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- #ifndef __APPLE__
- GL_IMPORT(glCreateProgram, CREATEPROGRAM);
- GL_IMPORT(glDeleteProgram, DELETEPROGRAM);
- GL_IMPORT(glLinkProgram, LINKPROGRAM);
- GL_IMPORT(glAttachShader, ATTACHSHADER);
- GL_IMPORT(glGetProgramInfoLog, GETPROGRAMINFOLOG);
- GL_IMPORT(glGetUniformLocation, GETUNIFORMLOCATION);
- GL_IMPORT(glGetAttribLocation, GETATTRIBLOCATION);
- GL_IMPORT(glBlendFuncSeparate, BLENDFUNCSEPARATE);
- GL_IMPORT(glBlendEquationSeparate, BLENDEQUATIONSEPARATE);
- GL_IMPORT(glStencilMaskSeparate, STENCILMASKSEPARATE);
- GL_IMPORT(glStencilFuncSeparate, STENCILFUNCSEPARATE);
- GL_IMPORT(glStencilOpSeparate, STENCILOPSEPARATE);
- GL_IMPORT(glUseProgram, USEPROGRAM);
- GL_IMPORT(glCreateShader, CREATESHADER);
- GL_IMPORT(glShaderSource, SHADERSOURCE);
- GL_IMPORT(glCompileShader, COMPILESHADER);
- GL_IMPORT(glDeleteShader, DELETESHADER);
- GL_IMPORT(glGetShaderInfoLog, GETSHADERINFOLOG);
- GL_IMPORT(glGenerateMipmap, GENERATEMIPMAP);
- GL_IMPORT(glDispatchCompute, DISPATCHCOMPUTE);
- GL_IMPORT(glBlitFramebuffer, BLITFRAMEBUFFER);
- GL_IMPORT(glGenFramebuffers, GENFRAMEBUFFERS);
- GL_IMPORT(glBindFramebuffer, BINDFRAMEBUFFER);
- GL_IMPORT(glFramebufferTexture, FRAMEBUFFERTEXTURE);
- GL_IMPORT(glFramebufferTexture2D, FRAMEBUFFERTEXTURE2D);
- GL_IMPORT(glFramebufferTextureLayer, FRAMEBUFFERTEXTURELAYER);
- GL_IMPORT(glDeleteFramebuffers, DELETEFRAMEBUFFERS);
- GL_IMPORT(glGenRenderbuffers, GENRENDERBUFFERS);
- GL_IMPORT(glBindRenderbuffer, BINDRENDERBUFFER);
- GL_IMPORT(glTexImage2DMultisample, TEXIMAGE2DMULTISAMPLE);
- GL_IMPORT(glRenderbufferStorage, RENDERBUFFERSTORAGE);
- GL_IMPORT(glRenderbufferStorageMultisample, RENDERBUFFERSTORAGEMULTISAMPLE);
- GL_IMPORT(glFramebufferRenderbuffer, FRAMEBUFFERRENDERBUFFER);
- GL_IMPORT(glDeleteRenderbuffers, DELETERENDERBUFFERS);
- GL_IMPORT(glGenBuffers, GENBUFFERS);
- GL_IMPORT(glDrawBuffers, DRAWBUFFERS);
- GL_IMPORT(glDrawArraysInstanced, DRAWARRAYSINSTANCED);
- GL_IMPORT(glDrawElementsInstanced, DRAWELEMENTSINSTANCED);
- GL_IMPORT(glBindBuffer, BINDBUFFER);
- GL_IMPORT(glBindBufferBase, BINDBUFFERBASE);
- GL_IMPORT(glBufferData, BUFFERDATA);
- GL_IMPORT(glBufferSubData, BUFFERSUBDATA);
- GL_IMPORT(glGetBufferSubData, GETBUFFERSUBDATA);
- GL_IMPORT(glEnableVertexAttribArray, ENABLEVERTEXATTRIBARRAY);
- GL_IMPORT(glDisableVertexAttribArray, DISABLEVERTEXATTRIBARRAY);
- GL_IMPORT(glDeleteBuffers, DELETEBUFFERS);
- GL_IMPORT(glMemoryBarrier, MEMORYBARRIER);
- GL_IMPORT(glBindImageTexture, BINDIMAGETEXTURE);
- GL_IMPORT(glUniform1i, UNIFORM1I);
- GL_IMPORT(glUniform4fv, UNIFORM4FV);
- GL_IMPORT(glUniformMatrix4fv, UNIFORMMATRIX4FV);
- GL_IMPORT(glGetShaderiv, GETSHADERIV);
- GL_IMPORT(glGetProgramiv, GETPROGRAMIV);
- GL_IMPORT(glVertexAttribPointer, VERTEXATTRIBPOINTER);
- GL_IMPORT(glVertexAttribIPointer, VERTEXATTRIBIPOINTER);
- GL_IMPORT(glVertexAttribDivisor, VERTEXATTRIBDIVISOR);
- GL_IMPORT(glBindFragDataLocation, BINDFRAGDATALOCATION);
- GL_IMPORT(glGenVertexArrays, GENVERTEXARRAYS);
- GL_IMPORT(glBindVertexArray, BINDVERTEXARRAY);
- GL_IMPORT(glDeleteVertexArrays, DELETEVERTEXARRAYS);
- GL_IMPORT(glGetStringi, GETSTRINGI);
- GL_IMPORT(glBeginQuery, BEGINQUERY);
- GL_IMPORT(glEndQuery, ENDQUERY);
- GL_IMPORT(glGenQueries, GENQUERIES);
- GL_IMPORT(glDeleteQueries, DELETEQUERIES);
- GL_IMPORT(glGetQueryObjectiv, GETQUERYOBJECTIV);
- GL_IMPORT(glGetUniformBlockIndex, GETUNIFORMBLOCKINDEX);
- GL_IMPORT(glUniformBlockBinding, UNIFORMBLOCKBINDING);
- GL_IMPORT(glGetProgramResourceIndex, GETPROGRAMRESOURCEINDEX);
- GL_IMPORT(glShaderStorageBlockBinding, SHADERSTORAGEBLOCKBINDING);
- GL_IMPORT(glMultiDrawElementsIndirect, MULTIDRAWELEMENTSINDIRECT);
- GL_IMPORT(glColorMaski, COLORMASKI);
- GL_IMPORT(glTexStorage2D, TEXSTORAGE2D);
- GL_IMPORT(glTexStorage3D, TEXSTORAGE3D);
- #if !defined(HL_MESA)
- GL_IMPORT(glGetQueryObjectui64v, GETQUERYOBJECTUI64V);
- GL_IMPORT(glQueryCounter, QUERYCOUNTER);
- #endif
- #endif
- #if defined(_WIN32) || defined(HL_NX)
- GL_IMPORT(glBlendEquation, BLENDEQUATION);
- GL_IMPORT(glActiveTexture, ACTIVETEXTURE);
- GL_IMPORT(glTexImage3D, TEXIMAGE3D);
- GL_IMPORT(glCompressedTexImage2D, COMPRESSEDTEXIMAGE2D);
- GL_IMPORT(glCompressedTexImage3D, COMPRESSEDTEXIMAGE3D);
- GL_IMPORT(glTexSubImage3D, TEXSUBIMAGE3D);
- GL_IMPORT(glCompressedTexSubImage2D, COMPRESSEDTEXSUBIMAGE2D);
- GL_IMPORT(glCompressedTexSubImage3D, COMPRESSEDTEXSUBIMAGE3D);
- #endif
- #if defined(HL_NX)
- GL_IMPORT(glClearDepthf, CLEARDEPTHF);
- #endif
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