2012-05-29 21:24:55 -04:00
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/*
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* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef GL_IMPORT
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2012-05-30 01:45:04 -04:00
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# error GL_IMPORT(_optional, _proto, _func) must be defined!
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2012-05-29 21:24:55 -04:00
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#endif // GL_IMPORT
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2012-05-30 01:45:04 -04:00
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GL_IMPORT(false, PFNGLACTIVETEXTUREPROC, glActiveTexture);
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GL_IMPORT(false, PFNGLCOMPRESSEDTEXIMAGE2DPROC, glCompressedTexImage2D);
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GL_IMPORT(false, PFNGLBINDBUFFERPROC, glBindBuffer);
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GL_IMPORT(false, PFNGLDELETEBUFFERSPROC, glDeleteBuffers);
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GL_IMPORT(false, PFNGLGENBUFFERSPROC, glGenBuffers);
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GL_IMPORT(false, PFNGLBUFFERDATAPROC, glBufferData);
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GL_IMPORT(false, PFNGLBUFFERSUBDATAPROC, glBufferSubData);
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GL_IMPORT(false, PFNGLCREATEPROGRAMPROC, glCreateProgram);
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GL_IMPORT(false, PFNGLCREATESHADERPROC, glCreateShader);
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GL_IMPORT(false, PFNGLDELETEPROGRAMPROC, glDeleteProgram);
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GL_IMPORT(false, PFNGLDELETESHADERPROC, glDeleteShader);
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GL_IMPORT(false, PFNGLATTACHSHADERPROC, glAttachShader);
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GL_IMPORT(false, PFNGLCOMPILESHADERPROC, glCompileShader);
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GL_IMPORT(false, PFNGLSHADERSOURCEPROC, glShaderSource);
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GL_IMPORT(false, PFNGLGETSHADERIVPROC, glGetShaderiv);
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GL_IMPORT(false, PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog);
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GL_IMPORT(false, PFNGLLINKPROGRAMPROC, glLinkProgram);
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GL_IMPORT(false, PFNGLGETPROGRAMIVPROC, glGetProgramiv);
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GL_IMPORT(false, PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
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GL_IMPORT(false, PFNGLUSEPROGRAMPROC, glUseProgram);
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GL_IMPORT(false, PFNGLGETACTIVEATTRIBPROC, glGetActiveAttrib);
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GL_IMPORT(false, PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
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GL_IMPORT(false, PFNGLGETACTIVEUNIFORMPROC, glGetActiveUniform);
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GL_IMPORT(false, PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
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GL_IMPORT(false, PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
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GL_IMPORT(false, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
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GL_IMPORT(false, PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
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GL_IMPORT(false, PFNGLVERTEXATTRIB1FPROC, glVertexAttrib1f);
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GL_IMPORT(false, PFNGLVERTEXATTRIB2FPROC, glVertexAttrib2f);
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GL_IMPORT(false, PFNGLVERTEXATTRIB3FPROC, glVertexAttrib3f);
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GL_IMPORT(false, PFNGLVERTEXATTRIB4FPROC, glVertexAttrib4f);
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GL_IMPORT(false, PFNGLBINDFRAMEBUFFERPROC, glBindFramebuffer);
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GL_IMPORT(false, PFNGLGENFRAMEBUFFERSPROC, glGenFramebuffers);
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GL_IMPORT(false, PFNGLDELETEFRAMEBUFFERSPROC, glDeleteFramebuffers);
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GL_IMPORT(false, PFNGLCHECKFRAMEBUFFERSTATUSPROC, glCheckFramebufferStatus);
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GL_IMPORT(false, PFNGLFRAMEBUFFERRENDERBUFFERPROC, glFramebufferRenderbuffer);
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GL_IMPORT(false, PFNGLFRAMEBUFFERTEXTURE2DPROC, glFramebufferTexture2D);
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GL_IMPORT(false, PFNGLBINDRENDERBUFFERPROC, glBindRenderbuffer);
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GL_IMPORT(false, PFNGLGENRENDERBUFFERSPROC, glGenRenderbuffers);
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GL_IMPORT(false, PFNGLDELETERENDERBUFFERSPROC, glDeleteRenderbuffers);
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GL_IMPORT(false, PFNGLRENDERBUFFERSTORAGEPROC, glRenderbufferStorage);
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GL_IMPORT(false, PFNGLUNIFORM1IPROC, glUniform1i);
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GL_IMPORT(false, PFNGLUNIFORM1IVPROC, glUniform1iv);
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GL_IMPORT(false, PFNGLUNIFORM1FPROC, glUniform1f);
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GL_IMPORT(false, PFNGLUNIFORM1FVPROC, glUniform1fv);
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GL_IMPORT(false, PFNGLUNIFORM2FVPROC, glUniform2fv);
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GL_IMPORT(false, PFNGLUNIFORM3FVPROC, glUniform3fv);
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GL_IMPORT(false, PFNGLUNIFORM4FVPROC, glUniform4fv);
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GL_IMPORT(false, PFNGLUNIFORMMATRIX3FVPROC, glUniformMatrix3fv);
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GL_IMPORT(false, PFNGLUNIFORMMATRIX4FVPROC, glUniformMatrix4fv);
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GL_IMPORT(true, PFNGLGETPROGRAMBINARYPROC, glGetProgramBinary);
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GL_IMPORT(true, PFNGLPROGRAMBINARYPROC, glProgramBinary);
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GL_IMPORT(true, PFNGLPROGRAMPARAMETERIPROC, glProgramParameteri);
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