// Copyright 2013 Dolphin Emulator Project // Licensed under GPLv2 // Refer to the license.txt file included. #include "GLExtensions.h" #include "Log.h" #if defined(__linux__) #include #endif #include // gl_1_2 PFNGLCOPYTEXSUBIMAGE3DPROC glCopyTexSubImage3D; PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements; PFNGLTEXIMAGE3DPROC glTexImage3D; PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D; // gl_1_3 PFNGLACTIVETEXTUREPROC glActiveTexture; PFNGLCLIENTACTIVETEXTUREPROC glClientActiveTexture; PFNGLCOMPRESSEDTEXIMAGE1DPROC glCompressedTexImage1D; PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D; PFNGLCOMPRESSEDTEXIMAGE3DPROC glCompressedTexImage3D; PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC glCompressedTexSubImage1D; PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glCompressedTexSubImage2D; PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glCompressedTexSubImage3D; PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage; PFNGLLOADTRANSPOSEMATRIXDPROC glLoadTransposeMatrixd; PFNGLLOADTRANSPOSEMATRIXFPROC glLoadTransposeMatrixf; PFNGLMULTTRANSPOSEMATRIXDPROC glMultTransposeMatrixd; PFNGLMULTTRANSPOSEMATRIXFPROC glMultTransposeMatrixf; PFNGLMULTITEXCOORD1DPROC glMultiTexCoord1d; PFNGLMULTITEXCOORD1DVPROC glMultiTexCoord1dv; PFNGLMULTITEXCOORD1FPROC glMultiTexCoord1f; PFNGLMULTITEXCOORD1FVPROC glMultiTexCoord1fv; PFNGLMULTITEXCOORD1IPROC glMultiTexCoord1i; PFNGLMULTITEXCOORD1IVPROC glMultiTexCoord1iv; PFNGLMULTITEXCOORD1SPROC glMultiTexCoord1s; PFNGLMULTITEXCOORD1SVPROC glMultiTexCoord1sv; PFNGLMULTITEXCOORD2DPROC glMultiTexCoord2d; PFNGLMULTITEXCOORD2DVPROC glMultiTexCoord2dv; PFNGLMULTITEXCOORD2FPROC glMultiTexCoord2f; PFNGLMULTITEXCOORD2FVPROC glMultiTexCoord2fv; PFNGLMULTITEXCOORD2IPROC glMultiTexCoord2i; PFNGLMULTITEXCOORD2IVPROC glMultiTexCoord2iv; PFNGLMULTITEXCOORD2SPROC glMultiTexCoord2s; PFNGLMULTITEXCOORD2SVPROC glMultiTexCoord2sv; PFNGLMULTITEXCOORD3DPROC glMultiTexCoord3d; PFNGLMULTITEXCOORD3DVPROC glMultiTexCoord3dv; PFNGLMULTITEXCOORD3FPROC glMultiTexCoord3f; PFNGLMULTITEXCOORD3FVPROC glMultiTexCoord3fv; PFNGLMULTITEXCOORD3IPROC glMultiTexCoord3i; PFNGLMULTITEXCOORD3IVPROC glMultiTexCoord3iv; PFNGLMULTITEXCOORD3SPROC glMultiTexCoord3s; PFNGLMULTITEXCOORD3SVPROC glMultiTexCoord3sv; PFNGLMULTITEXCOORD4DPROC glMultiTexCoord4d; PFNGLMULTITEXCOORD4DVPROC glMultiTexCoord4dv; PFNGLMULTITEXCOORD4FPROC glMultiTexCoord4f; PFNGLMULTITEXCOORD4FVPROC glMultiTexCoord4fv; PFNGLMULTITEXCOORD4IPROC glMultiTexCoord4i; PFNGLMULTITEXCOORD4IVPROC glMultiTexCoord4iv; PFNGLMULTITEXCOORD4SPROC glMultiTexCoord4s; PFNGLMULTITEXCOORD4SVPROC glMultiTexCoord4sv; PFNGLSAMPLECOVERAGEPROC glSampleCoverage; // gl_1_4 PFNGLBLENDCOLORPROC glBlendColor; PFNGLBLENDEQUATIONPROC glBlendEquation; PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate; PFNGLFOGCOORDPOINTERPROC glFogCoordPointer; PFNGLFOGCOORDDPROC glFogCoordd; PFNGLFOGCOORDDVPROC glFogCoorddv; PFNGLFOGCOORDFPROC glFogCoordf; PFNGLFOGCOORDFVPROC glFogCoordfv; PFNGLMULTIDRAWARRAYSPROC glMultiDrawArrays; PFNGLMULTIDRAWELEMENTSPROC glMultiDrawElements; PFNGLPOINTPARAMETERFPROC glPointParameterf; PFNGLPOINTPARAMETERFVPROC glPointParameterfv; PFNGLPOINTPARAMETERIPROC glPointParameteri; PFNGLPOINTPARAMETERIVPROC glPointParameteriv; PFNGLSECONDARYCOLOR3BPROC glSecondaryColor3b; PFNGLSECONDARYCOLOR3BVPROC glSecondaryColor3bv; PFNGLSECONDARYCOLOR3DPROC glSecondaryColor3d; PFNGLSECONDARYCOLOR3DVPROC glSecondaryColor3dv; PFNGLSECONDARYCOLOR3FPROC glSecondaryColor3f; PFNGLSECONDARYCOLOR3FVPROC glSecondaryColor3fv; PFNGLSECONDARYCOLOR3IPROC glSecondaryColor3i; PFNGLSECONDARYCOLOR3IVPROC glSecondaryColor3iv; PFNGLSECONDARYCOLOR3SPROC glSecondaryColor3s; PFNGLSECONDARYCOLOR3SVPROC glSecondaryColor3sv; PFNGLSECONDARYCOLOR3UBPROC glSecondaryColor3ub; PFNGLSECONDARYCOLOR3UBVPROC glSecondaryColor3ubv; PFNGLSECONDARYCOLOR3UIPROC glSecondaryColor3ui; PFNGLSECONDARYCOLOR3UIVPROC glSecondaryColor3uiv; PFNGLSECONDARYCOLOR3USPROC glSecondaryColor3us; PFNGLSECONDARYCOLOR3USVPROC glSecondaryColor3usv; PFNGLSECONDARYCOLORPOINTERPROC glSecondaryColorPointer; PFNGLWINDOWPOS2DPROC glWindowPos2d; PFNGLWINDOWPOS2DVPROC glWindowPos2dv; PFNGLWINDOWPOS2FPROC glWindowPos2f; PFNGLWINDOWPOS2FVPROC glWindowPos2fv; PFNGLWINDOWPOS2IPROC glWindowPos2i; PFNGLWINDOWPOS2IVPROC glWindowPos2iv; PFNGLWINDOWPOS2SPROC glWindowPos2s; PFNGLWINDOWPOS2SVPROC glWindowPos2sv; PFNGLWINDOWPOS3DPROC glWindowPos3d; PFNGLWINDOWPOS3DVPROC glWindowPos3dv; PFNGLWINDOWPOS3FPROC glWindowPos3f; PFNGLWINDOWPOS3FVPROC glWindowPos3fv; PFNGLWINDOWPOS3IPROC glWindowPos3i; PFNGLWINDOWPOS3IVPROC glWindowPos3iv; PFNGLWINDOWPOS3SPROC glWindowPos3s; PFNGLWINDOWPOS3SVPROC glWindowPos3sv; // gl_1_5 PFNGLBEGINQUERYPROC glBeginQuery; PFNGLBINDBUFFERPROC glBindBuffer; PFNGLBUFFERDATAPROC glBufferData; PFNGLBUFFERSUBDATAPROC glBufferSubData; PFNGLDELETEBUFFERSPROC glDeleteBuffers; PFNGLDELETEQUERIESPROC glDeleteQueries; PFNGLENDQUERYPROC glEndQuery; PFNGLGENBUFFERSPROC glGenBuffers; PFNGLGENQUERIESPROC glGenQueries; PFNGLGETBUFFERPARAMETERIVPROC glGetBufferParameteriv; PFNGLGETBUFFERPOINTERVPROC glGetBufferPointerv; PFNGLGETBUFFERSUBDATAPROC glGetBufferSubData; PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv; PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv; PFNGLGETQUERYIVPROC glGetQueryiv; PFNGLISBUFFERPROC glIsBuffer; PFNGLISQUERYPROC glIsQuery; PFNGLMAPBUFFERPROC glMapBuffer; PFNGLUNMAPBUFFERPROC glUnmapBuffer; // gl_2_0 PFNGLATTACHSHADERPROC glAttachShader; PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation; PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate; PFNGLCOMPILESHADERPROC glCompileShader; PFNGLCREATEPROGRAMPROC glCreateProgram; PFNGLCREATESHADERPROC glCreateShader; PFNGLDELETEPROGRAMPROC glDeleteProgram; PFNGLDELETESHADERPROC glDeleteShader; PFNGLDETACHSHADERPROC glDetachShader; PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray; PFNGLDRAWBUFFERSPROC glDrawBuffers; PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; PFNGLGETACTIVEATTRIBPROC glGetActiveAttrib; PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform; PFNGLGETATTACHEDSHADERSPROC glGetAttachedShaders; PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; PFNGLGETPROGRAMIVPROC glGetProgramiv; PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; PFNGLGETSHADERSOURCEPROC glGetShaderSource; PFNGLGETSHADERIVPROC glGetShaderiv; PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; PFNGLGETUNIFORMFVPROC glGetUniformfv; PFNGLGETUNIFORMIVPROC glGetUniformiv; PFNGLGETVERTEXATTRIBPOINTERVPROC glGetVertexAttribPointerv; PFNGLGETVERTEXATTRIBDVPROC glGetVertexAttribdv; PFNGLGETVERTEXATTRIBFVPROC glGetVertexAttribfv; PFNGLGETVERTEXATTRIBIVPROC glGetVertexAttribiv; PFNGLISPROGRAMPROC glIsProgram; PFNGLISSHADERPROC glIsShader; PFNGLLINKPROGRAMPROC glLinkProgram; PFNGLSHADERSOURCEPROC glShaderSource; PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate; PFNGLSTENCILMASKSEPARATEPROC glStencilMaskSeparate; PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate; PFNGLUNIFORM1FPROC glUniform1f; PFNGLUNIFORM1FVPROC glUniform1fv; PFNGLUNIFORM1IPROC glUniform1i; PFNGLUNIFORM1IVPROC glUniform1iv; PFNGLUNIFORM2FPROC glUniform2f; PFNGLUNIFORM2FVPROC glUniform2fv; PFNGLUNIFORM2IPROC glUniform2i; PFNGLUNIFORM2IVPROC glUniform2iv; PFNGLUNIFORM3FPROC glUniform3f; PFNGLUNIFORM3FVPROC glUniform3fv; PFNGLUNIFORM3IPROC glUniform3i; PFNGLUNIFORM3IVPROC glUniform3iv; PFNGLUNIFORM4FPROC glUniform4f; PFNGLUNIFORM4FVPROC glUniform4fv; PFNGLUNIFORM4IPROC glUniform4i; PFNGLUNIFORM4IVPROC glUniform4iv; PFNGLUNIFORMMATRIX2FVPROC glUniformMatrix2fv; PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv; PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; PFNGLUSEPROGRAMPROC glUseProgram; PFNGLVALIDATEPROGRAMPROC glValidateProgram; PFNGLVERTEXATTRIB1DPROC glVertexAttrib1d; PFNGLVERTEXATTRIB1DVPROC glVertexAttrib1dv; PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f; PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv; PFNGLVERTEXATTRIB1SPROC glVertexAttrib1s; PFNGLVERTEXATTRIB1SVPROC glVertexAttrib1sv; PFNGLVERTEXATTRIB2DPROC glVertexAttrib2d; PFNGLVERTEXATTRIB2DVPROC glVertexAttrib2dv; PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f; PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv; PFNGLVERTEXATTRIB2SPROC glVertexAttrib2s; PFNGLVERTEXATTRIB2SVPROC glVertexAttrib2sv; PFNGLVERTEXATTRIB3DPROC glVertexAttrib3d; PFNGLVERTEXATTRIB3DVPROC glVertexAttrib3dv; PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f; PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv; PFNGLVERTEXATTRIB3SPROC glVertexAttrib3s; PFNGLVERTEXATTRIB3SVPROC glVertexAttrib3sv; PFNGLVERTEXATTRIB4NBVPROC glVertexAttrib4Nbv; PFNGLVERTEXATTRIB4NIVPROC glVertexAttrib4Niv; PFNGLVERTEXATTRIB4NSVPROC glVertexAttrib4Nsv; PFNGLVERTEXATTRIB4NUBPROC glVertexAttrib4Nub; PFNGLVERTEXATTRIB4NUBVPROC glVertexAttrib4Nubv; PFNGLVERTEXATTRIB4NUIVPROC glVertexAttrib4Nuiv; PFNGLVERTEXATTRIB4NUSVPROC glVertexAttrib4Nusv; PFNGLVERTEXATTRIB4BVPROC glVertexAttrib4bv; PFNGLVERTEXATTRIB4DPROC glVertexAttrib4d; PFNGLVERTEXATTRIB4DVPROC glVertexAttrib4dv; PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f; PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv; PFNGLVERTEXATTRIB4IVPROC glVertexAttrib4iv; PFNGLVERTEXATTRIB4SPROC glVertexAttrib4s; PFNGLVERTEXATTRIB4SVPROC glVertexAttrib4sv; PFNGLVERTEXATTRIB4UBVPROC glVertexAttrib4ubv; PFNGLVERTEXATTRIB4UIVPROC glVertexAttrib4uiv; PFNGLVERTEXATTRIB4USVPROC glVertexAttrib4usv; PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; // gl_3_0 PFNGLBEGINCONDITIONALRENDERPROC glBeginConditionalRender; PFNGLBEGINTRANSFORMFEEDBACKPROC glBeginTransformFeedback; PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation; PFNGLCLAMPCOLORPROC glClampColor; PFNGLCLEARBUFFERFIPROC glClearBufferfi; PFNGLCLEARBUFFERFVPROC glClearBufferfv; PFNGLCLEARBUFFERIVPROC glClearBufferiv; PFNGLCLEARBUFFERUIVPROC glClearBufferuiv; PFNGLCOLORMASKIPROC glColorMaski; PFNGLDISABLEIPROC glDisablei; PFNGLENABLEIPROC glEnablei; PFNGLENDCONDITIONALRENDERPROC glEndConditionalRender; PFNGLENDTRANSFORMFEEDBACKPROC glEndTransformFeedback; PFNGLGETBOOLEANI_VPROC glGetBooleani_v; PFNGLGETFRAGDATALOCATIONPROC glGetFragDataLocation; PFNGLGETSTRINGIPROC glGetStringi; PFNGLGETTEXPARAMETERIIVPROC glGetTexParameterIiv; PFNGLGETTEXPARAMETERIUIVPROC glGetTexParameterIuiv; PFNGLGETTRANSFORMFEEDBACKVARYINGPROC glGetTransformFeedbackVarying; PFNGLGETUNIFORMUIVPROC glGetUniformuiv; PFNGLGETVERTEXATTRIBIIVPROC glGetVertexAttribIiv; PFNGLGETVERTEXATTRIBIUIVPROC glGetVertexAttribIuiv; PFNGLISENABLEDIPROC glIsEnabledi; PFNGLTEXPARAMETERIIVPROC glTexParameterIiv; PFNGLTEXPARAMETERIUIVPROC glTexParameterIuiv; PFNGLTRANSFORMFEEDBACKVARYINGSPROC glTransformFeedbackVaryings; PFNGLUNIFORM1UIPROC glUniform1ui; PFNGLUNIFORM1UIVPROC glUniform1uiv; PFNGLUNIFORM2UIPROC glUniform2ui; PFNGLUNIFORM2UIVPROC glUniform2uiv; PFNGLUNIFORM3UIPROC glUniform3ui; PFNGLUNIFORM3UIVPROC glUniform3uiv; PFNGLUNIFORM4UIPROC glUniform4ui; PFNGLUNIFORM4UIVPROC glUniform4uiv; PFNGLVERTEXATTRIBI1IPROC glVertexAttribI1i; PFNGLVERTEXATTRIBI1IVPROC glVertexAttribI1iv; PFNGLVERTEXATTRIBI1UIPROC glVertexAttribI1ui; PFNGLVERTEXATTRIBI1UIVPROC glVertexAttribI1uiv; PFNGLVERTEXATTRIBI2IPROC glVertexAttribI2i; PFNGLVERTEXATTRIBI2IVPROC glVertexAttribI2iv; PFNGLVERTEXATTRIBI2UIPROC glVertexAttribI2ui; PFNGLVERTEXATTRIBI2UIVPROC glVertexAttribI2uiv; PFNGLVERTEXATTRIBI3IPROC glVertexAttribI3i; PFNGLVERTEXATTRIBI3IVPROC glVertexAttribI3iv; PFNGLVERTEXATTRIBI3UIPROC glVertexAttribI3ui; PFNGLVERTEXATTRIBI3UIVPROC glVertexAttribI3uiv; PFNGLVERTEXATTRIBI4BVPROC glVertexAttribI4bv; PFNGLVERTEXATTRIBI4IPROC glVertexAttribI4i; PFNGLVERTEXATTRIBI4IVPROC glVertexAttribI4iv; PFNGLVERTEXATTRIBI4SVPROC glVertexAttribI4sv; PFNGLVERTEXATTRIBI4UBVPROC glVertexAttribI4ubv; PFNGLVERTEXATTRIBI4UIPROC glVertexAttribI4ui; PFNGLVERTEXATTRIBI4UIVPROC glVertexAttribI4uiv; PFNGLVERTEXATTRIBI4USVPROC glVertexAttribI4usv; PFNGLVERTEXATTRIBIPOINTERPROC glVertexAttribIPointer; // gl_3_1 PFNGLDRAWARRAYSINSTANCEDPROC glDrawArraysInstanced; PFNGLDRAWELEMENTSINSTANCEDPROC glDrawElementsInstanced; PFNGLPRIMITIVERESTARTINDEXPROC glPrimitiveRestartIndex; PFNGLTEXBUFFERPROC glTexBuffer; // gl_3_2 PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture; PFNGLGETBUFFERPARAMETERI64VPROC glGetBufferParameteri64v; PFNGLGETINTEGER64I_VPROC glGetInteger64i_v; // ARB_uniform_buffer_object PFNGLBINDBUFFERBASEPROC glBindBufferBase; PFNGLBINDBUFFERRANGEPROC glBindBufferRange; PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC glGetActiveUniformBlockName; PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv; PFNGLGETACTIVEUNIFORMNAMEPROC glGetActiveUniformName; PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv; PFNGLGETINTEGERI_VPROC glGetIntegeri_v; PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex; PFNGLGETUNIFORMINDICESPROC glGetUniformIndices; PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding; // ARB_sampler_objects PFNGLBINDSAMPLERPROC glBindSampler; PFNGLDELETESAMPLERSPROC glDeleteSamplers; PFNGLGENSAMPLERSPROC glGenSamplers; PFNGLGETSAMPLERPARAMETERIIVPROC glGetSamplerParameterIiv; PFNGLGETSAMPLERPARAMETERIUIVPROC glGetSamplerParameterIuiv; PFNGLGETSAMPLERPARAMETERFVPROC glGetSamplerParameterfv; PFNGLGETSAMPLERPARAMETERIVPROC glGetSamplerParameteriv; PFNGLISSAMPLERPROC glIsSampler; PFNGLSAMPLERPARAMETERIIVPROC glSamplerParameterIiv; PFNGLSAMPLERPARAMETERIUIVPROC glSamplerParameterIuiv; PFNGLSAMPLERPARAMETERFPROC glSamplerParameterf; PFNGLSAMPLERPARAMETERFVPROC glSamplerParameterfv; PFNGLSAMPLERPARAMETERIPROC glSamplerParameteri; PFNGLSAMPLERPARAMETERIVPROC glSamplerParameteriv; // ARB_map_buffer_range PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange; PFNGLMAPBUFFERRANGEPROC glMapBufferRange; // ARB_vertex_array_object PFNGLBINDVERTEXARRAYPROC glBindVertexArray; PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays; PFNGLGENVERTEXARRAYSPROC glGenVertexArrays; PFNGLISVERTEXARRAYPROC glIsVertexArray; // ARB_framebuffer_object PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer; PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer; PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer; PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus; PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers; PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers; PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer; PFNGLFRAMEBUFFERTEXTURE1DPROC glFramebufferTexture1D; PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D; PFNGLFRAMEBUFFERTEXTURE3DPROC glFramebufferTexture3D; PFNGLFRAMEBUFFERTEXTURELAYERPROC glFramebufferTextureLayer; PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers; PFNGLGENRENDERBUFFERSPROC glGenRenderbuffers; PFNGLGENERATEMIPMAPPROC glGenerateMipmap; PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC glGetFramebufferAttachmentParameteriv; PFNGLGETRENDERBUFFERPARAMETERIVPROC glGetRenderbufferParameteriv; PFNGLISFRAMEBUFFERPROC glIsFramebuffer; PFNGLISRENDERBUFFERPROC glIsRenderbuffer; PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage; PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC glRenderbufferStorageMultisample; // ARB_get_program_binary PFNGLGETPROGRAMBINARYPROC glGetProgramBinary; PFNGLPROGRAMBINARYPROC glProgramBinary; PFNGLPROGRAMPARAMETERIPROC glProgramParameteri; // ARB_sync PFNGLCLIENTWAITSYNCPROC glClientWaitSync; PFNGLDELETESYNCPROC glDeleteSync; PFNGLFENCESYNCPROC glFenceSync; PFNGLGETINTEGER64VPROC glGetInteger64v; PFNGLGETSYNCIVPROC glGetSynciv; PFNGLISSYNCPROC glIsSync; PFNGLWAITSYNCPROC glWaitSync; // ARB_ES2_compatibility PFNGLCLEARDEPTHFPROC glClearDepthf; PFNGLDEPTHRANGEFPROC glDepthRangef; PFNGLGETSHADERPRECISIONFORMATPROC glGetShaderPrecisionFormat; PFNGLRELEASESHADERCOMPILERPROC glReleaseShaderCompiler; PFNGLSHADERBINARYPROC glShaderBinary; // NV_primitive_restart PFNGLPRIMITIVERESTARTINDEXNVPROC glPrimitiveRestartIndexNV; PFNGLPRIMITIVERESTARTNVPROC glPrimitiveRestartNV; // ARB_blend_func_extended PFNGLBINDFRAGDATALOCATIONINDEXEDPROC glBindFragDataLocationIndexed; PFNGLGETFRAGDATAINDEXPROC glGetFragDataIndex; // ARB_viewport_array PFNGLDEPTHRANGEARRAYVPROC glDepthRangeArrayv; PFNGLDEPTHRANGEINDEXEDPROC glDepthRangeIndexed; PFNGLGETDOUBLEI_VPROC glGetDoublei_v; PFNGLGETFLOATI_VPROC glGetFloati_v; PFNGLSCISSORARRAYVPROC glScissorArrayv; PFNGLSCISSORINDEXEDPROC glScissorIndexed; PFNGLSCISSORINDEXEDVPROC glScissorIndexedv; PFNGLVIEWPORTARRAYVPROC glViewportArrayv; PFNGLVIEWPORTINDEXEDFPROC glViewportIndexedf; PFNGLVIEWPORTINDEXEDFVPROC glViewportIndexedfv; // ARB_draw_elements_base_vertex PFNGLDRAWELEMENTSBASEVERTEXPROC glDrawElementsBaseVertex; PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC glDrawElementsInstancedBaseVertex; PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC glDrawRangeElementsBaseVertex; PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC glMultiDrawElementsBaseVertex; // NV_framebuffer_multisample_coverage PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC glRenderbufferStorageMultisampleCoverageNV; // ARB_sample_shading PFNGLMINSAMPLESHADINGARBPROC glMinSampleShadingARB; // ARB_debug_output PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB; PFNGLDEBUGMESSAGECONTROLARBPROC glDebugMessageControlARB; PFNGLDEBUGMESSAGEINSERTARBPROC glDebugMessageInsertARB; PFNGLGETDEBUGMESSAGELOGARBPROC glGetDebugMessageLogARB; // KHR_debug PFNGLDEBUGMESSAGECALLBACKPROC glDebugMessageCallback; PFNGLDEBUGMESSAGECONTROLPROC glDebugMessageControl; PFNGLDEBUGMESSAGEINSERTPROC glDebugMessageInsert; PFNGLGETDEBUGMESSAGELOGPROC glGetDebugMessageLog; PFNGLGETOBJECTLABELPROC glGetObjectLabel; PFNGLGETOBJECTPTRLABELPROC glGetObjectPtrLabel; PFNGLOBJECTLABELPROC glObjectLabel; PFNGLOBJECTPTRLABELPROC glObjectPtrLabel; PFNGLPOPDEBUGGROUPPROC glPopDebugGroup; PFNGLPUSHDEBUGGROUPPROC glPushDebugGroup; // ARB_buffer_storage PFNGLBUFFERSTORAGEPROC glBufferStorage; PFNGLNAMEDBUFFERSTORAGEEXTPROC glNamedBufferStorageEXT; namespace GLExtensions { // Private members and functions void *_dlsym; bool _isES3; u32 _GLVersion; std::unordered_map _extensionlist; // Forward declared init functions bool init_gl_1_2(); bool init_gl_1_3(); bool init_gl_1_4(); bool init_gl_1_5(); bool init_gl_2_0(); bool init_gl_3_0(); bool init_gl_3_1(); bool init_gl_3_2(); bool init_arb_uniform_buffer_object(); bool init_arb_sampler_objects(); bool init_arb_map_buffer_range(); bool init_arb_vertex_array_object(); bool init_arb_framebuffer_object(); bool init_arb_get_program_binary(); bool init_arb_sync(); bool init_arb_es2_compatibility(); bool init_nv_primitive_restart(); bool init_arb_blend_func_extended(); bool init_arb_viewport_array(); bool init_arb_draw_elements_base_vertex(); bool init_nv_framebuffer_multisample_coverage(); bool init_arb_sample_shading(); bool init_arb_debug_output(); bool init_khr_debug(); bool init_arb_buffer_storage(); void InitExtensionList() { _extensionlist.clear(); if (_isES3) { // XXX: Add all extensions that a base ES3 implementation supports std::string gles3exts[] = { "GL_ARB_uniform_buffer_object", "GL_ARB_sampler_objects", "GL_ARB_map_buffer_range", "GL_ARB_vertex_array_object", "GL_ARB_framebuffer_object", "GL_ARB_occlusion_query", "GL_ARB_get_program_binary", "GL_ARB_sync", "GL_ARB_ES2_compatibility", }; for (auto it : gles3exts) _extensionlist[it] = true; } GLint NumExtension = 0; glGetIntegerv(GL_NUM_EXTENSIONS, &NumExtension); for (GLint i = 0; i < NumExtension; ++i) _extensionlist[std::string((const char*)glGetStringi(GL_EXTENSIONS, i))] = true; } void InitVersion() { GLint major, minor; glGetIntegerv(GL_MAJOR_VERSION, &major); glGetIntegerv(GL_MINOR_VERSION, &minor); _GLVersion = major * 100 + minor * 10; if (_isES3) _GLVersion = 330; // Get all the fun things } void* GetProcAddress(std::string name, void **func) { *func = GLInterface->GetProcAddress(name); if (*func == NULL) { #if defined(__linux__) // Give it a second try with dlsym if (_dlsym) // Just in case dlopen fails *func = dlsym(_dlsym, name.c_str()); #endif if (*func == NULL && _isES3) *func = (void*)0xFFFFFFFF; // Easy to determine invalid function, just so we continue on if (*func == NULL) ERROR_LOG(VIDEO, "Couldn't load function %s", name.c_str()); } return *func; } // Public members u32 Version() { return _GLVersion; } bool Supports(std::string name) { return _extensionlist.find(name) != _extensionlist.end(); } bool Init() { bool success = true; #if defined(__linux__) _dlsym = dlopen(NULL, RTLD_LAZY); #endif _isES3 = GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGLES3; // Grab glGetStringi immediately // We need it to grab the extension list // If it fails then the user's drivers don't support GL 3.0 if (GetProcAddress("glGetStringi", (void**)&glGetStringi) == NULL) return false; InitExtensionList(); InitVersion(); if (success && !init_gl_1_2()) success = false; if (success && !init_gl_1_3()) success = false; if (success && !init_gl_1_4()) success = false; if (success && !init_gl_1_5()) success = false; if (success && !init_gl_2_0()) success = false; if (success && !init_gl_3_0()) success = false; if (success && !init_gl_3_1()) success = false; if (success && !init_gl_3_2()) success = false; if (success && !init_arb_uniform_buffer_object()) success = false; if (success && !init_arb_sampler_objects()) success = false; if (success && !init_arb_map_buffer_range()) success = false; if (success && !init_arb_vertex_array_object()) success = false; if (success && !init_arb_framebuffer_object()) success = false; if (success && !init_arb_get_program_binary()) success = false; if (success && !init_arb_sync()) success = false; if (success && !init_arb_es2_compatibility()) success = false; if (success && !init_nv_primitive_restart()) success = false; if (success && !init_arb_blend_func_extended()) success = false; if (success && !init_arb_viewport_array()) success = false; if (success && !init_arb_draw_elements_base_vertex()) success = false; if (success && !init_arb_sample_shading()) success = false; if (success && !init_arb_debug_output()) success = false; if (success && !init_nv_framebuffer_multisample_coverage()) success = false; if (success && !init_khr_debug()) success = false; if (success && !init_arb_buffer_storage()) success = false; #if defined(__linux__) dlclose(_dlsym); #endif return success; } // Private initialization functions // These defines are slightly evil and used in all of the init_* functions // Pass the function name in, it'll use it as both the string to grab, and the function pointer name // Suffix edition adds a string suffix to the end of the function string as well // Upon loading the function pointer, it checks if it is NULL so we can do a simple conditional to see if it is loaded // eg if (GrabFunction(glGetStringi)) return true; #define GrabFunction(x) \ (!!GetProcAddress(#x, (void**)&x)) #define GrabFunctionSuffix(x, y) \ (!!GetProcAddress(#x #y, (void**)&x)) bool init_gl_1_2() { return GrabFunction(glCopyTexSubImage3D) && GrabFunction(glDrawRangeElements) && GrabFunction(glTexImage3D) && GrabFunction(glTexSubImage3D); } bool init_gl_1_3() { return GrabFunction(glActiveTexture) && GrabFunction(glClientActiveTexture) && GrabFunction(glCompressedTexImage1D) && GrabFunction(glCompressedTexImage2D) && GrabFunction(glCompressedTexImage3D) && GrabFunction(glCompressedTexSubImage1D) && GrabFunction(glCompressedTexSubImage2D) && GrabFunction(glCompressedTexSubImage3D) && GrabFunction(glGetCompressedTexImage) && GrabFunction(glLoadTransposeMatrixd) && GrabFunction(glLoadTransposeMatrixf) && GrabFunction(glMultTransposeMatrixd) && GrabFunction(glMultTransposeMatrixf) && GrabFunction(glMultiTexCoord1d) && GrabFunction(glMultiTexCoord1dv) && GrabFunction(glMultiTexCoord1f) && GrabFunction(glMultiTexCoord1fv) && GrabFunction(glMultiTexCoord1i) && GrabFunction(glMultiTexCoord1iv) && GrabFunction(glMultiTexCoord1s) && GrabFunction(glMultiTexCoord1sv) && GrabFunction(glMultiTexCoord2d) && GrabFunction(glMultiTexCoord2dv) && GrabFunction(glMultiTexCoord2f) && GrabFunction(glMultiTexCoord2fv) && GrabFunction(glMultiTexCoord2i) && GrabFunction(glMultiTexCoord2iv) && GrabFunction(glMultiTexCoord2s) && GrabFunction(glMultiTexCoord2sv) && GrabFunction(glMultiTexCoord3d) && GrabFunction(glMultiTexCoord3dv) && GrabFunction(glMultiTexCoord3f) && GrabFunction(glMultiTexCoord3fv) && GrabFunction(glMultiTexCoord3i) && GrabFunction(glMultiTexCoord3iv) && GrabFunction(glMultiTexCoord3s) && GrabFunction(glMultiTexCoord3sv) && GrabFunction(glMultiTexCoord4d) && GrabFunction(glMultiTexCoord4dv) && GrabFunction(glMultiTexCoord4f) && GrabFunction(glMultiTexCoord4fv) && GrabFunction(glMultiTexCoord4i) && GrabFunction(glMultiTexCoord4iv) && GrabFunction(glMultiTexCoord4s) && GrabFunction(glMultiTexCoord4sv) && GrabFunction(glSampleCoverage); } bool init_gl_1_4() { return GrabFunction(glBlendColor) && GrabFunction(glBlendEquation) && GrabFunction(glBlendFuncSeparate) && GrabFunction(glFogCoordPointer) && GrabFunction(glFogCoordd) && GrabFunction(glFogCoorddv) && GrabFunction(glFogCoordf) && GrabFunction(glFogCoordfv) && GrabFunction(glMultiDrawArrays) && GrabFunction(glMultiDrawElements) && GrabFunction(glPointParameterf) && GrabFunction(glPointParameterfv) && GrabFunction(glPointParameteri) && GrabFunction(glPointParameteriv) && GrabFunction(glSecondaryColor3b) && GrabFunction(glSecondaryColor3bv) && GrabFunction(glSecondaryColor3d) && GrabFunction(glSecondaryColor3dv) && GrabFunction(glSecondaryColor3f) && GrabFunction(glSecondaryColor3fv) && GrabFunction(glSecondaryColor3i) && GrabFunction(glSecondaryColor3iv) && GrabFunction(glSecondaryColor3s) && GrabFunction(glSecondaryColor3sv) && GrabFunction(glSecondaryColor3ub) && GrabFunction(glSecondaryColor3ubv) && GrabFunction(glSecondaryColor3ui) && GrabFunction(glSecondaryColor3uiv) && GrabFunction(glSecondaryColor3us) && GrabFunction(glSecondaryColor3usv) && GrabFunction(glSecondaryColorPointer) && GrabFunction(glWindowPos2d) && GrabFunction(glWindowPos2dv) && GrabFunction(glWindowPos2f) && GrabFunction(glWindowPos2fv) && GrabFunction(glWindowPos2i) && GrabFunction(glWindowPos2iv) && GrabFunction(glWindowPos2s) && GrabFunction(glWindowPos2sv) && GrabFunction(glWindowPos3d) && GrabFunction(glWindowPos3dv) && GrabFunction(glWindowPos3f) && GrabFunction(glWindowPos3fv) && GrabFunction(glWindowPos3i) && GrabFunction(glWindowPos3iv) && GrabFunction(glWindowPos3s) && GrabFunction(glWindowPos3sv); } bool init_gl_1_5() { return GrabFunction(glBeginQuery) && GrabFunction(glBindBuffer) && GrabFunction(glBufferData) && GrabFunction(glBufferSubData) && GrabFunction(glDeleteBuffers) && GrabFunction(glDeleteQueries) && GrabFunction(glEndQuery) && GrabFunction(glGenBuffers) && GrabFunction(glGenQueries) && GrabFunction(glGetBufferParameteriv) && GrabFunction(glGetBufferPointerv) && GrabFunction(glGetBufferSubData) && GrabFunction(glGetQueryObjectiv) && GrabFunction(glGetQueryObjectuiv) && GrabFunction(glGetQueryiv) && GrabFunction(glIsBuffer) && GrabFunction(glIsQuery) && GrabFunction(glMapBuffer) && GrabFunction(glUnmapBuffer); } bool init_gl_2_0() { return GrabFunction(glAttachShader) && GrabFunction(glBindAttribLocation) && GrabFunction(glBlendEquationSeparate) && GrabFunction(glCompileShader) && GrabFunction(glCreateProgram) && GrabFunction(glCreateShader) && GrabFunction(glDeleteProgram) && GrabFunction(glDeleteShader) && GrabFunction(glDetachShader) && GrabFunction(glDisableVertexAttribArray) && GrabFunction(glDrawBuffers) && GrabFunction(glEnableVertexAttribArray) && GrabFunction(glGetActiveAttrib) && GrabFunction(glGetActiveUniform) && GrabFunction(glGetAttachedShaders) && GrabFunction(glGetAttribLocation) && GrabFunction(glGetProgramInfoLog) && GrabFunction(glGetProgramiv) && GrabFunction(glGetShaderInfoLog) && GrabFunction(glGetShaderSource) && GrabFunction(glGetShaderiv) && GrabFunction(glGetUniformLocation) && GrabFunction(glGetUniformfv) && GrabFunction(glGetUniformiv) && GrabFunction(glGetVertexAttribPointerv) && GrabFunction(glGetVertexAttribdv) && GrabFunction(glGetVertexAttribfv) && GrabFunction(glGetVertexAttribiv) && GrabFunction(glIsProgram) && GrabFunction(glIsShader) && GrabFunction(glLinkProgram) && GrabFunction(glShaderSource) && GrabFunction(glStencilFuncSeparate) && GrabFunction(glStencilMaskSeparate) && GrabFunction(glStencilOpSeparate) && GrabFunction(glUniform1f) && GrabFunction(glUniform1fv) && GrabFunction(glUniform1i) && GrabFunction(glUniform1iv) && GrabFunction(glUniform2f) && GrabFunction(glUniform2fv) && GrabFunction(glUniform2i) && GrabFunction(glUniform2iv) && GrabFunction(glUniform3f) && GrabFunction(glUniform3fv) && GrabFunction(glUniform3i) && GrabFunction(glUniform3iv) && GrabFunction(glUniform4f) && GrabFunction(glUniform4fv) && GrabFunction(glUniform4i) && GrabFunction(glUniform4iv) && GrabFunction(glUniformMatrix2fv) && GrabFunction(glUniformMatrix3fv) && GrabFunction(glUniformMatrix4fv) && GrabFunction(glUseProgram) && GrabFunction(glValidateProgram) && GrabFunction(glVertexAttrib1d) && GrabFunction(glVertexAttrib1dv) && GrabFunction(glVertexAttrib1f) && GrabFunction(glVertexAttrib1fv) && GrabFunction(glVertexAttrib1s) && GrabFunction(glVertexAttrib1sv) && GrabFunction(glVertexAttrib2d) && GrabFunction(glVertexAttrib2dv) && GrabFunction(glVertexAttrib2f) && GrabFunction(glVertexAttrib2fv) && GrabFunction(glVertexAttrib2s) && GrabFunction(glVertexAttrib2sv) && GrabFunction(glVertexAttrib3d) && GrabFunction(glVertexAttrib3dv) && GrabFunction(glVertexAttrib3f) && GrabFunction(glVertexAttrib3fv) && GrabFunction(glVertexAttrib3s) && GrabFunction(glVertexAttrib3sv) && GrabFunction(glVertexAttrib4Nbv) && GrabFunction(glVertexAttrib4Niv) && GrabFunction(glVertexAttrib4Nsv) && GrabFunction(glVertexAttrib4Nub) && GrabFunction(glVertexAttrib4Nubv) && GrabFunction(glVertexAttrib4Nuiv) && GrabFunction(glVertexAttrib4Nusv) && GrabFunction(glVertexAttrib4bv) && GrabFunction(glVertexAttrib4d) && GrabFunction(glVertexAttrib4dv) && GrabFunction(glVertexAttrib4f) && GrabFunction(glVertexAttrib4fv) && GrabFunction(glVertexAttrib4iv) && GrabFunction(glVertexAttrib4s) && GrabFunction(glVertexAttrib4sv) && GrabFunction(glVertexAttrib4ubv) && GrabFunction(glVertexAttrib4uiv) && GrabFunction(glVertexAttrib4usv) && GrabFunction(glVertexAttribPointer); } bool init_gl_3_0() { if (Version() < 300) return true; return GrabFunction(glBeginConditionalRender) && GrabFunction(glBeginTransformFeedback) && GrabFunction(glBindFragDataLocation) && GrabFunction(glClampColor) && GrabFunction(glClearBufferfi) && GrabFunction(glClearBufferfv) && GrabFunction(glClearBufferiv) && GrabFunction(glClearBufferuiv) && GrabFunction(glColorMaski) && GrabFunction(glDisablei) && GrabFunction(glEnablei) && GrabFunction(glEndConditionalRender) && GrabFunction(glEndTransformFeedback) && GrabFunction(glGetBooleani_v) && GrabFunction(glGetFragDataLocation) && GrabFunction(glGetStringi) && GrabFunction(glGetTexParameterIiv) && GrabFunction(glGetTexParameterIuiv) && GrabFunction(glGetTransformFeedbackVarying) && GrabFunction(glGetUniformuiv) && GrabFunction(glGetVertexAttribIiv) && GrabFunction(glGetVertexAttribIuiv) && GrabFunction(glIsEnabledi) && GrabFunction(glTexParameterIiv) && GrabFunction(glTexParameterIuiv) && GrabFunction(glTransformFeedbackVaryings) && GrabFunction(glUniform1ui) && GrabFunction(glUniform1uiv) && GrabFunction(glUniform2ui) && GrabFunction(glUniform2uiv) && GrabFunction(glUniform3ui) && GrabFunction(glUniform3uiv) && GrabFunction(glUniform4ui) && GrabFunction(glUniform4uiv) && GrabFunction(glVertexAttribI1i) && GrabFunction(glVertexAttribI1iv) && GrabFunction(glVertexAttribI1ui) && GrabFunction(glVertexAttribI1uiv) && GrabFunction(glVertexAttribI2i) && GrabFunction(glVertexAttribI2iv) && GrabFunction(glVertexAttribI2ui) && GrabFunction(glVertexAttribI2uiv) && GrabFunction(glVertexAttribI3i) && GrabFunction(glVertexAttribI3iv) && GrabFunction(glVertexAttribI3ui) && GrabFunction(glVertexAttribI3uiv) && GrabFunction(glVertexAttribI4bv) && GrabFunction(glVertexAttribI4i) && GrabFunction(glVertexAttribI4iv) && GrabFunction(glVertexAttribI4sv) && GrabFunction(glVertexAttribI4ubv) && GrabFunction(glVertexAttribI4ui) && GrabFunction(glVertexAttribI4uiv) && GrabFunction(glVertexAttribI4usv) && GrabFunction(glVertexAttribIPointer); } bool init_gl_3_1() { if (Version() < 310) return true; return GrabFunction(glDrawArraysInstanced) && GrabFunction(glDrawElementsInstanced) && GrabFunction(glPrimitiveRestartIndex) && GrabFunction(glTexBuffer); } bool init_gl_3_2() { if (Version() < 320) return true; return GrabFunction(glFramebufferTexture) && GrabFunction(glGetBufferParameteri64v) && GrabFunction(glGetInteger64i_v); } bool init_arb_uniform_buffer_object() { if (!Supports("GL_ARB_uniform_buffer_object")) return true; return GrabFunction(glBindBufferBase) && GrabFunction(glBindBufferRange) && GrabFunction(glGetActiveUniformBlockName) && GrabFunction(glGetActiveUniformBlockiv) && GrabFunction(glGetActiveUniformName) && GrabFunction(glGetActiveUniformsiv) && GrabFunction(glGetIntegeri_v) && GrabFunction(glGetUniformBlockIndex) && GrabFunction(glGetUniformIndices) && GrabFunction(glUniformBlockBinding); } bool init_arb_sampler_objects() { if (!Supports("GL_ARB_sampler_objects")) return true; return GrabFunction(glBindSampler) && GrabFunction(glDeleteSamplers) && GrabFunction(glGenSamplers) && GrabFunction(glGetSamplerParameterIiv) && GrabFunction(glGetSamplerParameterIuiv) && GrabFunction(glGetSamplerParameterfv) && GrabFunction(glGetSamplerParameteriv) && GrabFunction(glIsSampler) && GrabFunction(glSamplerParameterIiv) && GrabFunction(glSamplerParameterIuiv) && GrabFunction(glSamplerParameterf) && GrabFunction(glSamplerParameterfv) && GrabFunction(glSamplerParameteri) && GrabFunction(glSamplerParameteriv); } bool init_arb_map_buffer_range() { if (!Supports("GL_ARB_map_buffer_range")) return true; return GrabFunction(glFlushMappedBufferRange) && GrabFunction(glMapBufferRange); } bool init_arb_vertex_array_object() { if (!(Supports("GL_ARB_vertex_array_object") || Supports("GL_APPLE_vertex_array_object"))) return true; if (Supports("GL_ARB_vertex_array_object")) { return GrabFunction(glBindVertexArray) && GrabFunction(glDeleteVertexArrays) && GrabFunction(glGenVertexArrays) && GrabFunction(glIsVertexArray); } else if (Supports("GL_APPLE_vertex_array_object")) { return GrabFunctionSuffix(glBindVertexArray, APPLE) && GrabFunctionSuffix(glDeleteVertexArrays, APPLE) && GrabFunctionSuffix(glGenVertexArrays, APPLE) && GrabFunctionSuffix(glIsVertexArray, APPLE); } return true; // Quell compiler warning. Won't ever be reached } bool init_arb_framebuffer_object() { if (!Supports("GL_ARB_framebuffer_object")) return true; return GrabFunction(glBindFramebuffer) && GrabFunction(glBindRenderbuffer) && GrabFunction(glBlitFramebuffer) && GrabFunction(glCheckFramebufferStatus) && GrabFunction(glDeleteFramebuffers) && GrabFunction(glDeleteRenderbuffers) && GrabFunction(glFramebufferRenderbuffer) && GrabFunction(glFramebufferTexture1D) && GrabFunction(glFramebufferTexture2D) && GrabFunction(glFramebufferTexture3D) && GrabFunction(glFramebufferTextureLayer) && GrabFunction(glGenFramebuffers) && GrabFunction(glGenRenderbuffers) && GrabFunction(glGenerateMipmap) && GrabFunction(glGetFramebufferAttachmentParameteriv) && GrabFunction(glGetRenderbufferParameteriv) && GrabFunction(glIsFramebuffer) && GrabFunction(glIsRenderbuffer) && GrabFunction(glRenderbufferStorage) && GrabFunction(glRenderbufferStorageMultisample); } bool init_arb_get_program_binary() { if (!Supports("GL_ARB_get_program_binary")) return true; return GrabFunction(glGetProgramBinary) && GrabFunction(glProgramBinary) && GrabFunction(glProgramParameteri); } bool init_arb_sync() { if (!(Supports("GL_ARB_sync") || Version() >= 320)) return true; return GrabFunction(glClientWaitSync) && GrabFunction(glDeleteSync) && GrabFunction(glFenceSync) && GrabFunction(glGetInteger64v) && GrabFunction(glGetSynciv) && GrabFunction(glIsSync) && GrabFunction(glWaitSync); } bool init_arb_es2_compatibility() { if (!Supports("GL_ARB_ES2_compatibility")) return true; return GrabFunction(glClearDepthf) && GrabFunction(glDepthRangef) && GrabFunction(glGetShaderPrecisionFormat) && GrabFunction(glReleaseShaderCompiler) && GrabFunction(glShaderBinary); } bool init_nv_primitive_restart() { if (!Supports("GL_NV_primitive_restart")) return true; return GrabFunction(glPrimitiveRestartIndexNV) && GrabFunction(glPrimitiveRestartNV); } bool init_arb_blend_func_extended() { if (!Supports("GL_ARB_blend_func_extended")) return true; return GrabFunction(glBindFragDataLocationIndexed) && GrabFunction(glGetFragDataIndex); } bool init_arb_viewport_array() { if (!Supports("GL_ARB_viewport_array")) return true; return GrabFunction(glDepthRangeArrayv) && GrabFunction(glDepthRangeIndexed) && GrabFunction(glGetDoublei_v) && GrabFunction(glGetFloati_v) && GrabFunction(glScissorArrayv) && GrabFunction(glScissorIndexed) && GrabFunction(glScissorIndexedv) && GrabFunction(glViewportArrayv) && GrabFunction(glViewportIndexedf) && GrabFunction(glViewportIndexedfv); } bool init_arb_draw_elements_base_vertex() { if (!Supports("GL_ARB_draw_elements_base_vertex")) return true; return GrabFunction(glDrawElementsBaseVertex) && GrabFunction(glDrawElementsInstancedBaseVertex) && GrabFunction(glDrawRangeElementsBaseVertex) && GrabFunction(glMultiDrawElementsBaseVertex); } bool init_nv_framebuffer_multisample_coverage() { if (!Supports("GL_NV_framebuffer_multisample_coverage")) return true; return GrabFunction(glRenderbufferStorageMultisampleCoverageNV); } bool init_arb_sample_shading() { if (!Supports("GL_ARB_sample_shading")) return true; return GrabFunction(glMinSampleShadingARB); } bool init_arb_debug_output() { if (!Supports("GL_ARB_debug_output")) return true; return GrabFunction(glDebugMessageCallbackARB) && GrabFunction(glDebugMessageControlARB) && GrabFunction(glDebugMessageInsertARB) && GrabFunction(glGetDebugMessageLogARB); } bool init_khr_debug() { if (!Supports("GL_KHR_debug")) return true; if (_isES3) return GrabFunctionSuffix(glDebugMessageCallback, KHR) && GrabFunctionSuffix(glDebugMessageControl, KHR) && GrabFunctionSuffix(glDebugMessageInsert, KHR) && GrabFunctionSuffix(glGetDebugMessageLog, KHR) && GrabFunctionSuffix(glGetObjectLabel, KHR) && GrabFunctionSuffix(glGetObjectPtrLabel, KHR) && GrabFunctionSuffix(glObjectLabel, KHR) && GrabFunctionSuffix(glObjectPtrLabel, KHR) && GrabFunctionSuffix(glPopDebugGroup, KHR) && GrabFunctionSuffix(glPushDebugGroup, KHR); else return GrabFunction(glDebugMessageCallback) && GrabFunction(glDebugMessageControl) && GrabFunction(glDebugMessageInsert) && GrabFunction(glGetDebugMessageLog) && GrabFunction(glGetObjectLabel) && GrabFunction(glGetObjectPtrLabel) && GrabFunction(glObjectLabel) && GrabFunction(glObjectPtrLabel) && GrabFunction(glPopDebugGroup) && GrabFunction(glPushDebugGroup); } bool init_arb_buffer_storage() { if (!Supports("GL_ARB_buffer_storage")) return true; return GrabFunction(glBufferStorage) && GrabFunction(glNamedBufferStorageEXT); } }