forked from bartvdbraak/blender
77c4eef90b
(with make, need to confirm with scons) after cleaning the changes are in fact minimal, but the situation is still quite a bit hackish. Game engine coders, there is also quite a number of warnings that need to be fixed. current situation is that everything seems to work, but GLSL shaders spew a lot of errors on console and blender may crash on exit when a GLSL shader was used. ARB stuff works fine.
507 lines
15 KiB
C++
507 lines
15 KiB
C++
/**
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* $Id$
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef __RAS_GLEXTENSIONMANAGER_H__
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#define __RAS_GLEXTENSIONMANAGER_H__
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#ifdef WIN32
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# include <windows.h>
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# include <GL/gl.h>
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#elif defined(__APPLE__)
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# define __glext_h_
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# define GL_GLEXT_LEGACY 1
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# include <OpenGL/gl.h>
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# include <OpenGL/glu.h>
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# undef __glext_h_
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#else /* UNIX */
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# define __glext_h_
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# include <GL/gl.h>
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# include <GL/glx.h>
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# undef GL_ARB_multitexture // (ubuntu)
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# undef __glext_h_
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#endif
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#include "glext.h"
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#include "EXT_separate_specular_color.h"
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#include "ARB_multitexture.h"
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namespace bgl
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{
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/**
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* This is a list of all registered OpenGL extensions.
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* It is available from:
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* http://oss.sgi.com/projects/ogl-sample/registry/
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*/
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typedef enum {
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/* ARB Extensions */
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_GL_ARB_imaging,
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_GL_ARB_multitexture ,
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_GLX_ARB_get_proc_address ,
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_GL_ARB_transpose_matrix ,
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_WGL_ARB_buffer_region ,
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_GL_ARB_multisample ,
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_GL_ARB_texture_env_add ,
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_GL_ARB_texture_cube_map ,
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_WGL_ARB_extensions_string ,
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_WGL_ARB_pixel_format ,
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_WGL_ARB_make_current_read ,
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_WGL_ARB_pbuffer ,
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_GL_ARB_texture_compression ,
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_GL_ARB_texture_border_clamp ,
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_GL_ARB_point_parameters ,
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_GL_ARB_vertex_blend ,
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_GL_ARB_matrix_palette ,
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_GL_ARB_texture_env_combine ,
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_GL_ARB_texture_env_crossbar ,
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_GL_ARB_texture_env_dot3 ,
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_WGL_ARB_render_texture ,
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_GL_ARB_texture_mirrored_repeat ,
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_GL_ARB_depth_texture ,
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_GL_ARB_shadow ,
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_GL_ARB_shadow_ambient ,
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_GL_ARB_window_pos ,
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_GL_ARB_vertex_program ,
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_GL_ARB_fragment_program ,
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_GL_ARB_vertex_buffer_object ,
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_GL_ARB_occlusion_query ,
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_GL_ARB_shader_objects ,
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_GL_ARB_vertex_shader ,
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_GL_ARB_fragment_shader ,
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_GL_ARB_shading_language_100 ,
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_GL_ARB_texture_non_power_of_two ,
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_GL_ARB_point_sprite ,
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_GL_ARB_fragment_program_shadow ,
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/* Non ARB Extensions */
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_GL_EXT_abgr ,
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_GL_EXT_blend_color ,
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_GL_EXT_polygon_offset ,
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_GL_EXT_texture ,
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_GL_EXT_texture3D ,
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_GL_SGIS_texture_filter4 ,
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_GL_EXT_subtexture ,
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_GL_EXT_copy_texture ,
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_GL_EXT_histogram ,
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_GL_EXT_convolution ,
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_GL_SGI_color_matrix ,
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_GL_SGI_color_table ,
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_GL_SGIS_pixel_texture ,
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_GL_SGIS_texture4D ,
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_GL_SGI_texture_color_table ,
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_GL_EXT_cmyka ,
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_GL_EXT_texture_object ,
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_GL_SGIS_detail_texture ,
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_GL_SGIS_sharpen_texture ,
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_GL_EXT_packed_pixels ,
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_GL_SGIS_texture_lod ,
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_GL_SGIS_multisample ,
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_GL_EXT_rescale_normal ,
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_GLX_EXT_visual_info ,
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_GL_EXT_vertex_array ,
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_GL_EXT_misc_attribute ,
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_GL_SGIS_generate_mipmap ,
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_GL_SGIX_clipmap ,
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_GL_SGIX_shadow ,
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_GL_SGIS_texture_edge_clamp ,
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_GL_SGIS_texture_border_clamp ,
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_GL_EXT_blend_minmax ,
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_GL_EXT_blend_subtract ,
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_GL_EXT_blend_logic_op ,
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_GLX_SGI_swap_control ,
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_GLX_SGI_video_sync ,
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_GLX_SGI_make_current_read ,
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_GLX_SGIX_video_source ,
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_GLX_EXT_visual_rating ,
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_GL_SGIX_interlace ,
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_GLX_EXT_import_context ,
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_GLX_SGIX_fbconfig ,
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_GLX_SGIX_pbuffer ,
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_GL_SGIS_texture_select ,
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_GL_SGIX_sprite ,
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_GL_SGIX_texture_multi_buffer ,
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_GL_EXT_point_parameters ,
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_GL_SGIX_instruments ,
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_GL_SGIX_texture_scale_bias ,
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_GL_SGIX_framezoom ,
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_GL_SGIX_tag_sample_buffer ,
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_GL_SGIX_reference_plane ,
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_GL_SGIX_flush_raster ,
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_GLX_SGI_cushion ,
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_GL_SGIX_depth_texture ,
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_GL_SGIS_fog_function ,
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_GL_SGIX_fog_offset ,
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_GL_HP_image_transform ,
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_GL_HP_convolution_border_modes ,
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_GL_SGIX_texture_add_env ,
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_GL_EXT_color_subtable ,
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_GLU_EXT_object_space_tess ,
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_GL_PGI_vertex_hints ,
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_GL_PGI_misc_hints ,
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_GL_EXT_paletted_texture ,
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_GL_EXT_clip_volume_hint ,
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_GL_SGIX_list_priority ,
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_GL_SGIX_ir_instrument1 ,
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_GLX_SGIX_video_resize ,
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_GL_SGIX_texture_lod_bias ,
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_GLU_SGI_filter4_parameters ,
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_GLX_SGIX_dm_buffer ,
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_GL_SGIX_shadow_ambient ,
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_GLX_SGIX_swap_group ,
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_GLX_SGIX_swap_barrier ,
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_GL_EXT_index_texture ,
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_GL_EXT_index_material ,
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_GL_EXT_index_func ,
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_GL_EXT_index_array_formats ,
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_GL_EXT_compiled_vertex_array ,
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_GL_EXT_cull_vertex ,
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_GLU_EXT_nurbs_tessellator ,
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_GL_SGIX_ycrcb ,
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_GL_EXT_fragment_lighting ,
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_GL_IBM_rasterpos_clip ,
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_GL_HP_texture_lighting ,
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_GL_EXT_draw_range_elements ,
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_GL_WIN_phong_shading ,
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_GL_WIN_specular_fog ,
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_GLX_SGIS_color_range ,
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_GL_EXT_light_texture ,
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_GL_SGIX_blend_alpha_minmax ,
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_GL_EXT_scene_marker ,
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_GL_SGIX_pixel_texture_bits ,
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_GL_EXT_bgra ,
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_GL_SGIX_async ,
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_GL_SGIX_async_pixel ,
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_GL_SGIX_async_histogram ,
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_GL_INTEL_texture_scissor ,
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_GL_INTEL_parallel_arrays ,
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_GL_HP_occlusion_test ,
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_GL_EXT_pixel_transform ,
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_GL_EXT_pixel_transform_color_table ,
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_GL_EXT_shared_texture_palette ,
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_GLX_SGIS_blended_overlay ,
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_GL_EXT_separate_specular_color ,
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_GL_EXT_secondary_color ,
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_GL_EXT_texture_env ,
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_GL_EXT_texture_perturb_normal ,
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_GL_EXT_multi_draw_arrays ,
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_GL_EXT_fog_coord ,
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_GL_REND_screen_coordinates ,
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_GL_EXT_coordinate_frame ,
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_GL_EXT_texture_env_combine ,
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_GL_APPLE_specular_vector ,
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_GL_SGIX_pixel_texture ,
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_GL_APPLE_transform_hint ,
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_GL_SUNX_constant_data ,
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_GL_SUN_global_alpha ,
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_GL_SUN_triangle_list ,
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_GL_SUN_vertex ,
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_WGL_EXT_display_color_table ,
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_WGL_EXT_extensions_string ,
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_WGL_EXT_make_current_read ,
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_WGL_EXT_pixel_format ,
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_WGL_EXT_pbuffer ,
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_WGL_EXT_swap_control ,
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_GL_EXT_blend_func_separate ,
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_GL_INGR_color_clamp ,
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_GL_INGR_interlace_read ,
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_GL_EXT_stencil_wrap ,
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_WGL_EXT_depth_float ,
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_GL_EXT_422_pixels ,
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_GL_NV_texgen_reflection ,
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_GL_SGIX_texture_range ,
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_GL_SUN_convolution_border_modes ,
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_GLX_SUN_get_transparent_index ,
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_GL_EXT_texture_env_add ,
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_GL_EXT_texture_lod_bias ,
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_GL_EXT_texture_filter_anisotropic ,
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_GL_EXT_vertex_weighting ,
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_GL_NV_light_max_exponent ,
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_GL_NV_vertex_array_range ,
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_GL_NV_register_combiners ,
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_GL_NV_fog_distance ,
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_GL_NV_texgen_emboss ,
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_GL_NV_blend_square ,
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_GL_NV_texture_env_combine4 ,
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_GL_MESA_resize_buffers ,
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_GL_MESA_window_pos ,
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_GL_EXT_texture_compression_s3tc ,
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_GL_IBM_cull_vertex ,
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_GL_IBM_multimode_draw_arrays ,
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_GL_IBM_vertex_array_lists ,
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_GL_3DFX_texture_compression_FXT1 ,
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_GL_3DFX_multisample ,
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_GL_3DFX_tbuffer ,
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_WGL_EXT_multisample ,
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_GL_SGIX_vertex_preclip ,
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_GL_SGIX_resample ,
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_GL_SGIS_texture_color_mask ,
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_GLX_MESA_copy_sub_buffer ,
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_GLX_MESA_pixmap_colormap ,
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_GLX_MESA_release_buffers ,
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_GLX_MESA_set_3dfx_mode ,
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_GL_EXT_texture_env_dot3 ,
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_GL_ATI_texture_mirror_once ,
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_GL_NV_fence ,
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_GL_IBM_static_data ,
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_GL_IBM_texture_mirrored_repeat ,
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_GL_NV_evaluators ,
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_GL_NV_packed_depth_stencil ,
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_GL_NV_register_combiners2 ,
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_GL_NV_texture_compression_vtc ,
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_GL_NV_texture_rectangle ,
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_GL_NV_texture_shader ,
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_GL_NV_texture_shader2 ,
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_GL_NV_vertex_array_range2 ,
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_GL_NV_vertex_program ,
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_GLX_SGIX_visual_select_group ,
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_GL_SGIX_texture_coordinate_clamp ,
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_GLX_OML_swap_method ,
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_GLX_OML_sync_control ,
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_GL_OML_interlace ,
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_GL_OML_subsample ,
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_GL_OML_resample ,
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_WGL_OML_sync_control ,
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_GL_NV_copy_depth_to_color ,
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_GL_ATI_envmap_bumpmap ,
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_GL_ATI_fragment_shader ,
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_GL_ATI_pn_triangles ,
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_GL_ATI_vertex_array_object ,
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_GL_EXT_vertex_shader ,
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_GL_ATI_vertex_streams ,
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_WGL_I3D_digital_video_control ,
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_WGL_I3D_gamma ,
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_WGL_I3D_genlock ,
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_WGL_I3D_image_buffer ,
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_WGL_I3D_swap_frame_lock ,
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_WGL_I3D_swap_frame_usage ,
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_GL_ATI_element_array ,
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_GL_SUN_mesh_array ,
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_GL_SUN_slice_accum ,
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_GL_NV_multisample_filter_hint ,
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_GL_NV_depth_clamp ,
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_GL_NV_occlusion_query ,
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_GL_NV_point_sprite ,
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_WGL_NV_render_depth_texture ,
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_WGL_NV_render_texture_rectangle ,
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_GL_NV_texture_shader3 ,
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_GL_NV_vertex_program1_1 ,
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_GL_EXT_shadow_funcs ,
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_GL_EXT_stencil_two_side ,
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_GL_ATI_text_fragment_shader ,
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_GL_APPLE_client_storage ,
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_GL_APPLE_element_array ,
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_GL_APPLE_fence ,
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_GL_APPLE_vertex_array_object ,
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_GL_APPLE_vertex_array_range ,
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_GL_APPLE_ycbcr_422 ,
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_GL_S3_s3tc ,
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_GL_ATI_draw_buffers ,
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_WGL_ATI_pixel_format_float ,
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_GL_ATI_texture_env_combine3 ,
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_GL_ATI_texture_float ,
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_GL_NV_float_buffer ,
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_GL_NV_fragment_program ,
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_GL_NV_half_float ,
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_GL_NV_pixel_data_range ,
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_GL_NV_primitive_restart ,
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_GL_NV_texture_expand_normal ,
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_GL_NV_vertex_program2 ,
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_GL_ATI_map_object_buffer ,
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_GL_ATI_separate_stencil ,
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_GL_ATI_vertex_attrib_array_object ,
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_GL_OES_byte_coordinates ,
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_GL_OES_fixed_point ,
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_GL_OES_single_precision ,
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_GL_OES_compressed_paletted_texture ,
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_GL_OES_read_format ,
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_GL_OES_query_matrix ,
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_GL_EXT_depth_bounds_test ,
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_GL_EXT_texture_mirror_clamp ,
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_GL_EXT_blend_equation_separate ,
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_GL_MESA_pack_invert ,
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_GL_MESA_ycbcr_texture,
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/* Finished */
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_BGL_TEST,
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NUM_EXTENSIONS
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} ExtensionName;
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/**
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* Checks at runtime whether OpenGL supports the named extension.
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* Returns true if OpenGL supports the given extension.
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*
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* @param name The extension name to check.
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*/
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bool QueryExtension(ExtensionName name);
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/**
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* Checks the OpenGL version.
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* Returns true if OpenGL is at least the given version.
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*
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* @param major The major version required
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* @param minor The minor version required
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*/
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bool QueryVersion(int major, int minor);
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/**
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* This will dynamically link all runtime supported extensions into
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* the binary.
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*
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* @param debug Enable debug printing. This will print debugging info
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* when extensions are loaded.
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*/
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void InitExtensions(int debug);
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#if defined(PFNGLPNTRIANGLESIATIPROC)
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extern PFNGLPNTRIANGLESIATIPROC blPNTrianglesiATI;
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extern PFNGLPNTRIANGLESFATIPROC blPNTrianglesfATI;
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#endif
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// quick runtime checks
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typedef struct BL_EXTInfo
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{
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BL_EXTInfo():
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_ARB_multitexture(0),
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_ARB_texture_env_combine(0),
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_EXT_blend_color(0),
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_ARB_texture_cube_map(0),
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_ARB_shader_objects(0),
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_ARB_vertex_shader(0),
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_ARB_fragment_shader(0),
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_EXT_texture3D(0)
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{
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//
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}
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bool _ARB_multitexture;
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bool _ARB_texture_env_combine;
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bool _EXT_blend_color;
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bool _ARB_texture_cube_map;
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bool _ARB_shader_objects;
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bool _ARB_vertex_shader;
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bool _ARB_fragment_shader;
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bool _EXT_texture3D;
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}BL_EXTInfo;
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extern BL_EXTInfo RAS_EXT_support;
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#ifdef GL_ARB_multitexture // defined in glext.h now...
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extern int max_texture_units;
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extern PFNGLACTIVETEXTUREARBPROC blActiveTextureARB;
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extern PFNGLCLIENTACTIVETEXTUREARBPROC blClientActiveTextureARB;
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extern PFNGLMULTITEXCOORD1DARBPROC blMultiTexCoord1dARB;
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extern PFNGLMULTITEXCOORD1DVARBPROC blMultiTexCoord1dvARB;
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extern PFNGLMULTITEXCOORD1FARBPROC blMultiTexCoord1fARB;
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extern PFNGLMULTITEXCOORD1FVARBPROC blMultiTexCoord1fvARB;
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extern PFNGLMULTITEXCOORD1IARBPROC blMultiTexCoord1iARB;
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extern PFNGLMULTITEXCOORD1IVARBPROC blMultiTexCoord1ivARB;
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extern PFNGLMULTITEXCOORD1SARBPROC blMultiTexCoord1sARB;
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extern PFNGLMULTITEXCOORD1SVARBPROC blMultiTexCoord1svARB;
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extern PFNGLMULTITEXCOORD2DARBPROC blMultiTexCoord2dARB;
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extern PFNGLMULTITEXCOORD2DVARBPROC blMultiTexCoord2dvARB;
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extern PFNGLMULTITEXCOORD2FARBPROC blMultiTexCoord2fARB;
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extern PFNGLMULTITEXCOORD2FVARBPROC blMultiTexCoord2fvARB;
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extern PFNGLMULTITEXCOORD2IARBPROC blMultiTexCoord2iARB;
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extern PFNGLMULTITEXCOORD2IVARBPROC blMultiTexCoord2ivARB;
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extern PFNGLMULTITEXCOORD2SARBPROC blMultiTexCoord2sARB;
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extern PFNGLMULTITEXCOORD2SVARBPROC blMultiTexCoord2svARB;
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extern PFNGLMULTITEXCOORD3DARBPROC blMultiTexCoord3dARB;
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extern PFNGLMULTITEXCOORD3DVARBPROC blMultiTexCoord3dvARB;
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extern PFNGLMULTITEXCOORD3FARBPROC blMultiTexCoord3fARB;
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extern PFNGLMULTITEXCOORD3FVARBPROC blMultiTexCoord3fvARB;
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extern PFNGLMULTITEXCOORD3IARBPROC blMultiTexCoord3iARB;
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extern PFNGLMULTITEXCOORD3IVARBPROC blMultiTexCoord3ivARB;
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extern PFNGLMULTITEXCOORD3SARBPROC blMultiTexCoord3sARB;
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extern PFNGLMULTITEXCOORD3SVARBPROC blMultiTexCoord3svARB;
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extern PFNGLMULTITEXCOORD4DARBPROC blMultiTexCoord4dARB;
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extern PFNGLMULTITEXCOORD4DVARBPROC blMultiTexCoord4dvARB;
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extern PFNGLMULTITEXCOORD4FARBPROC blMultiTexCoord4fARB;
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extern PFNGLMULTITEXCOORD4FVARBPROC blMultiTexCoord4fvARB;
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extern PFNGLMULTITEXCOORD4IARBPROC blMultiTexCoord4iARB;
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extern PFNGLMULTITEXCOORD4IVARBPROC blMultiTexCoord4ivARB;
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extern PFNGLMULTITEXCOORD4SARBPROC blMultiTexCoord4sARB;
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extern PFNGLMULTITEXCOORD4SVARBPROC blMultiTexCoord4svARB;
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#endif
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#ifdef GL_ARB_shader_objects
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extern PFNGLDELETEOBJECTARBPROC blDeleteObjectARB;
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extern PFNGLGETHANDLEARBPROC blGetHandleARB;
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extern PFNGLDETACHOBJECTARBPROC blDetachObjectARB;
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extern PFNGLCREATESHADEROBJECTARBPROC blCreateShaderObjectARB;
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extern PFNGLSHADERSOURCEARBPROC blShaderSourceARB;
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extern PFNGLCOMPILESHADERARBPROC blCompileShaderARB;
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extern PFNGLCREATEPROGRAMOBJECTARBPROC blCreateProgramObjectARB;
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extern PFNGLATTACHOBJECTARBPROC blAttachObjectARB;
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extern PFNGLLINKPROGRAMARBPROC blLinkProgramARB;
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extern PFNGLUSEPROGRAMOBJECTARBPROC blUseProgramObjectARB;
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extern PFNGLVALIDATEPROGRAMARBPROC blValidateProgramARB;
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extern PFNGLUNIFORM1FARBPROC blUniform1fARB;
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extern PFNGLUNIFORM2FARBPROC blUniform2fARB;
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extern PFNGLUNIFORM3FARBPROC blUniform3fARB;
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extern PFNGLUNIFORM4FARBPROC blUniform4fARB;
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extern PFNGLUNIFORM1IARBPROC blUniform1iARB;
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extern PFNGLUNIFORM2IARBPROC blUniform2iARB;
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extern PFNGLUNIFORM3IARBPROC blUniform3iARB;
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extern PFNGLUNIFORM4IARBPROC blUniform4iARB;
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extern PFNGLUNIFORM1FVARBPROC blUniform1fvARB;
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extern PFNGLUNIFORM2FVARBPROC blUniform2fvARB;
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extern PFNGLUNIFORM3FVARBPROC blUniform3fvARB;
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extern PFNGLUNIFORM4FVARBPROC blUniform4fvARB;
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extern PFNGLUNIFORM1IVARBPROC blUniform1ivARB;
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extern PFNGLUNIFORM2IVARBPROC blUniform2ivARB;
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extern PFNGLUNIFORM3IVARBPROC blUniform3ivARB;
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extern PFNGLUNIFORM4IVARBPROC blUniform4ivARB;
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extern PFNGLUNIFORMMATRIX2FVARBPROC blUniformMatrix2fvARB;
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extern PFNGLUNIFORMMATRIX3FVARBPROC blUniformMatrix3fvARB;
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extern PFNGLUNIFORMMATRIX4FVARBPROC blUniformMatrix4fvARB;
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extern PFNGLGETOBJECTPARAMETERFVARBPROC blGetObjectParameterfvARB;
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extern PFNGLGETOBJECTPARAMETERIVARBPROC blGetObjectParameterivARB;
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extern PFNGLGETINFOLOGARBPROC blGetInfoLogARB;
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extern PFNGLGETATTACHEDOBJECTSARBPROC blGetAttachedObjectsARB;
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extern PFNGLGETUNIFORMLOCATIONARBPROC blGetUniformLocationARB;
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extern PFNGLGETACTIVEUNIFORMARBPROC blGetActiveUniformARB;
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extern PFNGLGETUNIFORMFVARBPROC blGetUniformfvARB;
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extern PFNGLGETUNIFORMIVARBPROC blGetUniformivARB;
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extern PFNGLGETSHADERSOURCEARBPROC blGetShaderSourceARB;
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#endif
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#ifdef GL_ARB_vertex_shader
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extern PFNGLBINDATTRIBLOCATIONARBPROC blBindAttribLocationARB;
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extern PFNGLGETACTIVEATTRIBARBPROC blGetActiveAttribARB;
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extern PFNGLGETATTRIBLOCATIONARBPROC blGetAttribLocationARB;
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#endif
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} /* namespace bgl */
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#endif /* __RAS_GLEXTENSIONMANAGER_H__ */
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