GL_IMPORT____(false, PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2D);
|
|
|
-GL_IMPORT____(true , PFNGLCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3D);
|
|
|
-GL_IMPORT____(true , PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3D);
|
|
|
-GL_IMPORT____(false, PFNGLCREATEPROGRAMPROC, glCreateProgram);
|
|
|
-GL_IMPORT____(false, PFNGLCREATESHADERPROC, glCreateShader);
|
|
|
-GL_IMPORT____(false, PFNGLCULLFACEPROC, glCullFace);
|
|
|
-GL_IMPORT____(false, PFNGLDELETEBUFFERSPROC, glDeleteBuffers);
|
|
|
-GL_IMPORT____(true, PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
|
|
|
-GL_IMPORT____(false, PFNGLDELETEPROGRAMPROC, glDeleteProgram);
|
|
|
-GL_IMPORT____(true, PFNGLDELETEQUERIESPROC, glDeleteQueries);
|
|
|
-GL_IMPORT____(true, PFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
|
|
|
-GL_IMPORT____(true, PFNGLDELETESAMPLERSPROC, glDeleteSamplers);
|
|
|
-GL_IMPORT____(false, PFNGLDELETESHADERPROC, glDeleteShader);
|
|
|
-GL_IMPORT____(false, PFNGLDELETETEXTURESPROC, glDeleteTextures);
|
|
|
-GL_IMPORT____(true, PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays);
|
|
|
-GL_IMPORT____(false, PFNGLDEPTHFUNCPROC, glDepthFunc);
|
|
|
-GL_IMPORT____(false, PFNGLDEPTHMASKPROC, glDepthMask);
|
|
|
-GL_IMPORT____(false, PFNGLDETACHSHADERPROC, glDetachShader);
|
|
|
-GL_IMPORT____(false, PFNGLDISABLEPROC, glDisable);
|
|
|
-GL_IMPORT____(false, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
|
|
|
-GL_IMPORT____(false, PFNGLDRAWARRAYSPROC, glDrawArrays);
|
|
|
-GL_IMPORT____(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
|
|
|
-GL_IMPORT____(false, PFNGLDRAWELEMENTSPROC, glDrawElements);
|
|
|
-GL_IMPORT____(true, PFNGLDRAWELEMENTSINSTANCEDPROC, glDrawElementsInstanced);
|
|
|
-GL_IMPORT____(false, PFNGLENABLEPROC, glEnable);
|
|
|
-GL_IMPORT____(false, PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
|
|
|
-GL_IMPORT____(true, PFNGLENDQUERYPROC, glEndQuery);
|
|
|
-GL_IMPORT____(true, PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
|
|
|
-GL_IMPORT____(true, PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
|
|
|
-GL_IMPORT____(false, PFNGLGENBUFFERSPROC, glGenBuffers);
|
|
|
-GL_IMPORT____(true, PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
|
|
|
-GL_IMPORT____(true, PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
|
|
|
-GL_IMPORT____(true, PFNGLGENQUERIESPROC, glGenQueries);
|
|
|
-GL_IMPORT____(true, PFNGLGENSAMPLERSPROC, glGenSamplers);
|
|
|
-GL_IMPORT____(false, PFNGLGENTEXTURESPROC, glGenTextures);
|
|
|
-GL_IMPORT____(true, PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays);
|
|
|
-GL_IMPORT____(false, PFNGLGETACTIVEATTRIBPROC, glGetActiveAttrib);
|
|
|
-GL_IMPORT____(false, PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
|
|
|
-GL_IMPORT____(false, PFNGLGETACTIVEUNIFORMPROC, glGetActiveUniform);
|
|
|
-GL_IMPORT____(false, PFNGLGETERRORPROC, glGetError);
|
|
|
-GL_IMPORT____(false, PFNGLGETFLOATVPROC, glGetFloatv);
|
|
|
-GL_IMPORT____(false, PFNGLGETINTEGERVPROC, glGetIntegerv);
|
|
|
-GL_IMPORT____(true, PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary);
|
|
|
-GL_IMPORT____(false, PFNGLGETPROGRAMIVPROC, glGetProgramiv);
|
|
|
-GL_IMPORT____(false, PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
|
|
|
-GL_IMPORT____(true, PFNGLGETQUERYIVPROC, glGetQueryiv);
|
|
|
-GL_IMPORT____(true, PFNGLGETQUERYOBJECTIVPROC, glGetQueryObjectiv);
|
|
|
-GL_IMPORT____(true, PFNGLGETQUERYOBJECTI64VPROC, glGetQueryObjecti64v);
|
|
|
-GL_IMPORT____(true, PFNGLGETQUERYOBJECTUIVPROC, glGetQueryObjectuiv);
|
|
|
-GL_IMPORT____(true, PFNGLGETQUERYOBJECTUI64VPROC, glGetQueryObjectui64v);
|
|
|
-GL_IMPORT____(false, PFNGLGETSHADERIVPROC, glGetShaderiv);
|
|
|
-GL_IMPORT____(false, PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog);
|
|
|
-GL_IMPORT____(false, PFNGLGETSTRINGPROC, glGetString);
|
|
|
-GL_IMPORT____(false, PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
|
|
|
-GL_IMPORT____(false, PFNGLLINKPROGRAMPROC, glLinkProgram);
|
|
|
-GL_IMPORT____(false, PFNGLPIXELSTOREIPROC, glPixelStorei);
|
|
|
-GL_IMPORT____(true, PFNGLPROGRAMBINARYPROC, glProgramBinary);
|
|
|
-GL_IMPORT____(true, PFNGLPROGRAMPARAMETERIPROC, glProgramParameteri);
|
|
|
-GL_IMPORT____(true, PFNGLQUERYCOUNTERPROC, glQueryCounter);
|
|
|
-GL_IMPORT____(false, PFNGLREADPIXELSPROC, glReadPixels);
|
|
|
-GL_IMPORT____(true, PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage);
|
|
|
-GL_IMPORT____(true, PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC, glRenderbufferStorageMultisample);
|
|
|
-GL_IMPORT____(true, PFNGLSAMPLERPARAMETERIPROC, glSamplerParameteri);
|
|
|
-GL_IMPORT____(true, PFNGLSAMPLERPARAMETERFPROC, glSamplerParameterf);
|
|
|
-GL_IMPORT____(false, PFNGLSCISSORPROC, glScissor);
|
|
|
-GL_IMPORT____(false, PFNGLSHADERSOURCEPROC, glShaderSource);
|
|
|
-GL_IMPORT____(false, PFNGLSTENCILFUNCPROC, glStencilFunc);
|
|
|
-GL_IMPORT____(true, PFNGLSTENCILFUNCSEPARATEPROC, glStencilFuncSeparate);
|
|
|
-GL_IMPORT____(false, PFNGLSTENCILMASKPROC, glStencilMask);
|
|
|
-GL_IMPORT____(true, PFNGLSTENCILMASKSEPARATEPROC, glStencilMaskSeparate);
|
|
|
-GL_IMPORT____(false, PFNGLSTENCILOPPROC, glStencilOp);
|
|
|
-GL_IMPORT____(true, PFNGLSTENCILOPSEPARATEPROC, glStencilOpSeparate);
|
|
|
-GL_IMPORT____(false, PFNGLTEXIMAGE2DPROC, glTexImage2D);
|
|
|
-GL_IMPORT____(true, PFNGLTEXIMAGE3DPROC, glTexImage3D);
|
|
|
-GL_IMPORT____(false, PFNGLTEXPARAMETERIPROC, glTexParameteri);
|
|
|
-GL_IMPORT____(false, PFNGLTEXPARAMETERIVPROC, glTexParameteriv);
|
|
|
-GL_IMPORT____(false, PFNGLTEXPARAMETERFPROC, glTexParameterf);
|
|
|
-GL_IMPORT____(false, PFNGLTEXSUBIMAGE2DPROC, glTexSubImage2D);
|
|
|
-GL_IMPORT____(true, PFNGLTEXSUBIMAGE3DPROC, glTexSubImage3D);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORM1IPROC, glUniform1i);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORM1IVPROC, glUniform1iv);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORM1FPROC, glUniform1f);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORM1FVPROC, glUniform1fv);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORM2FVPROC, glUniform2fv);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORM3FVPROC, glUniform3fv);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORM4FVPROC, glUniform4fv);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORMMATRIX3FVPROC, glUniformMatrix3fv);
|
|
|
-GL_IMPORT____(false, PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv);
|
|
|
-GL_IMPORT____(false, PFNGLUSEPROGRAMPROC, glUseProgram);
|
|
|
-GL_IMPORT____(true, PFNGLVERTEXATTRIBDIVISORPROC, glVertexAttribDivisor);
|
|
|
-GL_IMPORT____(false, PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
|
|
|
-GL_IMPORT____(false, PFNGLVERTEXATTRIB1FPROC, glVertexAttrib1f);
|
|
|
-GL_IMPORT____(false, PFNGLVERTEXATTRIB2FPROC, glVertexAttrib2f);
|
|
|
-GL_IMPORT____(false, PFNGLVERTEXATTRIB3FPROC, glVertexAttrib3f);
|
|
|
-GL_IMPORT____(false, PFNGLVERTEXATTRIB4FPROC, glVertexAttrib4f);
|
|
|
-GL_IMPORT____(false, PFNGLVIEWPORTPROC, glViewport);
|
|
|
+GL_IMPORT______(false, PFNGLACTIVETEXTUREPROC, glActiveTexture);
|
|
|
+GL_IMPORT______(false, PFNGLATTACHSHADERPROC, glAttachShader);
|
|
|
+GL_IMPORT______(true, PFNGLBEGINQUERYPROC, glBeginQuery);
|
|
|
+GL_IMPORT______(false, PFNGLBINDBUFFERPROC, glBindBuffer);
|
|
|
+GL_IMPORT______(true, PFNGLBINDFRAGDATALOCATIONPROC, glBindFragDataLocation);
|
|
|
+GL_IMPORT______(true, PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
|
|
|
+GL_IMPORT______(true, PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
|
|
|
+GL_IMPORT______(true, PFNGLBINDSAMPLERPROC, glBindSampler);
|
|
|
+GL_IMPORT______(false, PFNGLBINDTEXTUREPROC, glBindTexture);
|
|
|
+GL_IMPORT______(true, PFNGLBINDVERTEXARRAYPROC, glBindVertexArray);
|
|
|
+GL_IMPORT______(true, PFNGLBLENDCOLORPROC, glBlendColor);
|
|
|
+GL_IMPORT______(false, PFNGLBLENDEQUATIONPROC, glBlendEquation);
|
|
|
+GL_IMPORT______(true, PFNGLBLENDEQUATIONSEPARATEPROC, glBlendEquationSeparate);
|
|
|
+GL_IMPORT______(false, PFNGLBLENDFUNCPROC, glBlendFunc);
|
|
|
+GL_IMPORT______(true, PFNGLBLENDFUNCSEPARATEPROC, glBlendFuncSeparate);
|
|
|
+GL_IMPORT______(true, PFNGLBLITFRAMEBUFFERPROC, glBlitFramebuffer);
|
|
|
+GL_IMPORT______(false, PFNGLBUFFERDATAPROC, glBufferData);
|
|
|
+GL_IMPORT______(false, PFNGLBUFFERSUBDATAPROC, glBufferSubData);
|
|
|
+GL_IMPORT______(true, PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus);
|
|
|
+GL_IMPORT______(false, PFNGLCLEARPROC, glClear);
|
|
|
+GL_IMPORT______(false, PFNGLCLEARCOLORPROC, glClearColor);
|
|
|
+GL_IMPORT______(false, PFNGLCLEARSTENCILPROC, glClearStencil);
|
|
|
+GL_IMPORT______(false, PFNGLCOLORMASKPROC, glColorMask);
|
|
|
+GL_IMPORT______(false, PFNGLCOMPILESHADERPROC, glCompileShader);
|
|
|
+GL_IMPORT______(false, PFNGLCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2D);
|
|
|
+GL_IMPORT______(false, PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC, glCompressedTexSubImage2D);
|
|
|
+GL_IMPORT______(true , PFNGLCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3D);
|
|
|
+GL_IMPORT______(true , PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3D);
|
|
|
+GL_IMPORT______(false, PFNGLCREATEPROGRAMPROC, glCreateProgram);
|
|
|
+GL_IMPORT______(false, PFNGLCREATESHADERPROC, glCreateShader);
|
|
|
+GL_IMPORT______(false, PFNGLCULLFACEPROC, glCullFace);
|
|
|
+GL_IMPORT______(false, PFNGLDELETEBUFFERSPROC, glDeleteBuffers);
|
|
|
+GL_IMPORT______(true, PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
|
|
|
+GL_IMPORT______(false, PFNGLDELETEPROGRAMPROC, glDeleteProgram);
|
|
|
+GL_IMPORT______(true, PFNGLDELETEQUERIESPROC, glDeleteQueries);
|
|
|
+GL_IMPORT______(true, PFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
|
|
|
+GL_IMPORT______(true, PFNGLDELETESAMPLERSPROC, glDeleteSamplers);
|
|
|
+GL_IMPORT______(false, PFNGLDELETESHADERPROC, glDeleteShader);
|
|
|
+GL_IMPORT______(false, PFNGLDELETETEXTURESPROC, glDeleteTextures);
|
|
|
+GL_IMPORT______(true, PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays);
|
|
|
+GL_IMPORT______(false, PFNGLDEPTHFUNCPROC, glDepthFunc);
|
|
|
+GL_IMPORT______(false, PFNGLDEPTHMASKPROC, glDepthMask);
|
|
|
+GL_IMPORT______(false, PFNGLDETACHSHADERPROC, glDetachShader);
|
|
|
+GL_IMPORT______(false, PFNGLDISABLEPROC, glDisable);
|
|
|
+GL_IMPORT______(false, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
|
|
|
+GL_IMPORT______(false, PFNGLDRAWARRAYSPROC, glDrawArrays);
|
|
|
+GL_IMPORT______(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
|
|
|
+GL_IMPORT______(false, PFNGLDRAWELEMENTSPROC, glDrawElements);
|
|
|
+GL_IMPORT______(true, PFNGLDRAWELEMENTSINSTANCEDPROC, glDrawElementsInstanced);
|
|
|
+GL_IMPORT______(false, PFNGLENABLEPROC, glEnable);
|
|
|
+GL_IMPORT______(false, PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
|
|
|
+GL_IMPORT______(true, PFNGLENDQUERYPROC, glEndQuery);
|
|
|
+GL_IMPORT______(true, PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
|
|
|
+GL_IMPORT______(true, PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
|
|
|
+GL_IMPORT______(false, PFNGLGENBUFFERSPROC, glGenBuffers);
|
|
|
+GL_IMPORT______(true, PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
|
|
|
+GL_IMPORT______(true, PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
|
|
|
+GL_IMPORT______(true, PFNGLGENQUERIESPROC, glGenQueries);
|
|
|
+GL_IMPORT______(true, PFNGLGENSAMPLERSPROC, glGenSamplers);
|
|
|
+GL_IMPORT______(false, PFNGLGENTEXTURESPROC, glGenTextures);
|
|
|
+GL_IMPORT______(true, PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays);
|
|
|
+GL_IMPORT______(false, PFNGLGETACTIVEATTRIBPROC, glGetActiveAttrib);
|
|
|
+GL_IMPORT______(false, PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
|
|
|
+GL_IMPORT______(false, PFNGLGETACTIVEUNIFORMPROC, glGetActiveUniform);
|
|
|
+GL_IMPORT______(false, PFNGLGETERRORPROC, glGetError);
|
|
|
+GL_IMPORT______(false, PFNGLGETFLOATVPROC, glGetFloatv);
|
|
|
+GL_IMPORT______(false, PFNGLGETINTEGERVPROC, glGetIntegerv);
|
|
|
+GL_IMPORT______(true, PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary);
|
|
|
+GL_IMPORT______(false, PFNGLGETPROGRAMIVPROC, glGetProgramiv);
|
|
|
+GL_IMPORT______(false, PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
|
|
|
+GL_IMPORT______(true, PFNGLGETQUERYIVPROC, glGetQueryiv);
|
|
|
+GL_IMPORT______(true, PFNGLGETQUERYOBJECTIVPROC, glGetQueryObjectiv);
|
|
|
+GL_IMPORT______(true, PFNGLGETQUERYOBJECTI64VPROC, glGetQueryObjecti64v);
|
|
|
+GL_IMPORT______(true, PFNGLGETQUERYOBJECTUIVPROC, glGetQueryObjectuiv);
|
|
|
+GL_IMPORT______(true, PFNGLGETQUERYOBJECTUI64VPROC, glGetQueryObjectui64v);
|
|
|
+GL_IMPORT______(false, PFNGLGETSHADERIVPROC, glGetShaderiv);
|
|
|
+GL_IMPORT______(false, PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog);
|
|
|
+GL_IMPORT______(false, PFNGLGETSTRINGPROC, glGetString);
|
|
|
+GL_IMPORT______(false, PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
|
|
|
+GL_IMPORT______(false, PFNGLLINKPROGRAMPROC, glLinkProgram);
|
|
|
+GL_IMPORT______(false, PFNGLPIXELSTOREIPROC, glPixelStorei);
|
|
|
+GL_IMPORT______(true, PFNGLPROGRAMBINARYPROC, glProgramBinary);
|
|
|
+GL_IMPORT______(true, PFNGLPROGRAMPARAMETERIPROC, glProgramParameteri);
|
|
|
+GL_IMPORT______(true, PFNGLQUERYCOUNTERPROC, glQueryCounter);
|
|
|
+GL_IMPORT______(false, PFNGLREADPIXELSPROC, glReadPixels);
|
|
|
+GL_IMPORT______(true, PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage);
|
|
|
+GL_IMPORT______(true, PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC, glRenderbufferStorageMultisample);
|
|
|
+GL_IMPORT______(true, PFNGLSAMPLERPARAMETERIPROC, glSamplerParameteri);
|
|
|
+GL_IMPORT______(true, PFNGLSAMPLERPARAMETERFPROC, glSamplerParameterf);
|
|
|
+GL_IMPORT______(false, PFNGLSCISSORPROC, glScissor);
|
|
|
+GL_IMPORT______(false, PFNGLSHADERSOURCEPROC, glShaderSource);
|
|
|
+GL_IMPORT______(false, PFNGLSTENCILFUNCPROC, glStencilFunc);
|
|
|
+GL_IMPORT______(true, PFNGLSTENCILFUNCSEPARATEPROC, glStencilFuncSeparate);
|
|
|
+GL_IMPORT______(false, PFNGLSTENCILMASKPROC, glStencilMask);
|
|
|
+GL_IMPORT______(true, PFNGLSTENCILMASKSEPARATEPROC, glStencilMaskSeparate);
|
|
|
+GL_IMPORT______(false, PFNGLSTENCILOPPROC, glStencilOp);
|
|
|
+GL_IMPORT______(true, PFNGLSTENCILOPSEPARATEPROC, glStencilOpSeparate);
|
|
|
+GL_IMPORT______(false, PFNGLTEXIMAGE2DPROC, glTexImage2D);
|
|
|
+GL_IMPORT______(true, PFNGLTEXIMAGE3DPROC, glTexImage3D);
|
|
|
+GL_IMPORT______(false, PFNGLTEXPARAMETERIPROC, glTexParameteri);
|
|
|
+GL_IMPORT______(false, PFNGLTEXPARAMETERIVPROC, glTexParameteriv);
|
|
|
+GL_IMPORT______(false, PFNGLTEXPARAMETERFPROC, glTexParameterf);
|
|
|
+GL_IMPORT______(false, PFNGLTEXSUBIMAGE2DPROC, glTexSubImage2D);
|
|
|
+GL_IMPORT______(true, PFNGLTEXSUBIMAGE3DPROC, glTexSubImage3D);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORM1IPROC, glUniform1i);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORM1IVPROC, glUniform1iv);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORM1FPROC, glUniform1f);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORM1FVPROC, glUniform1fv);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORM2FVPROC, glUniform2fv);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORM3FVPROC, glUniform3fv);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORM4FVPROC, glUniform4fv);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORMMATRIX3FVPROC, glUniformMatrix3fv);
|
|
|
+GL_IMPORT______(false, PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv);
|
|
|
+GL_IMPORT______(false, PFNGLUSEPROGRAMPROC, glUseProgram);
|
|
|
+GL_IMPORT______(true, PFNGLVERTEXATTRIBDIVISORPROC, glVertexAttribDivisor);
|
|
|
+GL_IMPORT______(false, PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
|
|
|
+GL_IMPORT______(false, PFNGLVERTEXATTRIB1FPROC, glVertexAttrib1f);
|
|
|
+GL_IMPORT______(false, PFNGLVERTEXATTRIB2FPROC, glVertexAttrib2f);
|
|
|
+GL_IMPORT______(false, PFNGLVERTEXATTRIB3FPROC, glVertexAttrib3f);
|
|
|
+GL_IMPORT______(false, PFNGLVERTEXATTRIB4FPROC, glVertexAttrib4f);
|
|
|
+GL_IMPORT______(false, PFNGLVIEWPORTPROC, glViewport);
|
|
|
|
|
|
# if BGFX_CONFIG_RENDERER_OPENGL
|
|
|
-GL_IMPORT____(false, PFNGLCLEARDEPTHPROC, glClearDepth);
|
|
|
-GL_IMPORT____(false, PFNGLPOINTSIZEPROC, glPointSize);
|
|
|
+GL_IMPORT______(false, PFNGLCLEARDEPTHPROC, glClearDepth);
|
|
|
+GL_IMPORT______(false, PFNGLPOINTSIZEPROC, glPointSize);
|
|
|
|
|
|
-//GL_IMPORT____(true, PFNGLDEBUGMESSAGECONTROLARBPROC, glDebugMessageControl);
|
|
|
-//GL_IMPORT____(true, PFNGLDEBUGMESSAGEINSERTARBPROC, glDebugMessageInsert);
|
|
|
-//GL_IMPORT____(true, PFNGLDEBUGMESSAGECALLBACKARBPROC, glDebugMessageCallback);
|
|
|
-//GL_IMPORT____(true, PFNGLGETDEBUGMESSAGELOGARBPROC, glGetDebugMessageLog);
|
|
|
-GL_IMPORT (true, PFNGLDEBUGMESSAGECONTROLARBPROC, glDebugMessageControl, glDebugMessageControlARB);
|
|
|
-GL_IMPORT (true, PFNGLDEBUGMESSAGEINSERTARBPROC, glDebugMessageInsert, glDebugMessageInsertARB);
|
|
|
-GL_IMPORT (true, PFNGLDEBUGMESSAGECALLBACKARBPROC, glDebugMessageCallback, glDebugMessageCallbackARB);
|
|
|
-GL_IMPORT (true, PFNGLGETDEBUGMESSAGELOGARBPROC, glGetDebugMessageLog, glGetDebugMessageLogARB);
|
|
|
+GL_IMPORT (true, PFNGLDEBUGMESSAGECONTROLARBPROC, glDebugMessageControl, glDebugMessageControlARB);
|
|
|
+GL_IMPORT (true, PFNGLDEBUGMESSAGEINSERTARBPROC, glDebugMessageInsert, glDebugMessageInsertARB);
|
|
|
+GL_IMPORT (true, PFNGLDEBUGMESSAGECALLBACKARBPROC, glDebugMessageCallback, glDebugMessageCallbackARB);
|
|
|
+GL_IMPORT (true, PFNGLGETDEBUGMESSAGELOGARBPROC, glGetDebugMessageLog, glGetDebugMessageLogARB);
|
|
|
|
|
|
-GL_IMPORT_ARB(true, PFNGLVERTEXATTRIBDIVISORPROC, glVertexAttribDivisor);
|
|
|
-GL_IMPORT_ARB(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
|
|
|
-GL_IMPORT_ARB(true, PFNGLDRAWELEMENTSINSTANCEDPROC, glDrawElementsInstanced);
|
|
|
+GL_IMPORT_ARB__(true, PFNGLVERTEXATTRIBDIVISORPROC, glVertexAttribDivisor);
|
|
|
+GL_IMPORT_ARB__(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
|
|
|
+GL_IMPORT_ARB__(true, PFNGLDRAWELEMENTSINSTANCEDPROC, glDrawElementsInstanced);
|
|
|
|
|
|
-GL_IMPORT_EXT(true, PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
|
|
|
-GL_IMPORT_EXT(true, PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
|
|
|
-GL_IMPORT_EXT(true, PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
|
|
|
-GL_IMPORT_EXT(true, PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus);
|
|
|
-GL_IMPORT_EXT(true, PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
|
|
|
-GL_IMPORT_EXT(true, PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
|
|
|
-GL_IMPORT_EXT(true, PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
|
|
|
-GL_IMPORT_EXT(true, PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
|
|
|
-GL_IMPORT_EXT(true, PFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
|
|
|
-GL_IMPORT_EXT(true, PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage);
|
|
|
-GL_IMPORT_EXT(true, PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC, glRenderbufferStorageMultisample);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage);
|
|
|
+GL_IMPORT_EXT__(true, PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC, glRenderbufferStorageMultisample);
|
|
|
# else // GLES
|
|
|
-GL_IMPORT____(false, PFNGLCLEARDEPTHFPROC, glClearDepthf);
|
|
|
+GL_IMPORT______(false, PFNGLCLEARDEPTHFPROC, glClearDepthf);
|
|
|
# endif // BGFX_CONFIG_RENDERER_OPENGL
|
|
|
|
|
|
#endif // BGFX_USE_GL_DYNAMIC_LIB
|
|
|
|
|
|
#if BGFX_CONFIG_DEBUG_GREMEDY
|
|
|
-GL_IMPORT____(true, PFNGLSTRINGMARKERGREMEDYPROC, glStringMarkerGREMEDY);
|
|
|
-GL_IMPORT____(true, PFNGLFRAMETERMINATORGREMEDYPROC, glFrameTerminatorGREMEDY);
|
|
|
+GL_IMPORT______(true, PFNGLSTRINGMARKERGREMEDYPROC, glStringMarkerGREMEDY);
|
|
|
+GL_IMPORT______(true, PFNGLFRAMETERMINATORGREMEDYPROC, glFrameTerminatorGREMEDY);
|
|
|
#endif // BGFX_CONFIG_DEBUG_GREMEDY
|
|
|
|
|
|
#if !BGFX_CONFIG_RENDERER_OPENGL
|
|
|
-GL_IMPORT____(true, PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC, glGetTranslatedShaderSourceANGLE);
|
|
|
+GL_IMPORT______(true, PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC, glGetTranslatedShaderSourceANGLE);
|
|
|
+GL_IMPORT_ANGLE(true, PFNGLBLITFRAMEBUFFERPROC, glBlitFramebuffer);
|
|
|
+GL_IMPORT_ANGLE(true, PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC, glRenderbufferStorageMultisample);
|
|
|
|
|
|
# if BGFX_CONFIG_RENDERER_OPENGLES2
|
|
|
-GL_IMPORT_OES(true, PFNGLTEXIMAGE3DPROC, glTexImage3D);
|
|
|
-GL_IMPORT_OES(true, PFNGLTEXSUBIMAGE3DPROC, glTexSubImage3D);
|
|
|
-GL_IMPORT_OES(true, PFNGLCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3D);
|
|
|
-GL_IMPORT_OES(true, PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3D);
|
|
|
+GL_IMPORT_OES__(true, PFNGLTEXIMAGE3DPROC, glTexImage3D);
|
|
|
+GL_IMPORT_OES__(true, PFNGLTEXSUBIMAGE3DPROC, glTexSubImage3D);
|
|
|
+GL_IMPORT_OES__(true, PFNGLCOMPRESSEDTEXIMAGE3DPROC, glCompressedTexImage3D);
|
|
|
+GL_IMPORT_OES__(true, PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC, glCompressedTexSubImage3D);
|
|
|
|
|
|
-GL_IMPORT_OES(true, PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary);
|
|
|
-GL_IMPORT_OES(true, PFNGLPROGRAMBINARYPROC, glProgramBinary);
|
|
|
+GL_IMPORT_OES__(true, PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary);
|
|
|
+GL_IMPORT_OES__(true, PFNGLPROGRAMBINARYPROC, glProgramBinary);
|
|
|
|
|
|
-GL_IMPORT_OES(true, PFNGLVERTEXATTRIBDIVISORPROC, glVertexAttribDivisor);
|
|
|
-GL_IMPORT_OES(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
|
|
|
-GL_IMPORT_OES(true, PFNGLDRAWELEMENTSINSTANCEDPROC, glDrawElementsInstanced);
|
|
|
+GL_IMPORT_OES__(true, PFNGLVERTEXATTRIBDIVISORPROC, glVertexAttribDivisor);
|
|
|
+GL_IMPORT_OES__(true, PFNGLDRAWARRAYSINSTANCEDPROC, glDrawArraysInstanced);
|
|
|
+GL_IMPORT_OES__(true, PFNGLDRAWELEMENTSINSTANCEDPROC, glDrawElementsInstanced);
|
|
|
|
|
|
-GL_IMPORT_OES(true, PFNGLBINDVERTEXARRAYPROC, glBindVertexArray);
|
|
|
-GL_IMPORT_OES(true, PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays);
|
|
|
-GL_IMPORT_OES(true, PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays);
|
|
|
+GL_IMPORT_OES__(true, PFNGLBINDVERTEXARRAYPROC, glBindVertexArray);
|
|
|
+GL_IMPORT_OES__(true, PFNGLDELETEVERTEXARRAYSPROC, glDeleteVertexArrays);
|
|
|
+GL_IMPORT_OES__(true, PFNGLGENVERTEXARRAYSPROC, glGenVertexArrays);
|
|
|
# endif // BGFX_CONFIG_RENDERER_OPENGLES2
|
|
|
#endif // !BGFX_CONFIG_RENDERER_OPENGL
|
|
|
|
|
|
#undef GL_IMPORT_TYPEDEFS
|
|
|
#undef GL_IMPORT
|
|
|
#undef GL_EXTENSION
|
|
|
-#undef GL_IMPORT____
|
|
|
-#undef GL_IMPORT_ARB
|
|
|
-#undef GL_IMPORT_EXT
|
|
|
-#undef GL_IMPORT_OES
|
|
|
+#undef GL_IMPORT______
|
|
|
+#undef GL_IMPORT_ARB__
|
|
|
+#undef GL_IMPORT_EXT__
|
|
|
+#undef GL_IMPORT_OES__
|