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mini_glloader.c
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/* -*- mode: c; tab-width: 4; c-basic-offset: 4; c-file-style: "linux" -*- */
//
// Copyright (c) 2011-2022, SDLPAL development team.
// All rights reserved.
//
// This file is part of SDLPAL.
//
// SDLPAL is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License, version 3
// as published by the Free Software Foundation.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
// mini_glloader.c: quick&dirty OpenGL extension loader by palxex, 2018
//
#include "main.h"
#if PAL_HAS_GLSL
#include "mini_glloader.h"
PFNGLCREATESHADERPROC glCreateShader;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLVALIDATEPROGRAMPROC glValidateProgram;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLGENVERTEXARRAYSPROC glGenVertexArrays;
PFNGLBINDVERTEXARRAYPROC glBindVertexArray;
PFNGLGENBUFFERSPROC glGenBuffers;
PFNGLBINDBUFFERPROC glBindBuffer;
PFNGLBUFFERDATAPROC glBufferData;
PFNGLBUFFERSUBDATAPROC glBufferSubData;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
PFNGLUNIFORM2FVPROC glUniform2fv;
PFNGLUNIFORM1IVPROC glUniform1iv;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM1FPROC glUniform1f;
PFNGLACTIVETEXTUREPROC glActiveTexture;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLGETSTRINGIPROC glGetStringi;
#if !defined(__APPLE__)
int initGLExtensions(int major) {
glCreateShader = (PFNGLCREATESHADERPROC)SDL_GL_GetProcAddress("glCreateShader");
glShaderSource = (PFNGLSHADERSOURCEPROC)SDL_GL_GetProcAddress("glShaderSource");
glCompileShader = (PFNGLCOMPILESHADERPROC)SDL_GL_GetProcAddress("glCompileShader");
glGetShaderiv = (PFNGLGETSHADERIVPROC)SDL_GL_GetProcAddress("glGetShaderiv");
glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)SDL_GL_GetProcAddress("glGetShaderInfoLog");
glDeleteShader = (PFNGLDELETESHADERPROC)SDL_GL_GetProcAddress("glDeleteShader");
glAttachShader = (PFNGLATTACHSHADERPROC)SDL_GL_GetProcAddress("glAttachShader");
glCreateProgram = (PFNGLCREATEPROGRAMPROC)SDL_GL_GetProcAddress("glCreateProgram");
glLinkProgram = (PFNGLLINKPROGRAMPROC)SDL_GL_GetProcAddress("glLinkProgram");
glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)SDL_GL_GetProcAddress("glValidateProgram");
glGetProgramiv = (PFNGLGETPROGRAMIVPROC)SDL_GL_GetProcAddress("glGetProgramiv");
glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)SDL_GL_GetProcAddress("glGetProgramInfoLog");
glUseProgram = (PFNGLUSEPROGRAMPROC)SDL_GL_GetProcAddress("glUseProgram");
glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)SDL_GL_GetProcAddress("glGenVertexArrays");
glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)SDL_GL_GetProcAddress("glBindVertexArray");
glGenBuffers = (PFNGLGENBUFFERSPROC)SDL_GL_GetProcAddress("glGenBuffers");
glBindBuffer = (PFNGLBINDBUFFERPROC)SDL_GL_GetProcAddress("glBindBuffer");
glBufferData = (PFNGLBUFFERDATAPROC)SDL_GL_GetProcAddress("glBufferData");
glBufferSubData = (PFNGLBUFFERSUBDATAPROC)SDL_GL_GetProcAddress("glBufferSubData");
glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)SDL_GL_GetProcAddress("glGetAttribLocation");
glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)SDL_GL_GetProcAddress("glEnableVertexAttribArray");
glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)SDL_GL_GetProcAddress("glVertexAttribPointer");
glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)SDL_GL_GetProcAddress("glUniformMatrix4fv");
glUniform2fv = (PFNGLUNIFORM2FVPROC)SDL_GL_GetProcAddress("glUniform2fv");
glUniform1iv = (PFNGLUNIFORM1IVPROC)SDL_GL_GetProcAddress("glUniform1iv");
glUniform1i = (PFNGLUNIFORM1IPROC)SDL_GL_GetProcAddress("glUniform1i");
glUniform1f = (PFNGLUNIFORM1FPROC)SDL_GL_GetProcAddress("glUniform1f");
glActiveTexture = (PFNGLACTIVETEXTUREPROC)SDL_GL_GetProcAddress("glActiveTexture");
glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)SDL_GL_GetProcAddress("glGetUniformLocation");
if( major >= 3 )
glGetStringi = (PFNGLGETSTRINGIPROC)SDL_GL_GetProcAddress("glGetStringi") ;
return glCreateShader && glShaderSource && glCompileShader && glGetShaderiv &&
glGetShaderInfoLog && glDeleteShader && glAttachShader && glCreateProgram &&
glLinkProgram && glValidateProgram && glGetProgramiv && glGetProgramInfoLog &&
glUseProgram && glGenBuffers &&
glBindBuffer && glBufferData && glBufferSubData && glGetAttribLocation &&
glEnableVertexAttribArray && glVertexAttribPointer && glUniformMatrix4fv;
}
#endif
#endif