2022-10-23 19:39:02 -07:00

774 lines
44 KiB
C
Vendored

/**
* SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <glad/gl.h>
#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 <stddef.h>
#include <stdlib.h>
#if GLAD_PLATFORM_WIN32
#include <windows.h>
#else
#include <dlfcn.h>
#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