/** * SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0 */ #include #include #include #include #ifndef GLAD_IMPL_UTIL_C_ #define GLAD_IMPL_UTIL_C_ #ifdef _MSC_VER #define GLAD_IMPL_UTIL_SSCANF sscanf_s #else #define GLAD_IMPL_UTIL_SSCANF sscanf #endif #endif /* GLAD_IMPL_UTIL_C_ */ #ifdef __cplusplus extern "C" { #endif static void glad_gl_load_GL_VERSION_1_0(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_1_0) return; context->BlendFunc = (PFNGLBLENDFUNCPROC) load(userptr, "glBlendFunc"); context->Clear = (PFNGLCLEARPROC) load(userptr, "glClear"); context->ClearColor = (PFNGLCLEARCOLORPROC) load(userptr, "glClearColor"); context->ClearDepth = (PFNGLCLEARDEPTHPROC) load(userptr, "glClearDepth"); context->ClearStencil = (PFNGLCLEARSTENCILPROC) load(userptr, "glClearStencil"); context->ColorMask = (PFNGLCOLORMASKPROC) load(userptr, "glColorMask"); context->CullFace = (PFNGLCULLFACEPROC) load(userptr, "glCullFace"); context->DepthFunc = (PFNGLDEPTHFUNCPROC) load(userptr, "glDepthFunc"); context->DepthMask = (PFNGLDEPTHMASKPROC) load(userptr, "glDepthMask"); context->DepthRange = (PFNGLDEPTHRANGEPROC) load(userptr, "glDepthRange"); context->Disable = (PFNGLDISABLEPROC) load(userptr, "glDisable"); context->DrawBuffer = (PFNGLDRAWBUFFERPROC) load(userptr, "glDrawBuffer"); context->Enable = (PFNGLENABLEPROC) load(userptr, "glEnable"); context->Finish = (PFNGLFINISHPROC) load(userptr, "glFinish"); context->Flush = (PFNGLFLUSHPROC) load(userptr, "glFlush"); context->FrontFace = (PFNGLFRONTFACEPROC) load(userptr, "glFrontFace"); context->GetBooleanv = (PFNGLGETBOOLEANVPROC) load(userptr, "glGetBooleanv"); context->GetDoublev = (PFNGLGETDOUBLEVPROC) load(userptr, "glGetDoublev"); context->GetError = (PFNGLGETERRORPROC) load(userptr, "glGetError"); context->GetFloatv = (PFNGLGETFLOATVPROC) load(userptr, "glGetFloatv"); context->GetIntegerv = (PFNGLGETINTEGERVPROC) load(userptr, "glGetIntegerv"); context->GetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); context->GetTexImage = (PFNGLGETTEXIMAGEPROC) load(userptr, "glGetTexImage"); context->GetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) load(userptr, "glGetTexLevelParameterfv"); context->GetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) load(userptr, "glGetTexLevelParameteriv"); context->GetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) load(userptr, "glGetTexParameterfv"); context->GetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) load(userptr, "glGetTexParameteriv"); context->Hint = (PFNGLHINTPROC) load(userptr, "glHint"); context->IsEnabled = (PFNGLISENABLEDPROC) load(userptr, "glIsEnabled"); context->LineWidth = (PFNGLLINEWIDTHPROC) load(userptr, "glLineWidth"); context->LogicOp = (PFNGLLOGICOPPROC) load(userptr, "glLogicOp"); context->PixelStoref = (PFNGLPIXELSTOREFPROC) load(userptr, "glPixelStoref"); context->PixelStorei = (PFNGLPIXELSTOREIPROC) load(userptr, "glPixelStorei"); context->PointSize = (PFNGLPOINTSIZEPROC) load(userptr, "glPointSize"); context->PolygonMode = (PFNGLPOLYGONMODEPROC) load(userptr, "glPolygonMode"); context->ReadBuffer = (PFNGLREADBUFFERPROC) load(userptr, "glReadBuffer"); context->ReadPixels = (PFNGLREADPIXELSPROC) load(userptr, "glReadPixels"); context->Scissor = (PFNGLSCISSORPROC) load(userptr, "glScissor"); context->StencilFunc = (PFNGLSTENCILFUNCPROC) load(userptr, "glStencilFunc"); context->StencilMask = (PFNGLSTENCILMASKPROC) load(userptr, "glStencilMask"); context->StencilOp = (PFNGLSTENCILOPPROC) load(userptr, "glStencilOp"); context->TexImage1D = (PFNGLTEXIMAGE1DPROC) load(userptr, "glTexImage1D"); context->TexImage2D = (PFNGLTEXIMAGE2DPROC) load(userptr, "glTexImage2D"); context->TexParameterf = (PFNGLTEXPARAMETERFPROC) load(userptr, "glTexParameterf"); context->TexParameterfv = (PFNGLTEXPARAMETERFVPROC) load(userptr, "glTexParameterfv"); context->TexParameteri = (PFNGLTEXPARAMETERIPROC) load(userptr, "glTexParameteri"); context->TexParameteriv = (PFNGLTEXPARAMETERIVPROC) load(userptr, "glTexParameteriv"); context->Viewport = (PFNGLVIEWPORTPROC) load(userptr, "glViewport"); } static void glad_gl_load_GL_VERSION_1_1(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_1_1) return; context->BindTexture = (PFNGLBINDTEXTUREPROC) load(userptr, "glBindTexture"); context->CopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) load(userptr, "glCopyTexImage1D"); context->CopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) load(userptr, "glCopyTexImage2D"); context->CopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) load(userptr, "glCopyTexSubImage1D"); context->CopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) load(userptr, "glCopyTexSubImage2D"); context->DeleteTextures = (PFNGLDELETETEXTURESPROC) load(userptr, "glDeleteTextures"); context->DrawArrays = (PFNGLDRAWARRAYSPROC) load(userptr, "glDrawArrays"); context->DrawElements = (PFNGLDRAWELEMENTSPROC) load(userptr, "glDrawElements"); context->GenTextures = (PFNGLGENTEXTURESPROC) load(userptr, "glGenTextures"); context->IsTexture = (PFNGLISTEXTUREPROC) load(userptr, "glIsTexture"); context->PolygonOffset = (PFNGLPOLYGONOFFSETPROC) load(userptr, "glPolygonOffset"); context->TexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) load(userptr, "glTexSubImage1D"); context->TexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) load(userptr, "glTexSubImage2D"); } static void glad_gl_load_GL_VERSION_1_2(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_1_2) return; context->CopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) load(userptr, "glCopyTexSubImage3D"); context->DrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) load(userptr, "glDrawRangeElements"); context->TexImage3D = (PFNGLTEXIMAGE3DPROC) load(userptr, "glTexImage3D"); context->TexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) load(userptr, "glTexSubImage3D"); } static void glad_gl_load_GL_VERSION_1_3(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_1_3) return; context->ActiveTexture = (PFNGLACTIVETEXTUREPROC) load(userptr, "glActiveTexture"); context->CompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) load(userptr, "glCompressedTexImage1D"); context->CompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) load(userptr, "glCompressedTexImage2D"); context->CompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) load(userptr, "glCompressedTexImage3D"); context->CompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) load(userptr, "glCompressedTexSubImage1D"); context->CompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) load(userptr, "glCompressedTexSubImage2D"); context->CompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) load(userptr, "glCompressedTexSubImage3D"); context->GetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) load(userptr, "glGetCompressedTexImage"); context->SampleCoverage = (PFNGLSAMPLECOVERAGEPROC) load(userptr, "glSampleCoverage"); } static void glad_gl_load_GL_VERSION_1_4(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_1_4) return; context->BlendColor = (PFNGLBLENDCOLORPROC) load(userptr, "glBlendColor"); context->BlendEquation = (PFNGLBLENDEQUATIONPROC) load(userptr, "glBlendEquation"); context->BlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) load(userptr, "glBlendFuncSeparate"); context->MultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC) load(userptr, "glMultiDrawArrays"); context->MultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC) load(userptr, "glMultiDrawElements"); context->PointParameterf = (PFNGLPOINTPARAMETERFPROC) load(userptr, "glPointParameterf"); context->PointParameterfv = (PFNGLPOINTPARAMETERFVPROC) load(userptr, "glPointParameterfv"); context->PointParameteri = (PFNGLPOINTPARAMETERIPROC) load(userptr, "glPointParameteri"); context->PointParameteriv = (PFNGLPOINTPARAMETERIVPROC) load(userptr, "glPointParameteriv"); } static void glad_gl_load_GL_VERSION_1_5(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_1_5) return; context->BeginQuery = (PFNGLBEGINQUERYPROC) load(userptr, "glBeginQuery"); context->BindBuffer = (PFNGLBINDBUFFERPROC) load(userptr, "glBindBuffer"); context->BufferData = (PFNGLBUFFERDATAPROC) load(userptr, "glBufferData"); context->BufferSubData = (PFNGLBUFFERSUBDATAPROC) load(userptr, "glBufferSubData"); context->DeleteBuffers = (PFNGLDELETEBUFFERSPROC) load(userptr, "glDeleteBuffers"); context->DeleteQueries = (PFNGLDELETEQUERIESPROC) load(userptr, "glDeleteQueries"); context->EndQuery = (PFNGLENDQUERYPROC) load(userptr, "glEndQuery"); context->GenBuffers = (PFNGLGENBUFFERSPROC) load(userptr, "glGenBuffers"); context->GenQueries = (PFNGLGENQUERIESPROC) load(userptr, "glGenQueries"); context->GetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) load(userptr, "glGetBufferParameteriv"); context->GetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC) load(userptr, "glGetBufferPointerv"); context->GetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC) load(userptr, "glGetBufferSubData"); context->GetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC) load(userptr, "glGetQueryObjectiv"); context->GetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC) load(userptr, "glGetQueryObjectuiv"); context->GetQueryiv = (PFNGLGETQUERYIVPROC) load(userptr, "glGetQueryiv"); context->IsBuffer = (PFNGLISBUFFERPROC) load(userptr, "glIsBuffer"); context->IsQuery = (PFNGLISQUERYPROC) load(userptr, "glIsQuery"); context->MapBuffer = (PFNGLMAPBUFFERPROC) load(userptr, "glMapBuffer"); context->UnmapBuffer = (PFNGLUNMAPBUFFERPROC) load(userptr, "glUnmapBuffer"); } static void glad_gl_load_GL_VERSION_2_0(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_2_0) return; context->AttachShader = (PFNGLATTACHSHADERPROC) load(userptr, "glAttachShader"); context->BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) load(userptr, "glBindAttribLocation"); context->BlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) load(userptr, "glBlendEquationSeparate"); context->CompileShader = (PFNGLCOMPILESHADERPROC) load(userptr, "glCompileShader"); context->CreateProgram = (PFNGLCREATEPROGRAMPROC) load(userptr, "glCreateProgram"); context->CreateShader = (PFNGLCREATESHADERPROC) load(userptr, "glCreateShader"); context->DeleteProgram = (PFNGLDELETEPROGRAMPROC) load(userptr, "glDeleteProgram"); context->DeleteShader = (PFNGLDELETESHADERPROC) load(userptr, "glDeleteShader"); context->DetachShader = (PFNGLDETACHSHADERPROC) load(userptr, "glDetachShader"); context->DisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) load(userptr, "glDisableVertexAttribArray"); context->DrawBuffers = (PFNGLDRAWBUFFERSPROC) load(userptr, "glDrawBuffers"); context->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) load(userptr, "glEnableVertexAttribArray"); context->GetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) load(userptr, "glGetActiveAttrib"); context->GetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) load(userptr, "glGetActiveUniform"); context->GetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) load(userptr, "glGetAttachedShaders"); context->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) load(userptr, "glGetAttribLocation"); context->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) load(userptr, "glGetProgramInfoLog"); context->GetProgramiv = (PFNGLGETPROGRAMIVPROC) load(userptr, "glGetProgramiv"); context->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) load(userptr, "glGetShaderInfoLog"); context->GetShaderSource = (PFNGLGETSHADERSOURCEPROC) load(userptr, "glGetShaderSource"); context->GetShaderiv = (PFNGLGETSHADERIVPROC) load(userptr, "glGetShaderiv"); context->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) load(userptr, "glGetUniformLocation"); context->GetUniformfv = (PFNGLGETUNIFORMFVPROC) load(userptr, "glGetUniformfv"); context->GetUniformiv = (PFNGLGETUNIFORMIVPROC) load(userptr, "glGetUniformiv"); context->GetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) load(userptr, "glGetVertexAttribPointerv"); context->GetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC) load(userptr, "glGetVertexAttribdv"); context->GetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) load(userptr, "glGetVertexAttribfv"); context->GetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) load(userptr, "glGetVertexAttribiv"); context->IsProgram = (PFNGLISPROGRAMPROC) load(userptr, "glIsProgram"); context->IsShader = (PFNGLISSHADERPROC) load(userptr, "glIsShader"); context->LinkProgram = (PFNGLLINKPROGRAMPROC) load(userptr, "glLinkProgram"); context->ShaderSource = (PFNGLSHADERSOURCEPROC) load(userptr, "glShaderSource"); context->StencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) load(userptr, "glStencilFuncSeparate"); context->StencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) load(userptr, "glStencilMaskSeparate"); context->StencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) load(userptr, "glStencilOpSeparate"); context->Uniform1f = (PFNGLUNIFORM1FPROC) load(userptr, "glUniform1f"); context->Uniform1fv = (PFNGLUNIFORM1FVPROC) load(userptr, "glUniform1fv"); context->Uniform1i = (PFNGLUNIFORM1IPROC) load(userptr, "glUniform1i"); context->Uniform1iv = (PFNGLUNIFORM1IVPROC) load(userptr, "glUniform1iv"); context->Uniform2f = (PFNGLUNIFORM2FPROC) load(userptr, "glUniform2f"); context->Uniform2fv = (PFNGLUNIFORM2FVPROC) load(userptr, "glUniform2fv"); context->Uniform2i = (PFNGLUNIFORM2IPROC) load(userptr, "glUniform2i"); context->Uniform2iv = (PFNGLUNIFORM2IVPROC) load(userptr, "glUniform2iv"); context->Uniform3f = (PFNGLUNIFORM3FPROC) load(userptr, "glUniform3f"); context->Uniform3fv = (PFNGLUNIFORM3FVPROC) load(userptr, "glUniform3fv"); context->Uniform3i = (PFNGLUNIFORM3IPROC) load(userptr, "glUniform3i"); context->Uniform3iv = (PFNGLUNIFORM3IVPROC) load(userptr, "glUniform3iv"); context->Uniform4f = (PFNGLUNIFORM4FPROC) load(userptr, "glUniform4f"); context->Uniform4fv = (PFNGLUNIFORM4FVPROC) load(userptr, "glUniform4fv"); context->Uniform4i = (PFNGLUNIFORM4IPROC) load(userptr, "glUniform4i"); context->Uniform4iv = (PFNGLUNIFORM4IVPROC) load(userptr, "glUniform4iv"); context->UniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) load(userptr, "glUniformMatrix2fv"); context->UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) load(userptr, "glUniformMatrix3fv"); context->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) load(userptr, "glUniformMatrix4fv"); context->UseProgram = (PFNGLUSEPROGRAMPROC) load(userptr, "glUseProgram"); context->ValidateProgram = (PFNGLVALIDATEPROGRAMPROC) load(userptr, "glValidateProgram"); context->VertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC) load(userptr, "glVertexAttrib1d"); context->VertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC) load(userptr, "glVertexAttrib1dv"); context->VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) load(userptr, "glVertexAttrib1f"); context->VertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) load(userptr, "glVertexAttrib1fv"); context->VertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC) load(userptr, "glVertexAttrib1s"); context->VertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC) load(userptr, "glVertexAttrib1sv"); context->VertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC) load(userptr, "glVertexAttrib2d"); context->VertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC) load(userptr, "glVertexAttrib2dv"); context->VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) load(userptr, "glVertexAttrib2f"); context->VertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) load(userptr, "glVertexAttrib2fv"); context->VertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC) load(userptr, "glVertexAttrib2s"); context->VertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC) load(userptr, "glVertexAttrib2sv"); context->VertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC) load(userptr, "glVertexAttrib3d"); context->VertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC) load(userptr, "glVertexAttrib3dv"); context->VertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) load(userptr, "glVertexAttrib3f"); context->VertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) load(userptr, "glVertexAttrib3fv"); context->VertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC) load(userptr, "glVertexAttrib3s"); context->VertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC) load(userptr, "glVertexAttrib3sv"); context->VertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC) load(userptr, "glVertexAttrib4Nbv"); context->VertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC) load(userptr, "glVertexAttrib4Niv"); context->VertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC) load(userptr, "glVertexAttrib4Nsv"); context->VertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC) load(userptr, "glVertexAttrib4Nub"); context->VertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC) load(userptr, "glVertexAttrib4Nubv"); context->VertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC) load(userptr, "glVertexAttrib4Nuiv"); context->VertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC) load(userptr, "glVertexAttrib4Nusv"); context->VertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC) load(userptr, "glVertexAttrib4bv"); context->VertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC) load(userptr, "glVertexAttrib4d"); context->VertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC) load(userptr, "glVertexAttrib4dv"); context->VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) load(userptr, "glVertexAttrib4f"); context->VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) load(userptr, "glVertexAttrib4fv"); context->VertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC) load(userptr, "glVertexAttrib4iv"); context->VertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC) load(userptr, "glVertexAttrib4s"); context->VertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC) load(userptr, "glVertexAttrib4sv"); context->VertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC) load(userptr, "glVertexAttrib4ubv"); context->VertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC) load(userptr, "glVertexAttrib4uiv"); context->VertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC) load(userptr, "glVertexAttrib4usv"); context->VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) load(userptr, "glVertexAttribPointer"); } static void glad_gl_load_GL_VERSION_2_1(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_2_1) return; context->UniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC) load(userptr, "glUniformMatrix2x3fv"); context->UniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC) load(userptr, "glUniformMatrix2x4fv"); context->UniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC) load(userptr, "glUniformMatrix3x2fv"); context->UniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) load(userptr, "glUniformMatrix3x4fv"); context->UniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC) load(userptr, "glUniformMatrix4x2fv"); context->UniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC) load(userptr, "glUniformMatrix4x3fv"); } static void glad_gl_load_GL_VERSION_3_0(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_3_0) return; context->BeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC) load(userptr, "glBeginConditionalRender"); context->BeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) load(userptr, "glBeginTransformFeedback"); context->BindBufferBase = (PFNGLBINDBUFFERBASEPROC) load(userptr, "glBindBufferBase"); context->BindBufferRange = (PFNGLBINDBUFFERRANGEPROC) load(userptr, "glBindBufferRange"); context->BindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC) load(userptr, "glBindFragDataLocation"); context->BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) load(userptr, "glBindFramebuffer"); context->BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) load(userptr, "glBindRenderbuffer"); context->BindVertexArray = (PFNGLBINDVERTEXARRAYPROC) load(userptr, "glBindVertexArray"); context->BlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) load(userptr, "glBlitFramebuffer"); context->CheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckFramebufferStatus"); context->ClampColor = (PFNGLCLAMPCOLORPROC) load(userptr, "glClampColor"); context->ClearBufferfi = (PFNGLCLEARBUFFERFIPROC) load(userptr, "glClearBufferfi"); context->ClearBufferfv = (PFNGLCLEARBUFFERFVPROC) load(userptr, "glClearBufferfv"); context->ClearBufferiv = (PFNGLCLEARBUFFERIVPROC) load(userptr, "glClearBufferiv"); context->ClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC) load(userptr, "glClearBufferuiv"); context->ColorMaski = (PFNGLCOLORMASKIPROC) load(userptr, "glColorMaski"); context->DeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) load(userptr, "glDeleteFramebuffers"); context->DeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) load(userptr, "glDeleteRenderbuffers"); context->DeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) load(userptr, "glDeleteVertexArrays"); context->Disablei = (PFNGLDISABLEIPROC) load(userptr, "glDisablei"); context->Enablei = (PFNGLENABLEIPROC) load(userptr, "glEnablei"); context->EndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC) load(userptr, "glEndConditionalRender"); context->EndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) load(userptr, "glEndTransformFeedback"); context->FlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) load(userptr, "glFlushMappedBufferRange"); context->FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glFramebufferRenderbuffer"); context->FramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) load(userptr, "glFramebufferTexture1D"); context->FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) load(userptr, "glFramebufferTexture2D"); context->FramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) load(userptr, "glFramebufferTexture3D"); context->FramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) load(userptr, "glFramebufferTextureLayer"); context->GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) load(userptr, "glGenFramebuffers"); context->GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) load(userptr, "glGenRenderbuffers"); context->GenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) load(userptr, "glGenVertexArrays"); context->GenerateMipmap = (PFNGLGENERATEMIPMAPPROC) load(userptr, "glGenerateMipmap"); context->GetBooleani_v = (PFNGLGETBOOLEANI_VPROC) load(userptr, "glGetBooleani_v"); context->GetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC) load(userptr, "glGetFragDataLocation"); context->GetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetFramebufferAttachmentParameteriv"); context->GetIntegeri_v = (PFNGLGETINTEGERI_VPROC) load(userptr, "glGetIntegeri_v"); context->GetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetRenderbufferParameteriv"); context->GetStringi = (PFNGLGETSTRINGIPROC) load(userptr, "glGetStringi"); context->GetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC) load(userptr, "glGetTexParameterIiv"); context->GetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC) load(userptr, "glGetTexParameterIuiv"); context->GetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) load(userptr, "glGetTransformFeedbackVarying"); context->GetUniformuiv = (PFNGLGETUNIFORMUIVPROC) load(userptr, "glGetUniformuiv"); context->GetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC) load(userptr, "glGetVertexAttribIiv"); context->GetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC) load(userptr, "glGetVertexAttribIuiv"); context->IsEnabledi = (PFNGLISENABLEDIPROC) load(userptr, "glIsEnabledi"); context->IsFramebuffer = (PFNGLISFRAMEBUFFERPROC) load(userptr, "glIsFramebuffer"); context->IsRenderbuffer = (PFNGLISRENDERBUFFERPROC) load(userptr, "glIsRenderbuffer"); context->IsVertexArray = (PFNGLISVERTEXARRAYPROC) load(userptr, "glIsVertexArray"); context->MapBufferRange = (PFNGLMAPBUFFERRANGEPROC) load(userptr, "glMapBufferRange"); context->RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) load(userptr, "glRenderbufferStorage"); context->RenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) load(userptr, "glRenderbufferStorageMultisample"); context->TexParameterIiv = (PFNGLTEXPARAMETERIIVPROC) load(userptr, "glTexParameterIiv"); context->TexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC) load(userptr, "glTexParameterIuiv"); context->TransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) load(userptr, "glTransformFeedbackVaryings"); context->Uniform1ui = (PFNGLUNIFORM1UIPROC) load(userptr, "glUniform1ui"); context->Uniform1uiv = (PFNGLUNIFORM1UIVPROC) load(userptr, "glUniform1uiv"); context->Uniform2ui = (PFNGLUNIFORM2UIPROC) load(userptr, "glUniform2ui"); context->Uniform2uiv = (PFNGLUNIFORM2UIVPROC) load(userptr, "glUniform2uiv"); context->Uniform3ui = (PFNGLUNIFORM3UIPROC) load(userptr, "glUniform3ui"); context->Uniform3uiv = (PFNGLUNIFORM3UIVPROC) load(userptr, "glUniform3uiv"); context->Uniform4ui = (PFNGLUNIFORM4UIPROC) load(userptr, "glUniform4ui"); context->Uniform4uiv = (PFNGLUNIFORM4UIVPROC) load(userptr, "glUniform4uiv"); context->VertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC) load(userptr, "glVertexAttribI1i"); context->VertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC) load(userptr, "glVertexAttribI1iv"); context->VertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC) load(userptr, "glVertexAttribI1ui"); context->VertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC) load(userptr, "glVertexAttribI1uiv"); context->VertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC) load(userptr, "glVertexAttribI2i"); context->VertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC) load(userptr, "glVertexAttribI2iv"); context->VertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC) load(userptr, "glVertexAttribI2ui"); context->VertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC) load(userptr, "glVertexAttribI2uiv"); context->VertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC) load(userptr, "glVertexAttribI3i"); context->VertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC) load(userptr, "glVertexAttribI3iv"); context->VertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC) load(userptr, "glVertexAttribI3ui"); context->VertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC) load(userptr, "glVertexAttribI3uiv"); context->VertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC) load(userptr, "glVertexAttribI4bv"); context->VertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC) load(userptr, "glVertexAttribI4i"); context->VertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC) load(userptr, "glVertexAttribI4iv"); context->VertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC) load(userptr, "glVertexAttribI4sv"); context->VertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC) load(userptr, "glVertexAttribI4ubv"); context->VertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC) load(userptr, "glVertexAttribI4ui"); context->VertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC) load(userptr, "glVertexAttribI4uiv"); context->VertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC) load(userptr, "glVertexAttribI4usv"); context->VertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC) load(userptr, "glVertexAttribIPointer"); } static void glad_gl_load_GL_VERSION_3_1(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_3_1) return; context->BindBufferBase = (PFNGLBINDBUFFERBASEPROC) load(userptr, "glBindBufferBase"); context->BindBufferRange = (PFNGLBINDBUFFERRANGEPROC) load(userptr, "glBindBufferRange"); context->CopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) load(userptr, "glCopyBufferSubData"); context->DrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC) load(userptr, "glDrawArraysInstanced"); context->DrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC) load(userptr, "glDrawElementsInstanced"); context->GetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) load(userptr, "glGetActiveUniformBlockName"); context->GetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) load(userptr, "glGetActiveUniformBlockiv"); context->GetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) load(userptr, "glGetActiveUniformName"); context->GetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) load(userptr, "glGetActiveUniformsiv"); context->GetIntegeri_v = (PFNGLGETINTEGERI_VPROC) load(userptr, "glGetIntegeri_v"); context->GetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) load(userptr, "glGetUniformBlockIndex"); context->GetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) load(userptr, "glGetUniformIndices"); context->PrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC) load(userptr, "glPrimitiveRestartIndex"); context->TexBuffer = (PFNGLTEXBUFFERPROC) load(userptr, "glTexBuffer"); context->UniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) load(userptr, "glUniformBlockBinding"); } static void glad_gl_load_GL_VERSION_3_2(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_3_2) return; context->ClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) load(userptr, "glClientWaitSync"); context->DeleteSync = (PFNGLDELETESYNCPROC) load(userptr, "glDeleteSync"); context->DrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC) load(userptr, "glDrawElementsBaseVertex"); context->DrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) load(userptr, "glDrawElementsInstancedBaseVertex"); context->DrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) load(userptr, "glDrawRangeElementsBaseVertex"); context->FenceSync = (PFNGLFENCESYNCPROC) load(userptr, "glFenceSync"); context->FramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC) load(userptr, "glFramebufferTexture"); context->GetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC) load(userptr, "glGetBufferParameteri64v"); context->GetInteger64i_v = (PFNGLGETINTEGER64I_VPROC) load(userptr, "glGetInteger64i_v"); context->GetInteger64v = (PFNGLGETINTEGER64VPROC) load(userptr, "glGetInteger64v"); context->GetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) load(userptr, "glGetMultisamplefv"); context->GetSynciv = (PFNGLGETSYNCIVPROC) load(userptr, "glGetSynciv"); context->IsSync = (PFNGLISSYNCPROC) load(userptr, "glIsSync"); context->MultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) load(userptr, "glMultiDrawElementsBaseVertex"); context->ProvokingVertex = (PFNGLPROVOKINGVERTEXPROC) load(userptr, "glProvokingVertex"); context->SampleMaski = (PFNGLSAMPLEMASKIPROC) load(userptr, "glSampleMaski"); context->TexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) load(userptr, "glTexImage2DMultisample"); context->TexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) load(userptr, "glTexImage3DMultisample"); context->WaitSync = (PFNGLWAITSYNCPROC) load(userptr, "glWaitSync"); } static void glad_gl_load_GL_VERSION_3_3(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) { if(!context->VERSION_3_3) return; context->BindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) load(userptr, "glBindFragDataLocationIndexed"); context->BindSampler = (PFNGLBINDSAMPLERPROC) load(userptr, "glBindSampler"); context->DeleteSamplers = (PFNGLDELETESAMPLERSPROC) load(userptr, "glDeleteSamplers"); context->GenSamplers = (PFNGLGENSAMPLERSPROC) load(userptr, "glGenSamplers"); context->GetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC) load(userptr, "glGetFragDataIndex"); context->GetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) load(userptr, "glGetQueryObjecti64v"); context->GetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) load(userptr, "glGetQueryObjectui64v"); context->GetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC) load(userptr, "glGetSamplerParameterIiv"); context->GetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC) load(userptr, "glGetSamplerParameterIuiv"); context->GetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC) load(userptr, "glGetSamplerParameterfv"); context->GetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC) load(userptr, "glGetSamplerParameteriv"); context->IsSampler = (PFNGLISSAMPLERPROC) load(userptr, "glIsSampler"); context->QueryCounter = (PFNGLQUERYCOUNTERPROC) load(userptr, "glQueryCounter"); context->SamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC) load(userptr, "glSamplerParameterIiv"); context->SamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC) load(userptr, "glSamplerParameterIuiv"); context->SamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) load(userptr, "glSamplerParameterf"); context->SamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) load(userptr, "glSamplerParameterfv"); context->SamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) load(userptr, "glSamplerParameteri"); context->SamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) load(userptr, "glSamplerParameteriv"); context->VertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC) load(userptr, "glVertexAttribDivisor"); context->VertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC) load(userptr, "glVertexAttribP1ui"); context->VertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC) load(userptr, "glVertexAttribP1uiv"); context->VertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC) load(userptr, "glVertexAttribP2ui"); context->VertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC) load(userptr, "glVertexAttribP2uiv"); context->VertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC) load(userptr, "glVertexAttribP3ui"); context->VertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC) load(userptr, "glVertexAttribP3uiv"); context->VertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC) load(userptr, "glVertexAttribP4ui"); context->VertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC) load(userptr, "glVertexAttribP4uiv"); } #if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) #define GLAD_GL_IS_SOME_NEW_VERSION 1 #else #define GLAD_GL_IS_SOME_NEW_VERSION 0 #endif static int glad_gl_get_extensions(GladGLContext *context, int version, const char **out_exts, unsigned int *out_num_exts_i, char ***out_exts_i) { #if GLAD_GL_IS_SOME_NEW_VERSION if(GLAD_VERSION_MAJOR(version) < 3) { #else GLAD_UNUSED(version); GLAD_UNUSED(out_num_exts_i); GLAD_UNUSED(out_exts_i); #endif if (context->GetString == NULL) { return 0; } *out_exts = (const char *)context->GetString(GL_EXTENSIONS); #if GLAD_GL_IS_SOME_NEW_VERSION } else { unsigned int index = 0; unsigned int num_exts_i = 0; char **exts_i = NULL; if (context->GetStringi == NULL || context->GetIntegerv == NULL) { return 0; } context->GetIntegerv(GL_NUM_EXTENSIONS, (int*) &num_exts_i); if (num_exts_i > 0) { exts_i = (char **) malloc(num_exts_i * (sizeof *exts_i)); } if (exts_i == NULL) { return 0; } for(index = 0; index < num_exts_i; index++) { const char *gl_str_tmp = (const char*) context->GetStringi(GL_EXTENSIONS, index); size_t len = strlen(gl_str_tmp) + 1; char *local_str = (char*) malloc(len * sizeof(char)); if(local_str != NULL) { memcpy(local_str, gl_str_tmp, len * sizeof(char)); } exts_i[index] = local_str; } *out_num_exts_i = num_exts_i; *out_exts_i = exts_i; } #endif return 1; } static void glad_gl_free_extensions(char **exts_i, unsigned int num_exts_i) { if (exts_i != NULL) { unsigned int index; for(index = 0; index < num_exts_i; index++) { free((void *) (exts_i[index])); } free((void *)exts_i); exts_i = NULL; } } static int glad_gl_has_extension(int version, const char *exts, unsigned int num_exts_i, char **exts_i, const char *ext) { if(GLAD_VERSION_MAJOR(version) < 3 || !GLAD_GL_IS_SOME_NEW_VERSION) { const char *extensions; const char *loc; const char *terminator; extensions = exts; if(extensions == NULL || ext == NULL) { return 0; } while(1) { loc = strstr(extensions, ext); if(loc == NULL) { return 0; } terminator = loc + strlen(ext); if((loc == extensions || *(loc - 1) == ' ') && (*terminator == ' ' || *terminator == '\0')) { return 1; } extensions = terminator; } } else { unsigned int index; for(index = 0; index < num_exts_i; index++) { const char *e = exts_i[index]; if(strcmp(e, ext) == 0) { return 1; } } } return 0; } static GLADapiproc glad_gl_get_proc_from_userptr(void *userptr, const char* name) { return (GLAD_GNUC_EXTENSION (GLADapiproc (*)(const char *name)) userptr)(name); } static int glad_gl_find_extensions_gl(GladGLContext *context, int version) { const char *exts = NULL; unsigned int num_exts_i = 0; char **exts_i = NULL; if (!glad_gl_get_extensions(context, version, &exts, &num_exts_i, &exts_i)) return 0; GLAD_UNUSED(glad_gl_has_extension); glad_gl_free_extensions(exts_i, num_exts_i); return 1; } static int glad_gl_find_core_gl(GladGLContext *context) { int i; const char* version; const char* prefixes[] = { "OpenGL ES-CM ", "OpenGL ES-CL ", "OpenGL ES ", "OpenGL SC ", NULL }; int major = 0; int minor = 0; version = (const char*) context->GetString(GL_VERSION); if (!version) return 0; for (i = 0; prefixes[i]; i++) { const size_t length = strlen(prefixes[i]); if (strncmp(version, prefixes[i], length) == 0) { version += length; break; } } GLAD_IMPL_UTIL_SSCANF(version, "%d.%d", &major, &minor); context->VERSION_1_0 = (major == 1 && minor >= 0) || major > 1; context->VERSION_1_1 = (major == 1 && minor >= 1) || major > 1; context->VERSION_1_2 = (major == 1 && minor >= 2) || major > 1; context->VERSION_1_3 = (major == 1 && minor >= 3) || major > 1; context->VERSION_1_4 = (major == 1 && minor >= 4) || major > 1; context->VERSION_1_5 = (major == 1 && minor >= 5) || major > 1; context->VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; context->VERSION_2_1 = (major == 2 && minor >= 1) || major > 2; context->VERSION_3_0 = (major == 3 && minor >= 0) || major > 3; context->VERSION_3_1 = (major == 3 && minor >= 1) || major > 3; context->VERSION_3_2 = (major == 3 && minor >= 2) || major > 3; context->VERSION_3_3 = (major == 3 && minor >= 3) || major > 3; return GLAD_MAKE_VERSION(major, minor); } int gladLoadGLContextUserPtr(GladGLContext *context, GLADuserptrloadfunc load, void *userptr) { int version; context->GetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); if(context->GetString == NULL) return 0; if(context->GetString(GL_VERSION) == NULL) return 0; version = glad_gl_find_core_gl(context); glad_gl_load_GL_VERSION_1_0(context, load, userptr); glad_gl_load_GL_VERSION_1_1(context, load, userptr); glad_gl_load_GL_VERSION_1_2(context, load, userptr); glad_gl_load_GL_VERSION_1_3(context, load, userptr); glad_gl_load_GL_VERSION_1_4(context, load, userptr); glad_gl_load_GL_VERSION_1_5(context, load, userptr); glad_gl_load_GL_VERSION_2_0(context, load, userptr); glad_gl_load_GL_VERSION_2_1(context, load, userptr); glad_gl_load_GL_VERSION_3_0(context, load, userptr); glad_gl_load_GL_VERSION_3_1(context, load, userptr); glad_gl_load_GL_VERSION_3_2(context, load, userptr); glad_gl_load_GL_VERSION_3_3(context, load, userptr); if (!glad_gl_find_extensions_gl(context, version)) return 0; return version; } int gladLoadGLContext(GladGLContext *context, GLADloadfunc load) { return gladLoadGLContextUserPtr(context, glad_gl_get_proc_from_userptr, GLAD_GNUC_EXTENSION (void*) load); } #ifdef GLAD_GL #ifndef GLAD_LOADER_LIBRARY_C_ #define GLAD_LOADER_LIBRARY_C_ #include #include #if GLAD_PLATFORM_WIN32 #include #else #include #endif static void* glad_get_dlopen_handle(const char *lib_names[], int length) { void *handle = NULL; int i; for (i = 0; i < length; ++i) { #if GLAD_PLATFORM_WIN32 #if GLAD_PLATFORM_UWP size_t buffer_size = (strlen(lib_names[i]) + 1) * sizeof(WCHAR); LPWSTR buffer = (LPWSTR) malloc(buffer_size); if (buffer != NULL) { int ret = MultiByteToWideChar(CP_ACP, 0, lib_names[i], -1, buffer, buffer_size); if (ret != 0) { handle = (void*) LoadPackagedLibrary(buffer, 0); } free((void*) buffer); } #else handle = (void*) LoadLibraryA(lib_names[i]); #endif #else handle = dlopen(lib_names[i], RTLD_LAZY | RTLD_LOCAL); #endif if (handle != NULL) { return handle; } } return NULL; } static void glad_close_dlopen_handle(void* handle) { if (handle != NULL) { #if GLAD_PLATFORM_WIN32 FreeLibrary((HMODULE) handle); #else dlclose(handle); #endif } } static GLADapiproc glad_dlsym_handle(void* handle, const char *name) { if (handle == NULL) { return NULL; } #if GLAD_PLATFORM_WIN32 return (GLADapiproc) GetProcAddress((HMODULE) handle, name); #else return GLAD_GNUC_EXTENSION (GLADapiproc) dlsym(handle, name); #endif } #endif /* GLAD_LOADER_LIBRARY_C_ */ typedef void* (GLAD_API_PTR *GLADglprocaddrfunc)(const char*); struct _glad_gl_userptr { void *handle; GLADglprocaddrfunc gl_get_proc_address_ptr; }; static GLADapiproc glad_gl_get_proc(void *vuserptr, const char *name) { struct _glad_gl_userptr userptr = *(struct _glad_gl_userptr*) vuserptr; GLADapiproc result = NULL; if(userptr.gl_get_proc_address_ptr != NULL) { result = GLAD_GNUC_EXTENSION (GLADapiproc) userptr.gl_get_proc_address_ptr(name); } if(result == NULL) { result = glad_dlsym_handle(userptr.handle, name); } return result; } static void* glad_gl_dlopen_handle(GladGLContext *context) { #if GLAD_PLATFORM_APPLE static const char *NAMES[] = { "../Frameworks/OpenGL.framework/OpenGL", "/Library/Frameworks/OpenGL.framework/OpenGL", "/System/Library/Frameworks/OpenGL.framework/OpenGL", "/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL" }; #elif GLAD_PLATFORM_WIN32 static const char *NAMES[] = {"opengl32.dll"}; #else static const char *NAMES[] = { #if defined(__CYGWIN__) "libGL-1.so", #endif "libGL.so.1", "libGL.so" }; #endif if (context->glad_loader_handle == NULL) { context->glad_loader_handle = glad_get_dlopen_handle(NAMES, sizeof(NAMES) / sizeof(NAMES[0])); } return context->glad_loader_handle; } static struct _glad_gl_userptr glad_gl_build_userptr(void *handle) { struct _glad_gl_userptr userptr; userptr.handle = handle; #if GLAD_PLATFORM_APPLE || defined(__HAIKU__) userptr.gl_get_proc_address_ptr = NULL; #elif GLAD_PLATFORM_WIN32 userptr.gl_get_proc_address_ptr = (GLADglprocaddrfunc) glad_dlsym_handle(handle, "wglGetProcAddress"); #else userptr.gl_get_proc_address_ptr = (GLADglprocaddrfunc) glad_dlsym_handle(handle, "glXGetProcAddressARB"); #endif return userptr; } int gladLoaderLoadGLContext(GladGLContext *context) { int version = 0; void *handle; int did_load = 0; struct _glad_gl_userptr userptr; did_load = context->glad_loader_handle == NULL; handle = glad_gl_dlopen_handle(context); if (handle) { userptr = glad_gl_build_userptr(handle); version = gladLoadGLContextUserPtr(context,glad_gl_get_proc, &userptr); if (did_load) { gladLoaderUnloadGLContext(context); } } return version; } void gladLoaderUnloadGLContext(GladGLContext *context) { if (context->glad_loader_handle != NULL) { glad_close_dlopen_handle(context->glad_loader_handle); context->glad_loader_handle = NULL; } } #endif /* GLAD_GL */ #ifdef __cplusplus } #endif