bgfx/src/glimports.h

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/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef GL_IMPORT
# error GL_IMPORT(_optional, _proto, _func) must be defined!
#endif // GL_IMPORT
GL_IMPORT(false, PFNGLACTIVETEXTUREPROC, glActiveTexture);
GL_IMPORT(false, PFNGLCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2D);
GL_IMPORT(false, PFNGLBINDBUFFERPROC, glBindBuffer);
GL_IMPORT(false, PFNGLDELETEBUFFERSPROC, glDeleteBuffers);
GL_IMPORT(false, PFNGLGENBUFFERSPROC, glGenBuffers);
GL_IMPORT(false, PFNGLBUFFERDATAPROC, glBufferData);
GL_IMPORT(false, PFNGLBUFFERSUBDATAPROC, glBufferSubData);
GL_IMPORT(false, PFNGLCREATEPROGRAMPROC, glCreateProgram);
GL_IMPORT(false, PFNGLCREATESHADERPROC, glCreateShader);
GL_IMPORT(false, PFNGLDELETEPROGRAMPROC, glDeleteProgram);
GL_IMPORT(false, PFNGLDELETESHADERPROC, glDeleteShader);
GL_IMPORT(false, PFNGLATTACHSHADERPROC, glAttachShader);
GL_IMPORT(false, PFNGLCOMPILESHADERPROC, glCompileShader);
GL_IMPORT(false, PFNGLSHADERSOURCEPROC, glShaderSource);
GL_IMPORT(false, PFNGLGETSHADERIVPROC, glGetShaderiv);
GL_IMPORT(false, PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog);
GL_IMPORT(false, PFNGLLINKPROGRAMPROC, glLinkProgram);
GL_IMPORT(false, PFNGLGETPROGRAMIVPROC, glGetProgramiv);
GL_IMPORT(false, PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
GL_IMPORT(false, PFNGLUSEPROGRAMPROC, glUseProgram);
GL_IMPORT(false, PFNGLGETACTIVEATTRIBPROC, glGetActiveAttrib);
GL_IMPORT(false, PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
GL_IMPORT(false, PFNGLGETACTIVEUNIFORMPROC, glGetActiveUniform);
GL_IMPORT(false, PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
GL_IMPORT(false, PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
GL_IMPORT(false, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
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, PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
GL_IMPORT(false, PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
GL_IMPORT(false, PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
GL_IMPORT(false, PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus);
GL_IMPORT(false, PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
GL_IMPORT(false, PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
GL_IMPORT(false, PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
GL_IMPORT(false, PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
GL_IMPORT(false, PFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
GL_IMPORT(false, PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage);
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(true, PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary);
GL_IMPORT(true, PFNGLPROGRAMBINARYPROC, glProgramBinary);
GL_IMPORT(true, PFNGLPROGRAMPARAMETERIPROC, glProgramParameteri);