diff options
Diffstat (limited to 'src/platform/gui/sdl')
| -rw-r--r-- | src/platform/gui/sdl/CMakeLists.txt | 4 | ||||
| -rw-r--r-- | src/platform/gui/sdl/Window.cpp | 40 | ||||
| -rw-r--r-- | src/platform/gui/sdl/gl.c | 976 |
3 files changed, 1020 insertions, 0 deletions
diff --git a/src/platform/gui/sdl/CMakeLists.txt b/src/platform/gui/sdl/CMakeLists.txt index eadc3bac..bd8e2e70 100644 --- a/src/platform/gui/sdl/CMakeLists.txt +++ b/src/platform/gui/sdl/CMakeLists.txt @@ -11,3 +11,7 @@ target_link_libraries(CruPlatformGuiSdl PUBLIC CruPlatformGui CruPlatformGraphicsCairo SDL3::SDL3 ) + +if(UNIX AND NOT APPLE) + target_sources(CruPlatformGuiSdl PRIVATE gl.c) +endif() diff --git a/src/platform/gui/sdl/Window.cpp b/src/platform/gui/sdl/Window.cpp index f106b1e4..9bb94398 100644 --- a/src/platform/gui/sdl/Window.cpp +++ b/src/platform/gui/sdl/Window.cpp @@ -1,5 +1,6 @@ #include "cru/platform/gui/sdl/Window.h" #include "cru/base/Base.h" +#include "cru/base/log/Logger.h" #include "cru/platform/Base.h" #include "cru/platform/GraphicsBase.h" #include "cru/platform/graphics/NullPainter.h" @@ -220,6 +221,11 @@ Thickness SdlWindow::GetBorderThickness() { void SdlWindow::DoCreateWindow() { assert(!sdl_window_); SDL_WindowFlags flags = SDL_WINDOW_HIDDEN; + +#ifdef __unix + flags |= SDL_WINDOW_OPENGL; +#endif + if (style_.Has(WindowStyleFlags::NoCaptionAndBorder)) { flags |= SDL_WINDOW_BORDERLESS; } @@ -243,6 +249,10 @@ void SdlWindow::DoCreateWindow() { DoUpdateParent(); DoUpdateCursor(); + +#ifdef __unix + UnixOnCreateWindow(); +#endif } void SdlWindow::DoUpdateClientRect() { @@ -367,6 +377,9 @@ bool SdlWindow::HandleEvent(const SDL_Event* event) { case SDL_EVENT_WINDOW_DESTROYED: { VisibilityChangeEvent_.Raise(WindowVisibilityType::Hide); DestroyEvent_.Raise(nullptr); +#ifdef __unix + UnixOnDestroyWindow(); +#endif sdl_window_ = nullptr; sdl_window_id_ = 0; return true; @@ -403,4 +416,31 @@ bool SdlWindow::HandleEvent(const SDL_Event* event) { return false; } +#ifdef __unix +void SdlWindow::UnixOnCreateWindow() { + assert(sdl_window_); + sdl_gl_context_ = SDL_GL_CreateContext(sdl_window_); + + if (!sdl_gl_context_) { + throw SdlException("Failed to create sdl gl context."); + } + + CheckSdlReturn(SDL_GL_MakeCurrent(sdl_window_, sdl_gl_context_)); + + glad_gl_context_ = std::make_unique<GladGLContext>(); + auto version = + gladLoadGLContext(glad_gl_context_.get(), SDL_GL_GetProcAddress); + CRU_LOG_TAG_DEBUG("SDL window id {}, openGL version: {}.", sdl_window_id_, + version); +} + +void SdlWindow::UnixOnDestroyWindow() { + assert(sdl_window_); + assert(sdl_gl_context_); + assert(glad_gl_context_); + CheckSdlReturn(SDL_GL_DestroyContext(sdl_gl_context_)); + glad_gl_context_ = nullptr; +} +#endif + } // namespace cru::platform::gui::sdl diff --git a/src/platform/gui/sdl/gl.c b/src/platform/gui/sdl/gl.c new file mode 100644 index 00000000..390630f2 --- /dev/null +++ b/src/platform/gui/sdl/gl.c @@ -0,0 +1,976 @@ +/** + * SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0 + */ +#include <stdio.h> +#include <stdlib.h> +#include <string.h> + +#include "cru/platform/gui/sdl/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->Accum = (PFNGLACCUMPROC) load(userptr, "glAccum"); + context->AlphaFunc = (PFNGLALPHAFUNCPROC) load(userptr, "glAlphaFunc"); + context->Begin = (PFNGLBEGINPROC) load(userptr, "glBegin"); + context->Bitmap = (PFNGLBITMAPPROC) load(userptr, "glBitmap"); + context->BlendFunc = (PFNGLBLENDFUNCPROC) load(userptr, "glBlendFunc"); + context->CallList = (PFNGLCALLLISTPROC) load(userptr, "glCallList"); + context->CallLists = (PFNGLCALLLISTSPROC) load(userptr, "glCallLists"); + context->Clear = (PFNGLCLEARPROC) load(userptr, "glClear"); + context->ClearAccum = (PFNGLCLEARACCUMPROC) load(userptr, "glClearAccum"); + context->ClearColor = (PFNGLCLEARCOLORPROC) load(userptr, "glClearColor"); + context->ClearDepth = (PFNGLCLEARDEPTHPROC) load(userptr, "glClearDepth"); + context->ClearIndex = (PFNGLCLEARINDEXPROC) load(userptr, "glClearIndex"); + context->ClearStencil = (PFNGLCLEARSTENCILPROC) load(userptr, "glClearStencil"); + context->ClipPlane = (PFNGLCLIPPLANEPROC) load(userptr, "glClipPlane"); + context->Color3b = (PFNGLCOLOR3BPROC) load(userptr, "glColor3b"); + context->Color3bv = (PFNGLCOLOR3BVPROC) load(userptr, "glColor3bv"); + context->Color3d = (PFNGLCOLOR3DPROC) load(userptr, "glColor3d"); + context->Color3dv = (PFNGLCOLOR3DVPROC) load(userptr, "glColor3dv"); + context->Color3f = (PFNGLCOLOR3FPROC) load(userptr, "glColor3f"); + context->Color3fv = (PFNGLCOLOR3FVPROC) load(userptr, "glColor3fv"); + context->Color3i = (PFNGLCOLOR3IPROC) load(userptr, "glColor3i"); + context->Color3iv = (PFNGLCOLOR3IVPROC) load(userptr, "glColor3iv"); + context->Color3s = (PFNGLCOLOR3SPROC) load(userptr, "glColor3s"); + context->Color3sv = (PFNGLCOLOR3SVPROC) load(userptr, "glColor3sv"); + context->Color3ub = (PFNGLCOLOR3UBPROC) load(userptr, "glColor3ub"); + context->Color3ubv = (PFNGLCOLOR3UBVPROC) load(userptr, "glColor3ubv"); + context->Color3ui = (PFNGLCOLOR3UIPROC) load(userptr, "glColor3ui"); + context->Color3uiv = (PFNGLCOLOR3UIVPROC) load(userptr, "glColor3uiv"); + context->Color3us = (PFNGLCOLOR3USPROC) load(userptr, "glColor3us"); + context->Color3usv = (PFNGLCOLOR3USVPROC) load(userptr, "glColor3usv"); + context->Color4b = (PFNGLCOLOR4BPROC) load(userptr, "glColor4b"); + context->Color4bv = (PFNGLCOLOR4BVPROC) load(userptr, "glColor4bv"); + context->Color4d = (PFNGLCOLOR4DPROC) load(userptr, "glColor4d"); + context->Color4dv = (PFNGLCOLOR4DVPROC) load(userptr, "glColor4dv"); + context->Color4f = (PFNGLCOLOR4FPROC) load(userptr, "glColor4f"); + context->Color4fv = (PFNGLCOLOR4FVPROC) load(userptr, "glColor4fv"); + context->Color4i = (PFNGLCOLOR4IPROC) load(userptr, "glColor4i"); + context->Color4iv = (PFNGLCOLOR4IVPROC) load(userptr, "glColor4iv"); + context->Color4s = (PFNGLCOLOR4SPROC) load(userptr, "glColor4s"); + context->Color4sv = (PFNGLCOLOR4SVPROC) load(userptr, "glColor4sv"); + context->Color4ub = (PFNGLCOLOR4UBPROC) load(userptr, "glColor4ub"); + context->Color4ubv = (PFNGLCOLOR4UBVPROC) load(userptr, "glColor4ubv"); + context->Color4ui = (PFNGLCOLOR4UIPROC) load(userptr, "glColor4ui"); + context->Color4uiv = (PFNGLCOLOR4UIVPROC) load(userptr, "glColor4uiv"); + context->Color4us = (PFNGLCOLOR4USPROC) load(userptr, "glColor4us"); + context->Color4usv = (PFNGLCOLOR4USVPROC) load(userptr, "glColor4usv"); + context->ColorMask = (PFNGLCOLORMASKPROC) load(userptr, "glColorMask"); + context->ColorMaterial = (PFNGLCOLORMATERIALPROC) load(userptr, "glColorMaterial"); + context->CopyPixels = (PFNGLCOPYPIXELSPROC) load(userptr, "glCopyPixels"); + context->CullFace = (PFNGLCULLFACEPROC) load(userptr, "glCullFace"); + context->DeleteLists = (PFNGLDELETELISTSPROC) load(userptr, "glDeleteLists"); + 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->DrawPixels = (PFNGLDRAWPIXELSPROC) load(userptr, "glDrawPixels"); + context->EdgeFlag = (PFNGLEDGEFLAGPROC) load(userptr, "glEdgeFlag"); + context->EdgeFlagv = (PFNGLEDGEFLAGVPROC) load(userptr, "glEdgeFlagv"); + context->Enable = (PFNGLENABLEPROC) load(userptr, "glEnable"); + context->End = (PFNGLENDPROC) load(userptr, "glEnd"); + context->EndList = (PFNGLENDLISTPROC) load(userptr, "glEndList"); + context->EvalCoord1d = (PFNGLEVALCOORD1DPROC) load(userptr, "glEvalCoord1d"); + context->EvalCoord1dv = (PFNGLEVALCOORD1DVPROC) load(userptr, "glEvalCoord1dv"); + context->EvalCoord1f = (PFNGLEVALCOORD1FPROC) load(userptr, "glEvalCoord1f"); + context->EvalCoord1fv = (PFNGLEVALCOORD1FVPROC) load(userptr, "glEvalCoord1fv"); + context->EvalCoord2d = (PFNGLEVALCOORD2DPROC) load(userptr, "glEvalCoord2d"); + context->EvalCoord2dv = (PFNGLEVALCOORD2DVPROC) load(userptr, "glEvalCoord2dv"); + context->EvalCoord2f = (PFNGLEVALCOORD2FPROC) load(userptr, "glEvalCoord2f"); + context->EvalCoord2fv = (PFNGLEVALCOORD2FVPROC) load(userptr, "glEvalCoord2fv"); + context->EvalMesh1 = (PFNGLEVALMESH1PROC) load(userptr, "glEvalMesh1"); + context->EvalMesh2 = (PFNGLEVALMESH2PROC) load(userptr, "glEvalMesh2"); + context->EvalPoint1 = (PFNGLEVALPOINT1PROC) load(userptr, "glEvalPoint1"); + context->EvalPoint2 = (PFNGLEVALPOINT2PROC) load(userptr, "glEvalPoint2"); + context->FeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC) load(userptr, "glFeedbackBuffer"); + context->Finish = (PFNGLFINISHPROC) load(userptr, "glFinish"); + context->Flush = (PFNGLFLUSHPROC) load(userptr, "glFlush"); + context->Fogf = (PFNGLFOGFPROC) load(userptr, "glFogf"); + context->Fogfv = (PFNGLFOGFVPROC) load(userptr, "glFogfv"); + context->Fogi = (PFNGLFOGIPROC) load(userptr, "glFogi"); + context->Fogiv = (PFNGLFOGIVPROC) load(userptr, "glFogiv"); + context->FrontFace = (PFNGLFRONTFACEPROC) load(userptr, "glFrontFace"); + context->Frustum = (PFNGLFRUSTUMPROC) load(userptr, "glFrustum"); + context->GenLists = (PFNGLGENLISTSPROC) load(userptr, "glGenLists"); + context->GetBooleanv = (PFNGLGETBOOLEANVPROC) load(userptr, "glGetBooleanv"); + context->GetClipPlane = (PFNGLGETCLIPPLANEPROC) load(userptr, "glGetClipPlane"); + 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->GetLightfv = (PFNGLGETLIGHTFVPROC) load(userptr, "glGetLightfv"); + context->GetLightiv = (PFNGLGETLIGHTIVPROC) load(userptr, "glGetLightiv"); + context->GetMapdv = (PFNGLGETMAPDVPROC) load(userptr, "glGetMapdv"); + context->GetMapfv = (PFNGLGETMAPFVPROC) load(userptr, "glGetMapfv"); + context->GetMapiv = (PFNGLGETMAPIVPROC) load(userptr, "glGetMapiv"); + context->GetMaterialfv = (PFNGLGETMATERIALFVPROC) load(userptr, "glGetMaterialfv"); + context->GetMaterialiv = (PFNGLGETMATERIALIVPROC) load(userptr, "glGetMaterialiv"); + context->GetPixelMapfv = (PFNGLGETPIXELMAPFVPROC) load(userptr, "glGetPixelMapfv"); + context->GetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC) load(userptr, "glGetPixelMapuiv"); + context->GetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC) load(userptr, "glGetPixelMapusv"); + context->GetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC) load(userptr, "glGetPolygonStipple"); + context->GetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); + context->GetTexEnvfv = (PFNGLGETTEXENVFVPROC) load(userptr, "glGetTexEnvfv"); + context->GetTexEnviv = (PFNGLGETTEXENVIVPROC) load(userptr, "glGetTexEnviv"); + context->GetTexGendv = (PFNGLGETTEXGENDVPROC) load(userptr, "glGetTexGendv"); + context->GetTexGenfv = (PFNGLGETTEXGENFVPROC) load(userptr, "glGetTexGenfv"); + context->GetTexGeniv = (PFNGLGETTEXGENIVPROC) load(userptr, "glGetTexGeniv"); + 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->IndexMask = (PFNGLINDEXMASKPROC) load(userptr, "glIndexMask"); + context->Indexd = (PFNGLINDEXDPROC) load(userptr, "glIndexd"); + context->Indexdv = (PFNGLINDEXDVPROC) load(userptr, "glIndexdv"); + context->Indexf = (PFNGLINDEXFPROC) load(userptr, "glIndexf"); + context->Indexfv = (PFNGLINDEXFVPROC) load(userptr, "glIndexfv"); + context->Indexi = (PFNGLINDEXIPROC) load(userptr, "glIndexi"); + context->Indexiv = (PFNGLINDEXIVPROC) load(userptr, "glIndexiv"); + context->Indexs = (PFNGLINDEXSPROC) load(userptr, "glIndexs"); + context->Indexsv = (PFNGLINDEXSVPROC) load(userptr, "glIndexsv"); + context->InitNames = (PFNGLINITNAMESPROC) load(userptr, "glInitNames"); + context->IsEnabled = (PFNGLISENABLEDPROC) load(userptr, "glIsEnabled"); + context->IsList = (PFNGLISLISTPROC) load(userptr, "glIsList"); + context->LightModelf = (PFNGLLIGHTMODELFPROC) load(userptr, "glLightModelf"); + context->LightModelfv = (PFNGLLIGHTMODELFVPROC) load(userptr, "glLightModelfv"); + context->LightModeli = (PFNGLLIGHTMODELIPROC) load(userptr, "glLightModeli"); + context->LightModeliv = (PFNGLLIGHTMODELIVPROC) load(userptr, "glLightModeliv"); + context->Lightf = (PFNGLLIGHTFPROC) load(userptr, "glLightf"); + context->Lightfv = (PFNGLLIGHTFVPROC) load(userptr, "glLightfv"); + context->Lighti = (PFNGLLIGHTIPROC) load(userptr, "glLighti"); + context->Lightiv = (PFNGLLIGHTIVPROC) load(userptr, "glLightiv"); + context->LineStipple = (PFNGLLINESTIPPLEPROC) load(userptr, "glLineStipple"); + context->LineWidth = (PFNGLLINEWIDTHPROC) load(userptr, "glLineWidth"); + context->ListBase = (PFNGLLISTBASEPROC) load(userptr, "glListBase"); + context->LoadIdentity = (PFNGLLOADIDENTITYPROC) load(userptr, "glLoadIdentity"); + context->LoadMatrixd = (PFNGLLOADMATRIXDPROC) load(userptr, "glLoadMatrixd"); + context->LoadMatrixf = (PFNGLLOADMATRIXFPROC) load(userptr, "glLoadMatrixf"); + context->LoadName = (PFNGLLOADNAMEPROC) load(userptr, "glLoadName"); + context->LogicOp = (PFNGLLOGICOPPROC) load(userptr, "glLogicOp"); + context->Map1d = (PFNGLMAP1DPROC) load(userptr, "glMap1d"); + context->Map1f = (PFNGLMAP1FPROC) load(userptr, "glMap1f"); + context->Map2d = (PFNGLMAP2DPROC) load(userptr, "glMap2d"); + context->Map2f = (PFNGLMAP2FPROC) load(userptr, "glMap2f"); + context->MapGrid1d = (PFNGLMAPGRID1DPROC) load(userptr, "glMapGrid1d"); + context->MapGrid1f = (PFNGLMAPGRID1FPROC) load(userptr, "glMapGrid1f"); + context->MapGrid2d = (PFNGLMAPGRID2DPROC) load(userptr, "glMapGrid2d"); + context->MapGrid2f = (PFNGLMAPGRID2FPROC) load(userptr, "glMapGrid2f"); + context->Materialf = (PFNGLMATERIALFPROC) load(userptr, "glMaterialf"); + context->Materialfv = (PFNGLMATERIALFVPROC) load(userptr, "glMaterialfv"); + context->Materiali = (PFNGLMATERIALIPROC) load(userptr, "glMateriali"); + context->Materialiv = (PFNGLMATERIALIVPROC) load(userptr, "glMaterialiv"); + context->MatrixMode = (PFNGLMATRIXMODEPROC) load(userptr, "glMatrixMode"); + context->MultMatrixd = (PFNGLMULTMATRIXDPROC) load(userptr, "glMultMatrixd"); + context->MultMatrixf = (PFNGLMULTMATRIXFPROC) load(userptr, "glMultMatrixf"); + context->NewList = (PFNGLNEWLISTPROC) load(userptr, "glNewList"); + context->Normal3b = (PFNGLNORMAL3BPROC) load(userptr, "glNormal3b"); + context->Normal3bv = (PFNGLNORMAL3BVPROC) load(userptr, "glNormal3bv"); + context->Normal3d = (PFNGLNORMAL3DPROC) load(userptr, "glNormal3d"); + context->Normal3dv = (PFNGLNORMAL3DVPROC) load(userptr, "glNormal3dv"); + context->Normal3f = (PFNGLNORMAL3FPROC) load(userptr, "glNormal3f"); + context->Normal3fv = (PFNGLNORMAL3FVPROC) load(userptr, "glNormal3fv"); + context->Normal3i = (PFNGLNORMAL3IPROC) load(userptr, "glNormal3i"); + context->Normal3iv = (PFNGLNORMAL3IVPROC) load(userptr, "glNormal3iv"); + context->Normal3s = (PFNGLNORMAL3SPROC) load(userptr, "glNormal3s"); + context->Normal3sv = (PFNGLNORMAL3SVPROC) load(userptr, "glNormal3sv"); + context->Ortho = (PFNGLORTHOPROC) load(userptr, "glOrtho"); + context->PassThrough = (PFNGLPASSTHROUGHPROC) load(userptr, "glPassThrough"); + context->PixelMapfv = (PFNGLPIXELMAPFVPROC) load(userptr, "glPixelMapfv"); + context->PixelMapuiv = (PFNGLPIXELMAPUIVPROC) load(userptr, "glPixelMapuiv"); + context->PixelMapusv = (PFNGLPIXELMAPUSVPROC) load(userptr, "glPixelMapusv"); + context->PixelStoref = (PFNGLPIXELSTOREFPROC) load(userptr, "glPixelStoref"); + context->PixelStorei = (PFNGLPIXELSTOREIPROC) load(userptr, "glPixelStorei"); + context->PixelTransferf = (PFNGLPIXELTRANSFERFPROC) load(userptr, "glPixelTransferf"); + context->PixelTransferi = (PFNGLPIXELTRANSFERIPROC) load(userptr, "glPixelTransferi"); + context->PixelZoom = (PFNGLPIXELZOOMPROC) load(userptr, "glPixelZoom"); + context->PointSize = (PFNGLPOINTSIZEPROC) load(userptr, "glPointSize"); + context->PolygonMode = (PFNGLPOLYGONMODEPROC) load(userptr, "glPolygonMode"); + context->PolygonStipple = (PFNGLPOLYGONSTIPPLEPROC) load(userptr, "glPolygonStipple"); + context->PopAttrib = (PFNGLPOPATTRIBPROC) load(userptr, "glPopAttrib"); + context->PopMatrix = (PFNGLPOPMATRIXPROC) load(userptr, "glPopMatrix"); + context->PopName = (PFNGLPOPNAMEPROC) load(userptr, "glPopName"); + context->PushAttrib = (PFNGLPUSHATTRIBPROC) load(userptr, "glPushAttrib"); + context->PushMatrix = (PFNGLPUSHMATRIXPROC) load(userptr, "glPushMatrix"); + context->PushName = (PFNGLPUSHNAMEPROC) load(userptr, "glPushName"); + context->RasterPos2d = (PFNGLRASTERPOS2DPROC) load(userptr, "glRasterPos2d"); + context->RasterPos2dv = (PFNGLRASTERPOS2DVPROC) load(userptr, "glRasterPos2dv"); + context->RasterPos2f = (PFNGLRASTERPOS2FPROC) load(userptr, "glRasterPos2f"); + context->RasterPos2fv = (PFNGLRASTERPOS2FVPROC) load(userptr, "glRasterPos2fv"); + context->RasterPos2i = (PFNGLRASTERPOS2IPROC) load(userptr, "glRasterPos2i"); + context->RasterPos2iv = (PFNGLRASTERPOS2IVPROC) load(userptr, "glRasterPos2iv"); + context->RasterPos2s = (PFNGLRASTERPOS2SPROC) load(userptr, "glRasterPos2s"); + context->RasterPos2sv = (PFNGLRASTERPOS2SVPROC) load(userptr, "glRasterPos2sv"); + context->RasterPos3d = (PFNGLRASTERPOS3DPROC) load(userptr, "glRasterPos3d"); + context->RasterPos3dv = (PFNGLRASTERPOS3DVPROC) load(userptr, "glRasterPos3dv"); + context->RasterPos3f = (PFNGLRASTERPOS3FPROC) load(userptr, "glRasterPos3f"); + context->RasterPos3fv = (PFNGLRASTERPOS3FVPROC) load(userptr, "glRasterPos3fv"); + context->RasterPos3i = (PFNGLRASTERPOS3IPROC) load(userptr, "glRasterPos3i"); + context->RasterPos3iv = (PFNGLRASTERPOS3IVPROC) load(userptr, "glRasterPos3iv"); + context->RasterPos3s = (PFNGLRASTERPOS3SPROC) load(userptr, "glRasterPos3s"); + context->RasterPos3sv = (PFNGLRASTERPOS3SVPROC) load(userptr, "glRasterPos3sv"); + context->RasterPos4d = (PFNGLRASTERPOS4DPROC) load(userptr, "glRasterPos4d"); + context->RasterPos4dv = (PFNGLRASTERPOS4DVPROC) load(userptr, "glRasterPos4dv"); + context->RasterPos4f = (PFNGLRASTERPOS4FPROC) load(userptr, "glRasterPos4f"); + context->RasterPos4fv = (PFNGLRASTERPOS4FVPROC) load(userptr, "glRasterPos4fv"); + context->RasterPos4i = (PFNGLRASTERPOS4IPROC) load(userptr, "glRasterPos4i"); + context->RasterPos4iv = (PFNGLRASTERPOS4IVPROC) load(userptr, "glRasterPos4iv"); + context->RasterPos4s = (PFNGLRASTERPOS4SPROC) load(userptr, "glRasterPos4s"); + context->RasterPos4sv = (PFNGLRASTERPOS4SVPROC) load(userptr, "glRasterPos4sv"); + context->ReadBuffer = (PFNGLREADBUFFERPROC) load(userptr, "glReadBuffer"); + context->ReadPixels = (PFNGLREADPIXELSPROC) load(userptr, "glReadPixels"); + context->Rectd = (PFNGLRECTDPROC) load(userptr, "glRectd"); + context->Rectdv = (PFNGLRECTDVPROC) load(userptr, "glRectdv"); + context->Rectf = (PFNGLRECTFPROC) load(userptr, "glRectf"); + context->Rectfv = (PFNGLRECTFVPROC) load(userptr, "glRectfv"); + context->Recti = (PFNGLRECTIPROC) load(userptr, "glRecti"); + context->Rectiv = (PFNGLRECTIVPROC) load(userptr, "glRectiv"); + context->Rects = (PFNGLRECTSPROC) load(userptr, "glRects"); + context->Rectsv = (PFNGLRECTSVPROC) load(userptr, "glRectsv"); + context->RenderMode = (PFNGLRENDERMODEPROC) load(userptr, "glRenderMode"); + context->Rotated = (PFNGLROTATEDPROC) load(userptr, "glRotated"); + context->Rotatef = (PFNGLROTATEFPROC) load(userptr, "glRotatef"); + context->Scaled = (PFNGLSCALEDPROC) load(userptr, "glScaled"); + context->Scalef = (PFNGLSCALEFPROC) load(userptr, "glScalef"); + context->Scissor = (PFNGLSCISSORPROC) load(userptr, "glScissor"); + context->SelectBuffer = (PFNGLSELECTBUFFERPROC) load(userptr, "glSelectBuffer"); + context->ShadeModel = (PFNGLSHADEMODELPROC) load(userptr, "glShadeModel"); + context->StencilFunc = (PFNGLSTENCILFUNCPROC) load(userptr, "glStencilFunc"); + context->StencilMask = (PFNGLSTENCILMASKPROC) load(userptr, "glStencilMask"); + context->StencilOp = (PFNGLSTENCILOPPROC) load(userptr, "glStencilOp"); + context->TexCoord1d = (PFNGLTEXCOORD1DPROC) load(userptr, "glTexCoord1d"); + context->TexCoord1dv = (PFNGLTEXCOORD1DVPROC) load(userptr, "glTexCoord1dv"); + context->TexCoord1f = (PFNGLTEXCOORD1FPROC) load(userptr, "glTexCoord1f"); + context->TexCoord1fv = (PFNGLTEXCOORD1FVPROC) load(userptr, "glTexCoord1fv"); + context->TexCoord1i = (PFNGLTEXCOORD1IPROC) load(userptr, "glTexCoord1i"); + context->TexCoord1iv = (PFNGLTEXCOORD1IVPROC) load(userptr, "glTexCoord1iv"); + context->TexCoord1s = (PFNGLTEXCOORD1SPROC) load(userptr, "glTexCoord1s"); + context->TexCoord1sv = (PFNGLTEXCOORD1SVPROC) load(userptr, "glTexCoord1sv"); + context->TexCoord2d = (PFNGLTEXCOORD2DPROC) load(userptr, "glTexCoord2d"); + context->TexCoord2dv = (PFNGLTEXCOORD2DVPROC) load(userptr, "glTexCoord2dv"); + context->TexCoord2f = (PFNGLTEXCOORD2FPROC) load(userptr, "glTexCoord2f"); + context->TexCoord2fv = (PFNGLTEXCOORD2FVPROC) load(userptr, "glTexCoord2fv"); + context->TexCoord2i = (PFNGLTEXCOORD2IPROC) load(userptr, "glTexCoord2i"); + context->TexCoord2iv = (PFNGLTEXCOORD2IVPROC) load(userptr, "glTexCoord2iv"); + context->TexCoord2s = (PFNGLTEXCOORD2SPROC) load(userptr, "glTexCoord2s"); + context->TexCoord2sv = (PFNGLTEXCOORD2SVPROC) load(userptr, "glTexCoord2sv"); + context->TexCoord3d = (PFNGLTEXCOORD3DPROC) load(userptr, "glTexCoord3d"); + context->TexCoord3dv = (PFNGLTEXCOORD3DVPROC) load(userptr, "glTexCoord3dv"); + context->TexCoord3f = (PFNGLTEXCOORD3FPROC) load(userptr, "glTexCoord3f"); + context->TexCoord3fv = (PFNGLTEXCOORD3FVPROC) load(userptr, "glTexCoord3fv"); + context->TexCoord3i = (PFNGLTEXCOORD3IPROC) load(userptr, "glTexCoord3i"); + context->TexCoord3iv = (PFNGLTEXCOORD3IVPROC) load(userptr, "glTexCoord3iv"); + context->TexCoord3s = (PFNGLTEXCOORD3SPROC) load(userptr, "glTexCoord3s"); + context->TexCoord3sv = (PFNGLTEXCOORD3SVPROC) load(userptr, "glTexCoord3sv"); + context->TexCoord4d = (PFNGLTEXCOORD4DPROC) load(userptr, "glTexCoord4d"); + context->TexCoord4dv = (PFNGLTEXCOORD4DVPROC) load(userptr, "glTexCoord4dv"); + context->TexCoord4f = (PFNGLTEXCOORD4FPROC) load(userptr, "glTexCoord4f"); + context->TexCoord4fv = (PFNGLTEXCOORD4FVPROC) load(userptr, "glTexCoord4fv"); + context->TexCoord4i = (PFNGLTEXCOORD4IPROC) load(userptr, "glTexCoord4i"); + context->TexCoord4iv = (PFNGLTEXCOORD4IVPROC) load(userptr, "glTexCoord4iv"); + context->TexCoord4s = (PFNGLTEXCOORD4SPROC) load(userptr, "glTexCoord4s"); + context->TexCoord4sv = (PFNGLTEXCOORD4SVPROC) load(userptr, "glTexCoord4sv"); + context->TexEnvf = (PFNGLTEXENVFPROC) load(userptr, "glTexEnvf"); + context->TexEnvfv = (PFNGLTEXENVFVPROC) load(userptr, "glTexEnvfv"); + context->TexEnvi = (PFNGLTEXENVIPROC) load(userptr, "glTexEnvi"); + context->TexEnviv = (PFNGLTEXENVIVPROC) load(userptr, "glTexEnviv"); + context->TexGend = (PFNGLTEXGENDPROC) load(userptr, "glTexGend"); + context->TexGendv = (PFNGLTEXGENDVPROC) load(userptr, "glTexGendv"); + context->TexGenf = (PFNGLTEXGENFPROC) load(userptr, "glTexGenf"); + context->TexGenfv = (PFNGLTEXGENFVPROC) load(userptr, "glTexGenfv"); + context->TexGeni = (PFNGLTEXGENIPROC) load(userptr, "glTexGeni"); + context->TexGeniv = (PFNGLTEXGENIVPROC) load(userptr, "glTexGeniv"); + 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->Translated = (PFNGLTRANSLATEDPROC) load(userptr, "glTranslated"); + context->Translatef = (PFNGLTRANSLATEFPROC) load(userptr, "glTranslatef"); + context->Vertex2d = (PFNGLVERTEX2DPROC) load(userptr, "glVertex2d"); + context->Vertex2dv = (PFNGLVERTEX2DVPROC) load(userptr, "glVertex2dv"); + context->Vertex2f = (PFNGLVERTEX2FPROC) load(userptr, "glVertex2f"); + context->Vertex2fv = (PFNGLVERTEX2FVPROC) load(userptr, "glVertex2fv"); + context->Vertex2i = (PFNGLVERTEX2IPROC) load(userptr, "glVertex2i"); + context->Vertex2iv = (PFNGLVERTEX2IVPROC) load(userptr, "glVertex2iv"); + context->Vertex2s = (PFNGLVERTEX2SPROC) load(userptr, "glVertex2s"); + context->Vertex2sv = (PFNGLVERTEX2SVPROC) load(userptr, "glVertex2sv"); + context->Vertex3d = (PFNGLVERTEX3DPROC) load(userptr, "glVertex3d"); + context->Vertex3dv = (PFNGLVERTEX3DVPROC) load(userptr, "glVertex3dv"); + context->Vertex3f = (PFNGLVERTEX3FPROC) load(userptr, "glVertex3f"); + context->Vertex3fv = (PFNGLVERTEX3FVPROC) load(userptr, "glVertex3fv"); + context->Vertex3i = (PFNGLVERTEX3IPROC) load(userptr, "glVertex3i"); + context->Vertex3iv = (PFNGLVERTEX3IVPROC) load(userptr, "glVertex3iv"); + context->Vertex3s = (PFNGLVERTEX3SPROC) load(userptr, "glVertex3s"); + context->Vertex3sv = (PFNGLVERTEX3SVPROC) load(userptr, "glVertex3sv"); + context->Vertex4d = (PFNGLVERTEX4DPROC) load(userptr, "glVertex4d"); + context->Vertex4dv = (PFNGLVERTEX4DVPROC) load(userptr, "glVertex4dv"); + context->Vertex4f = (PFNGLVERTEX4FPROC) load(userptr, "glVertex4f"); + context->Vertex4fv = (PFNGLVERTEX4FVPROC) load(userptr, "glVertex4fv"); + context->Vertex4i = (PFNGLVERTEX4IPROC) load(userptr, "glVertex4i"); + context->Vertex4iv = (PFNGLVERTEX4IVPROC) load(userptr, "glVertex4iv"); + context->Vertex4s = (PFNGLVERTEX4SPROC) load(userptr, "glVertex4s"); + context->Vertex4sv = (PFNGLVERTEX4SVPROC) load(userptr, "glVertex4sv"); + 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->AreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC) load(userptr, "glAreTexturesResident"); + context->ArrayElement = (PFNGLARRAYELEMENTPROC) load(userptr, "glArrayElement"); + context->BindTexture = (PFNGLBINDTEXTUREPROC) load(userptr, "glBindTexture"); + context->ColorPointer = (PFNGLCOLORPOINTERPROC) load(userptr, "glColorPointer"); + 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->DisableClientState = (PFNGLDISABLECLIENTSTATEPROC) load(userptr, "glDisableClientState"); + context->DrawArrays = (PFNGLDRAWARRAYSPROC) load(userptr, "glDrawArrays"); + context->DrawElements = (PFNGLDRAWELEMENTSPROC) load(userptr, "glDrawElements"); + context->EdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC) load(userptr, "glEdgeFlagPointer"); + context->EnableClientState = (PFNGLENABLECLIENTSTATEPROC) load(userptr, "glEnableClientState"); + context->GenTextures = (PFNGLGENTEXTURESPROC) load(userptr, "glGenTextures"); + context->GetPointerv = (PFNGLGETPOINTERVPROC) load(userptr, "glGetPointerv"); + context->IndexPointer = (PFNGLINDEXPOINTERPROC) load(userptr, "glIndexPointer"); + context->Indexub = (PFNGLINDEXUBPROC) load(userptr, "glIndexub"); + context->Indexubv = (PFNGLINDEXUBVPROC) load(userptr, "glIndexubv"); + context->InterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC) load(userptr, "glInterleavedArrays"); + context->IsTexture = (PFNGLISTEXTUREPROC) load(userptr, "glIsTexture"); + context->NormalPointer = (PFNGLNORMALPOINTERPROC) load(userptr, "glNormalPointer"); + context->PolygonOffset = (PFNGLPOLYGONOFFSETPROC) load(userptr, "glPolygonOffset"); + context->PopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC) load(userptr, "glPopClientAttrib"); + context->PrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC) load(userptr, "glPrioritizeTextures"); + context->PushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC) load(userptr, "glPushClientAttrib"); + context->TexCoordPointer = (PFNGLTEXCOORDPOINTERPROC) load(userptr, "glTexCoordPointer"); + context->TexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) load(userptr, "glTexSubImage1D"); + context->TexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) load(userptr, "glTexSubImage2D"); + context->VertexPointer = (PFNGLVERTEXPOINTERPROC) load(userptr, "glVertexPointer"); +} +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->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC) load(userptr, "glClientActiveTexture"); + 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->LoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC) load(userptr, "glLoadTransposeMatrixd"); + context->LoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC) load(userptr, "glLoadTransposeMatrixf"); + context->MultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC) load(userptr, "glMultTransposeMatrixd"); + context->MultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC) load(userptr, "glMultTransposeMatrixf"); + context->MultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC) load(userptr, "glMultiTexCoord1d"); + context->MultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC) load(userptr, "glMultiTexCoord1dv"); + context->MultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC) load(userptr, "glMultiTexCoord1f"); + context->MultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC) load(userptr, "glMultiTexCoord1fv"); + context->MultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC) load(userptr, "glMultiTexCoord1i"); + context->MultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC) load(userptr, "glMultiTexCoord1iv"); + context->MultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC) load(userptr, "glMultiTexCoord1s"); + context->MultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC) load(userptr, "glMultiTexCoord1sv"); + context->MultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC) load(userptr, "glMultiTexCoord2d"); + context->MultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC) load(userptr, "glMultiTexCoord2dv"); + context->MultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) load(userptr, "glMultiTexCoord2f"); + context->MultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) load(userptr, "glMultiTexCoord2fv"); + context->MultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC) load(userptr, "glMultiTexCoord2i"); + context->MultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC) load(userptr, "glMultiTexCoord2iv"); + context->MultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC) load(userptr, "glMultiTexCoord2s"); + context->MultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC) load(userptr, "glMultiTexCoord2sv"); + context->MultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC) load(userptr, "glMultiTexCoord3d"); + context->MultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC) load(userptr, "glMultiTexCoord3dv"); + context->MultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC) load(userptr, "glMultiTexCoord3f"); + context->MultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC) load(userptr, "glMultiTexCoord3fv"); + context->MultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC) load(userptr, "glMultiTexCoord3i"); + context->MultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC) load(userptr, "glMultiTexCoord3iv"); + context->MultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC) load(userptr, "glMultiTexCoord3s"); + context->MultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC) load(userptr, "glMultiTexCoord3sv"); + context->MultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC) load(userptr, "glMultiTexCoord4d"); + context->MultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC) load(userptr, "glMultiTexCoord4dv"); + context->MultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC) load(userptr, "glMultiTexCoord4f"); + context->MultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC) load(userptr, "glMultiTexCoord4fv"); + context->MultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC) load(userptr, "glMultiTexCoord4i"); + context->MultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC) load(userptr, "glMultiTexCoord4iv"); + context->MultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC) load(userptr, "glMultiTexCoord4s"); + context->MultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC) load(userptr, "glMultiTexCoord4sv"); + 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->FogCoordPointer = (PFNGLFOGCOORDPOINTERPROC) load(userptr, "glFogCoordPointer"); + context->FogCoordd = (PFNGLFOGCOORDDPROC) load(userptr, "glFogCoordd"); + context->FogCoorddv = (PFNGLFOGCOORDDVPROC) load(userptr, "glFogCoorddv"); + context->FogCoordf = (PFNGLFOGCOORDFPROC) load(userptr, "glFogCoordf"); + context->FogCoordfv = (PFNGLFOGCOORDFVPROC) load(userptr, "glFogCoordfv"); + 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"); + context->SecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC) load(userptr, "glSecondaryColor3b"); + context->SecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC) load(userptr, "glSecondaryColor3bv"); + context->SecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC) load(userptr, "glSecondaryColor3d"); + context->SecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC) load(userptr, "glSecondaryColor3dv"); + context->SecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC) load(userptr, "glSecondaryColor3f"); + context->SecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC) load(userptr, "glSecondaryColor3fv"); + context->SecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC) load(userptr, "glSecondaryColor3i"); + context->SecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC) load(userptr, "glSecondaryColor3iv"); + context->SecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC) load(userptr, "glSecondaryColor3s"); + context->SecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC) load(userptr, "glSecondaryColor3sv"); + context->SecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC) load(userptr, "glSecondaryColor3ub"); + context->SecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC) load(userptr, "glSecondaryColor3ubv"); + context->SecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC) load(userptr, "glSecondaryColor3ui"); + context->SecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC) load(userptr, "glSecondaryColor3uiv"); + context->SecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC) load(userptr, "glSecondaryColor3us"); + context->SecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC) load(userptr, "glSecondaryColor3usv"); + context->SecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC) load(userptr, "glSecondaryColorPointer"); + context->WindowPos2d = (PFNGLWINDOWPOS2DPROC) load(userptr, "glWindowPos2d"); + context->WindowPos2dv = (PFNGLWINDOWPOS2DVPROC) load(userptr, "glWindowPos2dv"); + context->WindowPos2f = (PFNGLWINDOWPOS2FPROC) load(userptr, "glWindowPos2f"); + context->WindowPos2fv = (PFNGLWINDOWPOS2FVPROC) load(userptr, "glWindowPos2fv"); + context->WindowPos2i = (PFNGLWINDOWPOS2IPROC) load(userptr, "glWindowPos2i"); + context->WindowPos2iv = (PFNGLWINDOWPOS2IVPROC) load(userptr, "glWindowPos2iv"); + context->WindowPos2s = (PFNGLWINDOWPOS2SPROC) load(userptr, "glWindowPos2s"); + context->WindowPos2sv = (PFNGLWINDOWPOS2SVPROC) load(userptr, "glWindowPos2sv"); + context->WindowPos3d = (PFNGLWINDOWPOS3DPROC) load(userptr, "glWindowPos3d"); + context->WindowPos3dv = (PFNGLWINDOWPOS3DVPROC) load(userptr, "glWindowPos3dv"); + context->WindowPos3f = (PFNGLWINDOWPOS3FPROC) load(userptr, "glWindowPos3f"); + context->WindowPos3fv = (PFNGLWINDOWPOS3FVPROC) load(userptr, "glWindowPos3fv"); + context->WindowPos3i = (PFNGLWINDOWPOS3IPROC) load(userptr, "glWindowPos3i"); + context->WindowPos3iv = (PFNGLWINDOWPOS3IVPROC) load(userptr, "glWindowPos3iv"); + context->WindowPos3s = (PFNGLWINDOWPOS3SPROC) load(userptr, "glWindowPos3s"); + context->WindowPos3sv = (PFNGLWINDOWPOS3SVPROC) load(userptr, "glWindowPos3sv"); +} +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->ColorP3ui = (PFNGLCOLORP3UIPROC) load(userptr, "glColorP3ui"); + context->ColorP3uiv = (PFNGLCOLORP3UIVPROC) load(userptr, "glColorP3uiv"); + context->ColorP4ui = (PFNGLCOLORP4UIPROC) load(userptr, "glColorP4ui"); + context->ColorP4uiv = (PFNGLCOLORP4UIVPROC) load(userptr, "glColorP4uiv"); + 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->MultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC) load(userptr, "glMultiTexCoordP1ui"); + context->MultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC) load(userptr, "glMultiTexCoordP1uiv"); + context->MultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC) load(userptr, "glMultiTexCoordP2ui"); + context->MultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC) load(userptr, "glMultiTexCoordP2uiv"); + context->MultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC) load(userptr, "glMultiTexCoordP3ui"); + context->MultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC) load(userptr, "glMultiTexCoordP3uiv"); + context->MultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC) load(userptr, "glMultiTexCoordP4ui"); + context->MultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC) load(userptr, "glMultiTexCoordP4uiv"); + context->NormalP3ui = (PFNGLNORMALP3UIPROC) load(userptr, "glNormalP3ui"); + context->NormalP3uiv = (PFNGLNORMALP3UIVPROC) load(userptr, "glNormalP3uiv"); + 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->SecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC) load(userptr, "glSecondaryColorP3ui"); + context->SecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC) load(userptr, "glSecondaryColorP3uiv"); + context->TexCoordP1ui = (PFNGLTEXCOORDP1UIPROC) load(userptr, "glTexCoordP1ui"); + context->TexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC) load(userptr, "glTexCoordP1uiv"); + context->TexCoordP2ui = (PFNGLTEXCOORDP2UIPROC) load(userptr, "glTexCoordP2ui"); + context->TexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC) load(userptr, "glTexCoordP2uiv"); + context->TexCoordP3ui = (PFNGLTEXCOORDP3UIPROC) load(userptr, "glTexCoordP3ui"); + context->TexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC) load(userptr, "glTexCoordP3uiv"); + context->TexCoordP4ui = (PFNGLTEXCOORDP4UIPROC) load(userptr, "glTexCoordP4ui"); + context->TexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC) load(userptr, "glTexCoordP4uiv"); + 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"); + context->VertexP2ui = (PFNGLVERTEXP2UIPROC) load(userptr, "glVertexP2ui"); + context->VertexP2uiv = (PFNGLVERTEXP2UIVPROC) load(userptr, "glVertexP2uiv"); + context->VertexP3ui = (PFNGLVERTEXP3UIPROC) load(userptr, "glVertexP3ui"); + context->VertexP3uiv = (PFNGLVERTEXP3UIVPROC) load(userptr, "glVertexP3uiv"); + context->VertexP4ui = (PFNGLVERTEXP4UIPROC) load(userptr, "glVertexP4ui"); + context->VertexP4uiv = (PFNGLVERTEXP4UIVPROC) load(userptr, "glVertexP4uiv"); +} + + + +static void glad_gl_free_extensions(char **exts_i) { + if (exts_i != NULL) { + unsigned int index; + for(index = 0; exts_i[index]; index++) { + free((void *) (exts_i[index])); + } + free((void *)exts_i); + exts_i = NULL; + } +} +static int glad_gl_get_extensions(GladGLContext *context, const char **out_exts, char ***out_exts_i) { +#if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) + if (context->GetStringi != NULL && context->GetIntegerv != NULL) { + unsigned int index = 0; + unsigned int num_exts_i = 0; + char **exts_i = NULL; + context->GetIntegerv(GL_NUM_EXTENSIONS, (int*) &num_exts_i); + exts_i = (char **) malloc((num_exts_i + 1) * (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) { + exts_i[index] = NULL; + glad_gl_free_extensions(exts_i); + return 0; + } + + memcpy(local_str, gl_str_tmp, len * sizeof(char)); + exts_i[index] = local_str; + } + exts_i[index] = NULL; + + *out_exts_i = exts_i; + + return 1; + } +#else + GLAD_UNUSED(out_exts_i); +#endif + if (context->GetString == NULL) { + return 0; + } + *out_exts = (const char *)context->GetString(GL_EXTENSIONS); + return 1; +} +static int glad_gl_has_extension(const char *exts, char **exts_i, const char *ext) { + if(exts_i) { + unsigned int index; + for(index = 0; exts_i[index]; index++) { + const char *e = exts_i[index]; + if(strcmp(e, ext) == 0) { + return 1; + } + } + } else { + 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; + } + } + 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) { + const char *exts = NULL; + char **exts_i = NULL; + if (!glad_gl_get_extensions(context, &exts, &exts_i)) return 0; + + GLAD_UNUSED(&glad_gl_has_extension); + + glad_gl_free_extensions(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; + 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)) 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 __cplusplus +} +#endif |
