/** * SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0 */ #include #include #include #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