Add clang-format (#1086)

Co-authored-by: mwilsnd <mwilsnd@gmail.com>
This commit is contained in:
Bart Louwers
2023-05-01 16:57:37 +02:00
committed by GitHub
parent 403a12bd1b
commit 71f6da2722
1018 changed files with 27876 additions and 25862 deletions

View File

@@ -10,255 +10,274 @@ namespace platform {
/* OpenGL ES 2.0 */
void (* const glActiveTexture)(GLenum) = ::glActiveTexture;
void (* const glAttachShader)(GLuint, GLuint) = ::glAttachShader;
void (* const glBindAttribLocation)(GLuint, GLuint, const GLchar *) = ::glBindAttribLocation;
void (* const glBindBuffer)(GLenum, GLuint) = ::glBindBuffer;
void (* const glBindFramebuffer)(GLenum, GLuint) = ::glBindFramebuffer;
void (* const glBindRenderbuffer)(GLenum, GLuint) = ::glBindRenderbuffer;
void (* const glBindTexture)(GLenum, GLuint) = ::glBindTexture;
void (* const glBlendColor)(GLfloat, GLfloat, GLfloat, GLfloat) = ::glBlendColor;
void (* const glBlendEquation)(GLenum) = ::glBlendEquation;
void (* const glBlendEquationSeparate)(GLenum, GLenum) = ::glBlendEquationSeparate;
void (* const glBlendFunc)(GLenum, GLenum) = ::glBlendFunc;
void (* const glBlendFuncSeparate)(GLenum, GLenum, GLenum, GLenum) = ::glBlendFuncSeparate;
void (* const glBufferData)(GLenum, GLsizeiptr, const void *, GLenum) = ::glBufferData;
void (* const glBufferSubData)(GLenum, GLintptr, GLsizeiptr, const void *) = ::glBufferSubData;
GLenum (* const glCheckFramebufferStatus)(GLenum) = ::glCheckFramebufferStatus;
void (* const glClear)(GLbitfield) = ::glClear;
void (* const glClearColor)(GLfloat, GLfloat, GLfloat, GLfloat) = ::glClearColor;
void (* const glClearDepthf)(GLfloat) = ::glClearDepthf;
void (* const glClearStencil)(GLint) = ::glClearStencil;
void (* const glColorMask)(GLboolean, GLboolean, GLboolean, GLboolean) = ::glColorMask;
void (* const glCompileShader)(GLuint) = ::glCompileShader;
void (* const glCompressedTexImage2D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void *) = ::glCompressedTexImage2D;
void (* const glCompressedTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void *) = ::glCompressedTexSubImage2D;
void (* const glCopyTexImage2D)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint) = ::glCopyTexImage2D;
void (* const glCopyTexSubImage2D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = ::glCopyTexSubImage2D;
GLuint (* const glCreateProgram)() = ::glCreateProgram;
GLuint (* const glCreateShader)(GLenum) = ::glCreateShader;
void (* const glCullFace)(GLenum) = ::glCullFace;
void (* const glDeleteBuffers)(GLsizei, const GLuint *) = ::glDeleteBuffers;
void (* const glDeleteFramebuffers)(GLsizei, const GLuint *) = ::glDeleteFramebuffers;
void (* const glDeleteProgram)(GLuint) = ::glDeleteProgram;
void (* const glDeleteRenderbuffers)(GLsizei, const GLuint *) = ::glDeleteRenderbuffers;
void (* const glDeleteShader)(GLuint) = ::glDeleteShader;
void (* const glDeleteTextures)(GLsizei, const GLuint *) = ::glDeleteTextures;
void (* const glDepthFunc)(GLenum) = ::glDepthFunc;
void (* const glDepthMask)(GLboolean) = ::glDepthMask;
void (* const glDepthRangef)(GLfloat, GLfloat) = ::glDepthRangef;
void (* const glDetachShader)(GLuint, GLuint) = ::glDetachShader;
void (* const glDisable)(GLenum) = ::glDisable;
void (* const glDisableVertexAttribArray)(GLuint) = ::glDisableVertexAttribArray;
void (* const glDrawArrays)(GLenum, GLint, GLsizei) = ::glDrawArrays;
void (* const glDrawElements)(GLenum, GLsizei, GLenum, const void *) = ::glDrawElements;
void (* const glEnable)(GLenum) = ::glEnable;
void (* const glEnableVertexAttribArray)(GLuint) = ::glEnableVertexAttribArray;
void (* const glFinish)() = ::glFinish;
void (* const glFlush)() = ::glFlush;
void (* const glFramebufferRenderbuffer)(GLenum, GLenum, GLenum, GLuint) = ::glFramebufferRenderbuffer;
void (* const glFramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint, GLint) = ::glFramebufferTexture2D;
void (* const glFrontFace)(GLenum) = ::glFrontFace;
void (* const glGenBuffers)(GLsizei, GLuint *) = ::glGenBuffers;
void (* const glGenerateMipmap)(GLenum) = ::glGenerateMipmap;
void (* const glGenFramebuffers)(GLsizei, GLuint *) = ::glGenFramebuffers;
void (* const glGenRenderbuffers)(GLsizei, GLuint *) = ::glGenRenderbuffers;
void (* const glGenTextures)(GLsizei, GLuint *) = ::glGenTextures;
void (* const glGetActiveAttrib)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *) = ::glGetActiveAttrib;
void (* const glGetActiveUniform)(GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *) = ::glGetActiveUniform;
void (* const glGetAttachedShaders)(GLuint, GLsizei, GLsizei *, GLuint *) = ::glGetAttachedShaders;
GLint (* const glGetAttribLocation)(GLuint, const GLchar *) = ::glGetAttribLocation;
void (* const glGetBooleanv)(GLenum, GLboolean *) = ::glGetBooleanv;
void (* const glGetBufferParameteriv)(GLenum, GLenum, GLint *) = ::glGetBufferParameteriv;
GLenum (* const glGetError)() = ::glGetError;
void (* const glGetFloatv)(GLenum, GLfloat *) = ::glGetFloatv;
void (* const glGetFramebufferAttachmentParameteriv)(GLenum, GLenum, GLenum, GLint *) = ::glGetFramebufferAttachmentParameteriv;
void (* const glGetIntegerv)(GLenum, GLint *) = ::glGetIntegerv;
void (* const glGetProgramInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *) = ::glGetProgramInfoLog;
void (* const glGetProgramiv)(GLuint, GLenum, GLint *) = ::glGetProgramiv;
void (* const glGetRenderbufferParameteriv)(GLenum, GLenum, GLint *) = ::glGetRenderbufferParameteriv;
void (* const glGetShaderInfoLog)(GLuint, GLsizei, GLsizei *, GLchar *) = ::glGetShaderInfoLog;
void (* const glGetShaderiv)(GLuint, GLenum, GLint *) = ::glGetShaderiv;
void (* const glGetShaderPrecisionFormat)(GLenum, GLenum, GLint *, GLint *) = ::glGetShaderPrecisionFormat;
void (* const glGetShaderSource)(GLuint, GLsizei, GLsizei *, GLchar *) = ::glGetShaderSource;
const GLubyte *(* const glGetString)(GLenum) = ::glGetString;
void (* const glGetTexParameterfv)(GLenum, GLenum, GLfloat *) = ::glGetTexParameterfv;
void (* const glGetTexParameteriv)(GLenum, GLenum, GLint *) = ::glGetTexParameteriv;
void (* const glGetUniformfv)(GLuint, GLint, GLfloat *) = ::glGetUniformfv;
void (* const glGetUniformiv)(GLuint, GLint, GLint *) = ::glGetUniformiv;
GLint (* const glGetUniformLocation)(GLuint, const GLchar *) = ::glGetUniformLocation;
void (* const glGetVertexAttribfv)(GLuint, GLenum, GLfloat *) = ::glGetVertexAttribfv;
void (* const glGetVertexAttribiv)(GLuint, GLenum, GLint *) = ::glGetVertexAttribiv;
void (* const glGetVertexAttribPointerv)(GLuint, GLenum, void **) = ::glGetVertexAttribPointerv;
void (* const glHint)(GLenum, GLenum) = ::glHint;
GLboolean (* const glIsBuffer)(GLuint) = ::glIsBuffer;
GLboolean (* const glIsEnabled)(GLenum) = ::glIsEnabled;
GLboolean (* const glIsFramebuffer)(GLuint) = ::glIsFramebuffer;
GLboolean (* const glIsProgram)(GLuint) = ::glIsProgram;
GLboolean (* const glIsRenderbuffer)(GLuint) = ::glIsRenderbuffer;
GLboolean (* const glIsShader)(GLuint) = ::glIsShader;
GLboolean (* const glIsTexture)(GLuint) = ::glIsTexture;
void (* const glLineWidth)(GLfloat) = ::glLineWidth;
void (* const glLinkProgram)(GLuint) = ::glLinkProgram;
void (* const glPixelStorei)(GLenum, GLint) = ::glPixelStorei;
void (* const glPolygonOffset)(GLfloat, GLfloat) = ::glPolygonOffset;
void (* const glReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void *) = ::glReadPixels;
void (* const glReleaseShaderCompiler)() = ::glReleaseShaderCompiler;
void (* const glRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei) = ::glRenderbufferStorage;
void (* const glSampleCoverage)(GLfloat, GLboolean) = ::glSampleCoverage;
void (* const glScissor)(GLint, GLint, GLsizei, GLsizei) = ::glScissor;
void (* const glShaderBinary)(GLsizei, const GLuint *, GLenum, const GLvoid *, GLsizei) = ::glShaderBinary;
void (* const glShaderSource)(GLuint, GLsizei, const GLchar * const*, const GLint *) = ::glShaderSource;
void (* const glStencilFunc)(GLenum, GLint, GLuint) = ::glStencilFunc;
void (* const glStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint) = ::glStencilFuncSeparate;
void (* const glStencilMask)(GLuint) = ::glStencilMask;
void (* const glStencilMaskSeparate)(GLenum, GLuint) = ::glStencilMaskSeparate;
void (* const glStencilOp)(GLenum, GLenum, GLenum) = ::glStencilOp;
void (* const glStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum) = ::glStencilOpSeparate;
void (* const glTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *) = ::glTexImage2D;
void (* const glTexParameterf)(GLenum, GLenum, GLfloat) = ::glTexParameterf;
void (* const glTexParameterfv)(GLenum, GLenum, const GLfloat *) = ::glTexParameterfv;
void (* const glTexParameteri)(GLenum, GLenum, GLint) = ::glTexParameteri;
void (* const glTexParameteriv)(GLenum, GLenum, const GLint *) = ::glTexParameteriv;
void (* const glTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void *) = ::glTexSubImage2D;
void (* const glUniform1f)(GLint, GLfloat) = ::glUniform1f;
void (* const glUniform1fv)(GLint, GLsizei, const GLfloat *) = ::glUniform1fv;
void (* const glUniform1i)(GLint, GLint) = ::glUniform1i;
void (* const glUniform1iv)(GLint, GLsizei, const GLint *) = ::glUniform1iv;
void (* const glUniform2f)(GLint, GLfloat, GLfloat) = ::glUniform2f;
void (* const glUniform2fv)(GLint, GLsizei, const GLfloat *) = ::glUniform2fv;
void (* const glUniform2i)(GLint, GLint, GLint) = ::glUniform2i;
void (* const glUniform2iv)(GLint, GLsizei, const GLint *) = ::glUniform2iv;
void (* const glUniform3f)(GLint, GLfloat, GLfloat, GLfloat) = ::glUniform3f;
void (* const glUniform3fv)(GLint, GLsizei, const GLfloat *) = ::glUniform3fv;
void (* const glUniform3i)(GLint, GLint, GLint, GLint) = ::glUniform3i;
void (* const glUniform3iv)(GLint, GLsizei, const GLint *) = ::glUniform3iv;
void (* const glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat) = ::glUniform4f;
void (* const glUniform4fv)(GLint, GLsizei, const GLfloat *) = ::glUniform4fv;
void (* const glUniform4i)(GLint, GLint, GLint, GLint, GLint) = ::glUniform4i;
void (* const glUniform4iv)(GLint, GLsizei, const GLint *) = ::glUniform4iv;
void (* const glUniformMatrix2fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix2fv;
void (* const glUniformMatrix3fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix3fv;
void (* const glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix4fv;
void (* const glUseProgram)(GLuint) = ::glUseProgram;
void (* const glValidateProgram)(GLuint) = ::glValidateProgram;
void (* const glVertexAttrib1f)(GLuint, GLfloat) = ::glVertexAttrib1f;
void (* const glVertexAttrib1fv)(GLuint, const GLfloat *) = ::glVertexAttrib1fv;
void (* const glVertexAttrib2f)(GLuint, GLfloat, GLfloat) = ::glVertexAttrib2f;
void (* const glVertexAttrib2fv)(GLuint, const GLfloat *) = ::glVertexAttrib2fv;
void (* const glVertexAttrib3f)(GLuint, GLfloat, GLfloat, GLfloat) = ::glVertexAttrib3f;
void (* const glVertexAttrib3fv)(GLuint, const GLfloat *) = ::glVertexAttrib3fv;
void (* const glVertexAttrib4f)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat) = ::glVertexAttrib4f;
void (* const glVertexAttrib4fv)(GLuint, const GLfloat *) = ::glVertexAttrib4fv;
void (* const glVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void *) = ::glVertexAttribPointer;
void (* const glViewport)(GLint, GLint, GLsizei, GLsizei) = ::glViewport;
void (*const glActiveTexture)(GLenum) = ::glActiveTexture;
void (*const glAttachShader)(GLuint, GLuint) = ::glAttachShader;
void (*const glBindAttribLocation)(GLuint, GLuint, const GLchar*) = ::glBindAttribLocation;
void (*const glBindBuffer)(GLenum, GLuint) = ::glBindBuffer;
void (*const glBindFramebuffer)(GLenum, GLuint) = ::glBindFramebuffer;
void (*const glBindRenderbuffer)(GLenum, GLuint) = ::glBindRenderbuffer;
void (*const glBindTexture)(GLenum, GLuint) = ::glBindTexture;
void (*const glBlendColor)(GLfloat, GLfloat, GLfloat, GLfloat) = ::glBlendColor;
void (*const glBlendEquation)(GLenum) = ::glBlendEquation;
void (*const glBlendEquationSeparate)(GLenum, GLenum) = ::glBlendEquationSeparate;
void (*const glBlendFunc)(GLenum, GLenum) = ::glBlendFunc;
void (*const glBlendFuncSeparate)(GLenum, GLenum, GLenum, GLenum) = ::glBlendFuncSeparate;
void (*const glBufferData)(GLenum, GLsizeiptr, const void*, GLenum) = ::glBufferData;
void (*const glBufferSubData)(GLenum, GLintptr, GLsizeiptr, const void*) = ::glBufferSubData;
GLenum (*const glCheckFramebufferStatus)(GLenum) = ::glCheckFramebufferStatus;
void (*const glClear)(GLbitfield) = ::glClear;
void (*const glClearColor)(GLfloat, GLfloat, GLfloat, GLfloat) = ::glClearColor;
void (*const glClearDepthf)(GLfloat) = ::glClearDepthf;
void (*const glClearStencil)(GLint) = ::glClearStencil;
void (*const glColorMask)(GLboolean, GLboolean, GLboolean, GLboolean) = ::glColorMask;
void (*const glCompileShader)(GLuint) = ::glCompileShader;
void (*const glCompressedTexImage2D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void*) =
::glCompressedTexImage2D;
void (*const glCompressedTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void*) =
::glCompressedTexSubImage2D;
void (*const glCopyTexImage2D)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint) = ::glCopyTexImage2D;
void (*const glCopyTexSubImage2D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = ::glCopyTexSubImage2D;
GLuint (*const glCreateProgram)() = ::glCreateProgram;
GLuint (*const glCreateShader)(GLenum) = ::glCreateShader;
void (*const glCullFace)(GLenum) = ::glCullFace;
void (*const glDeleteBuffers)(GLsizei, const GLuint*) = ::glDeleteBuffers;
void (*const glDeleteFramebuffers)(GLsizei, const GLuint*) = ::glDeleteFramebuffers;
void (*const glDeleteProgram)(GLuint) = ::glDeleteProgram;
void (*const glDeleteRenderbuffers)(GLsizei, const GLuint*) = ::glDeleteRenderbuffers;
void (*const glDeleteShader)(GLuint) = ::glDeleteShader;
void (*const glDeleteTextures)(GLsizei, const GLuint*) = ::glDeleteTextures;
void (*const glDepthFunc)(GLenum) = ::glDepthFunc;
void (*const glDepthMask)(GLboolean) = ::glDepthMask;
void (*const glDepthRangef)(GLfloat, GLfloat) = ::glDepthRangef;
void (*const glDetachShader)(GLuint, GLuint) = ::glDetachShader;
void (*const glDisable)(GLenum) = ::glDisable;
void (*const glDisableVertexAttribArray)(GLuint) = ::glDisableVertexAttribArray;
void (*const glDrawArrays)(GLenum, GLint, GLsizei) = ::glDrawArrays;
void (*const glDrawElements)(GLenum, GLsizei, GLenum, const void*) = ::glDrawElements;
void (*const glEnable)(GLenum) = ::glEnable;
void (*const glEnableVertexAttribArray)(GLuint) = ::glEnableVertexAttribArray;
void (*const glFinish)() = ::glFinish;
void (*const glFlush)() = ::glFlush;
void (*const glFramebufferRenderbuffer)(GLenum, GLenum, GLenum, GLuint) = ::glFramebufferRenderbuffer;
void (*const glFramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint, GLint) = ::glFramebufferTexture2D;
void (*const glFrontFace)(GLenum) = ::glFrontFace;
void (*const glGenBuffers)(GLsizei, GLuint*) = ::glGenBuffers;
void (*const glGenerateMipmap)(GLenum) = ::glGenerateMipmap;
void (*const glGenFramebuffers)(GLsizei, GLuint*) = ::glGenFramebuffers;
void (*const glGenRenderbuffers)(GLsizei, GLuint*) = ::glGenRenderbuffers;
void (*const glGenTextures)(GLsizei, GLuint*) = ::glGenTextures;
void (*const glGetActiveAttrib)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = ::glGetActiveAttrib;
void (*const glGetActiveUniform)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = ::glGetActiveUniform;
void (*const glGetAttachedShaders)(GLuint, GLsizei, GLsizei*, GLuint*) = ::glGetAttachedShaders;
GLint (*const glGetAttribLocation)(GLuint, const GLchar*) = ::glGetAttribLocation;
void (*const glGetBooleanv)(GLenum, GLboolean*) = ::glGetBooleanv;
void (*const glGetBufferParameteriv)(GLenum, GLenum, GLint*) = ::glGetBufferParameteriv;
GLenum (*const glGetError)() = ::glGetError;
void (*const glGetFloatv)(GLenum, GLfloat*) = ::glGetFloatv;
void (*const glGetFramebufferAttachmentParameteriv)(GLenum,
GLenum,
GLenum,
GLint*) = ::glGetFramebufferAttachmentParameteriv;
void (*const glGetIntegerv)(GLenum, GLint*) = ::glGetIntegerv;
void (*const glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetProgramInfoLog;
void (*const glGetProgramiv)(GLuint, GLenum, GLint*) = ::glGetProgramiv;
void (*const glGetRenderbufferParameteriv)(GLenum, GLenum, GLint*) = ::glGetRenderbufferParameteriv;
void (*const glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetShaderInfoLog;
void (*const glGetShaderiv)(GLuint, GLenum, GLint*) = ::glGetShaderiv;
void (*const glGetShaderPrecisionFormat)(GLenum, GLenum, GLint*, GLint*) = ::glGetShaderPrecisionFormat;
void (*const glGetShaderSource)(GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetShaderSource;
const GLubyte* (*const glGetString)(GLenum) = ::glGetString;
void (*const glGetTexParameterfv)(GLenum, GLenum, GLfloat*) = ::glGetTexParameterfv;
void (*const glGetTexParameteriv)(GLenum, GLenum, GLint*) = ::glGetTexParameteriv;
void (*const glGetUniformfv)(GLuint, GLint, GLfloat*) = ::glGetUniformfv;
void (*const glGetUniformiv)(GLuint, GLint, GLint*) = ::glGetUniformiv;
GLint (*const glGetUniformLocation)(GLuint, const GLchar*) = ::glGetUniformLocation;
void (*const glGetVertexAttribfv)(GLuint, GLenum, GLfloat*) = ::glGetVertexAttribfv;
void (*const glGetVertexAttribiv)(GLuint, GLenum, GLint*) = ::glGetVertexAttribiv;
void (*const glGetVertexAttribPointerv)(GLuint, GLenum, void**) = ::glGetVertexAttribPointerv;
void (*const glHint)(GLenum, GLenum) = ::glHint;
GLboolean (*const glIsBuffer)(GLuint) = ::glIsBuffer;
GLboolean (*const glIsEnabled)(GLenum) = ::glIsEnabled;
GLboolean (*const glIsFramebuffer)(GLuint) = ::glIsFramebuffer;
GLboolean (*const glIsProgram)(GLuint) = ::glIsProgram;
GLboolean (*const glIsRenderbuffer)(GLuint) = ::glIsRenderbuffer;
GLboolean (*const glIsShader)(GLuint) = ::glIsShader;
GLboolean (*const glIsTexture)(GLuint) = ::glIsTexture;
void (*const glLineWidth)(GLfloat) = ::glLineWidth;
void (*const glLinkProgram)(GLuint) = ::glLinkProgram;
void (*const glPixelStorei)(GLenum, GLint) = ::glPixelStorei;
void (*const glPolygonOffset)(GLfloat, GLfloat) = ::glPolygonOffset;
void (*const glReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void*) = ::glReadPixels;
void (*const glReleaseShaderCompiler)() = ::glReleaseShaderCompiler;
void (*const glRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei) = ::glRenderbufferStorage;
void (*const glSampleCoverage)(GLfloat, GLboolean) = ::glSampleCoverage;
void (*const glScissor)(GLint, GLint, GLsizei, GLsizei) = ::glScissor;
void (*const glShaderBinary)(GLsizei, const GLuint*, GLenum, const GLvoid*, GLsizei) = ::glShaderBinary;
void (*const glShaderSource)(GLuint, GLsizei, const GLchar* const*, const GLint*) = ::glShaderSource;
void (*const glStencilFunc)(GLenum, GLint, GLuint) = ::glStencilFunc;
void (*const glStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint) = ::glStencilFuncSeparate;
void (*const glStencilMask)(GLuint) = ::glStencilMask;
void (*const glStencilMaskSeparate)(GLenum, GLuint) = ::glStencilMaskSeparate;
void (*const glStencilOp)(GLenum, GLenum, GLenum) = ::glStencilOp;
void (*const glStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum) = ::glStencilOpSeparate;
void (*const glTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void*) = ::glTexImage2D;
void (*const glTexParameterf)(GLenum, GLenum, GLfloat) = ::glTexParameterf;
void (*const glTexParameterfv)(GLenum, GLenum, const GLfloat*) = ::glTexParameterfv;
void (*const glTexParameteri)(GLenum, GLenum, GLint) = ::glTexParameteri;
void (*const glTexParameteriv)(GLenum, GLenum, const GLint*) = ::glTexParameteriv;
void (*const glTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void*) =
::glTexSubImage2D;
void (*const glUniform1f)(GLint, GLfloat) = ::glUniform1f;
void (*const glUniform1fv)(GLint, GLsizei, const GLfloat*) = ::glUniform1fv;
void (*const glUniform1i)(GLint, GLint) = ::glUniform1i;
void (*const glUniform1iv)(GLint, GLsizei, const GLint*) = ::glUniform1iv;
void (*const glUniform2f)(GLint, GLfloat, GLfloat) = ::glUniform2f;
void (*const glUniform2fv)(GLint, GLsizei, const GLfloat*) = ::glUniform2fv;
void (*const glUniform2i)(GLint, GLint, GLint) = ::glUniform2i;
void (*const glUniform2iv)(GLint, GLsizei, const GLint*) = ::glUniform2iv;
void (*const glUniform3f)(GLint, GLfloat, GLfloat, GLfloat) = ::glUniform3f;
void (*const glUniform3fv)(GLint, GLsizei, const GLfloat*) = ::glUniform3fv;
void (*const glUniform3i)(GLint, GLint, GLint, GLint) = ::glUniform3i;
void (*const glUniform3iv)(GLint, GLsizei, const GLint*) = ::glUniform3iv;
void (*const glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat) = ::glUniform4f;
void (*const glUniform4fv)(GLint, GLsizei, const GLfloat*) = ::glUniform4fv;
void (*const glUniform4i)(GLint, GLint, GLint, GLint, GLint) = ::glUniform4i;
void (*const glUniform4iv)(GLint, GLsizei, const GLint*) = ::glUniform4iv;
void (*const glUniformMatrix2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix2fv;
void (*const glUniformMatrix3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix3fv;
void (*const glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix4fv;
void (*const glUseProgram)(GLuint) = ::glUseProgram;
void (*const glValidateProgram)(GLuint) = ::glValidateProgram;
void (*const glVertexAttrib1f)(GLuint, GLfloat) = ::glVertexAttrib1f;
void (*const glVertexAttrib1fv)(GLuint, const GLfloat*) = ::glVertexAttrib1fv;
void (*const glVertexAttrib2f)(GLuint, GLfloat, GLfloat) = ::glVertexAttrib2f;
void (*const glVertexAttrib2fv)(GLuint, const GLfloat*) = ::glVertexAttrib2fv;
void (*const glVertexAttrib3f)(GLuint, GLfloat, GLfloat, GLfloat) = ::glVertexAttrib3f;
void (*const glVertexAttrib3fv)(GLuint, const GLfloat*) = ::glVertexAttrib3fv;
void (*const glVertexAttrib4f)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat) = ::glVertexAttrib4f;
void (*const glVertexAttrib4fv)(GLuint, const GLfloat*) = ::glVertexAttrib4fv;
void (*const glVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void*) = ::glVertexAttribPointer;
void (*const glViewport)(GLint, GLint, GLsizei, GLsizei) = ::glViewport;
/* OpenGL ES 3.0 */
void (* const glReadBuffer)(GLenum) = ::glReadBuffer;
void (* const glDrawRangeElements)(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *) = ::glDrawRangeElements;
void (* const glTexImage3D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *) = ::glTexImage3D;
void (* const glTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *) = ::glTexSubImage3D;
void (* const glCopyTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = ::glCopyTexSubImage3D;
void (* const glCompressedTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *) = ::glCompressedTexImage3D;
void (* const glCompressedTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *) = ::glCompressedTexSubImage3D;
void (* const glGenQueries)(GLsizei, GLuint *) = ::glGenQueries;
void (* const glDeleteQueries)(GLsizei, const GLuint *) = ::glDeleteQueries;
GLboolean (* const glIsQuery)(GLuint) = ::glIsQuery;
void (* const glBeginQuery)(GLenum, GLuint) = ::glBeginQuery;
void (* const glEndQuery)(GLenum) = ::glEndQuery;
void (* const glGetQueryiv)(GLenum, GLenum, GLint *) = ::glGetQueryiv;
void (* const glGetQueryObjectuiv)(GLuint, GLenum, GLuint *) = ::glGetQueryObjectuiv;
GLboolean (* const glUnmapBuffer)(GLenum) = ::glUnmapBuffer;
void (* const glGetBufferPointerv)(GLenum, GLenum, GLvoid **) = ::glGetBufferPointerv;
void (* const glDrawBuffers)(GLsizei, const GLenum *) = ::glDrawBuffers;
void (* const glUniformMatrix2x3fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix2x3fv;
void (* const glUniformMatrix3x2fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix3x2fv;
void (* const glUniformMatrix2x4fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix2x4fv;
void (* const glUniformMatrix4x2fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix4x2fv;
void (* const glUniformMatrix3x4fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix3x4fv;
void (* const glUniformMatrix4x3fv)(GLint, GLsizei, GLboolean, const GLfloat *) = ::glUniformMatrix4x3fv;
void (* const glBlitFramebuffer)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum) = ::glBlitFramebuffer;
void (* const glRenderbufferStorageMultisample)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) = ::glRenderbufferStorageMultisample;
void (* const glFramebufferTextureLayer)(GLenum, GLenum, GLuint, GLint, GLint) = ::glFramebufferTextureLayer;
GLvoid* (* const glMapBufferRange)(GLenum, GLintptr, GLsizeiptr, GLbitfield) = ::glMapBufferRange;
void (* const glFlushMappedBufferRange)(GLenum, GLintptr, GLsizeiptr) = ::glFlushMappedBufferRange;
void (* const glBindVertexArray)(GLuint) = ::glBindVertexArray;
void (* const glDeleteVertexArrays)(GLsizei, const GLuint *) = ::glDeleteVertexArrays;
void (* const glGenVertexArrays)(GLsizei, GLuint *) = ::glGenVertexArrays;
GLboolean (* const glIsVertexArray)(GLuint) = ::glIsVertexArray;
void (* const glGetIntegeri_v)(GLenum, GLuint, GLint *) = ::glGetIntegeri_v;
void (* const glBeginTransformFeedback)(GLenum) = ::glBeginTransformFeedback;
void (* const glEndTransformFeedback)() = ::glEndTransformFeedback;
void (* const glBindBufferRange)(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr) = ::glBindBufferRange;
void (* const glBindBufferBase)(GLenum, GLuint, GLuint) = ::glBindBufferBase;
void (* const glTransformFeedbackVaryings)(GLuint, GLsizei, const GLchar * const*, GLenum) = ::glTransformFeedbackVaryings;
void (* const glGetTransformFeedbackVarying)(GLuint, GLuint, GLsizei, GLsizei *, GLsizei *, GLenum *, GLchar *) = ::glGetTransformFeedbackVarying;
void (* const glVertexAttribIPointer)(GLuint, GLint, GLenum, GLsizei, const GLvoid *) = ::glVertexAttribIPointer;
void (* const glGetVertexAttribIiv)(GLuint, GLenum, GLint *) = ::glGetVertexAttribIiv;
void (* const glGetVertexAttribIuiv)(GLuint, GLenum, GLuint *) = ::glGetVertexAttribIuiv;
void (* const glVertexAttribI4i)(GLuint, GLint, GLint, GLint, GLint) = ::glVertexAttribI4i;
void (* const glVertexAttribI4ui)(GLuint, GLuint, GLuint, GLuint, GLuint) = ::glVertexAttribI4ui;
void (* const glVertexAttribI4iv)(GLuint, const GLint *) = ::glVertexAttribI4iv;
void (* const glVertexAttribI4uiv)(GLuint, const GLuint *) = ::glVertexAttribI4uiv;
void (* const glGetUniformuiv)(GLuint, GLint, GLuint *) = ::glGetUniformuiv;
GLint (* const glGetFragDataLocation)(GLuint, const GLchar *) = ::glGetFragDataLocation;
void (* const glUniform1ui)(GLint, GLuint) = ::glUniform1ui;
void (* const glUniform2ui)(GLint, GLuint, GLuint) = ::glUniform2ui;
void (* const glUniform3ui)(GLint, GLuint, GLuint, GLuint) = ::glUniform3ui;
void (* const glUniform4ui)(GLint, GLuint, GLuint, GLuint, GLuint) = ::glUniform4ui;
void (* const glUniform1uiv)(GLint, GLsizei, const GLuint *) = ::glUniform1uiv;
void (* const glUniform2uiv)(GLint, GLsizei, const GLuint *) = ::glUniform2uiv;
void (* const glUniform3uiv)(GLint, GLsizei, const GLuint *) = ::glUniform3uiv;
void (* const glUniform4uiv)(GLint, GLsizei, const GLuint *) = ::glUniform4uiv;
void (* const glClearBufferiv)(GLenum, GLint, const GLint *) = ::glClearBufferiv;
void (* const glClearBufferuiv)(GLenum, GLint, const GLuint *) = ::glClearBufferuiv;
void (* const glClearBufferfv)(GLenum, GLint, const GLfloat *) = ::glClearBufferfv;
void (* const glClearBufferfi)(GLenum, GLint, GLfloat, GLint) = ::glClearBufferfi;
const GLubyte* (* const glGetStringi)(GLenum, GLuint) = ::glGetStringi;
void (* const glCopyBufferSubData)(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr) = ::glCopyBufferSubData;
void (* const glGetUniformIndices)(GLuint, GLsizei, const GLchar * const*, GLuint *) = ::glGetUniformIndices;
void (* const glGetActiveUniformsiv)(GLuint, GLsizei, const GLuint *, GLenum, GLint *) = ::glGetActiveUniformsiv;
GLuint (* const glGetUniformBlockIndex)(GLuint, const GLchar *) = ::glGetUniformBlockIndex;
void (* const glGetActiveUniformBlockiv)(GLuint, GLuint, GLenum, GLint *) = ::glGetActiveUniformBlockiv;
void (* const glGetActiveUniformBlockName)(GLuint, GLuint, GLsizei, GLsizei *, GLchar *) = ::glGetActiveUniformBlockName;
void (* const glUniformBlockBinding)(GLuint, GLuint, GLuint) = ::glUniformBlockBinding;
void (* const glDrawArraysInstanced)(GLenum, GLint, GLsizei, GLsizei) = ::glDrawArraysInstanced;
void (* const glDrawElementsInstanced)(GLenum, GLsizei, GLenum, const GLvoid *, GLsizei) = ::glDrawElementsInstanced;
GLsync (* const glFenceSync)(GLenum, GLbitfield) = ::glFenceSync;
GLboolean (* const glIsSync)(GLsync) = ::glIsSync;
void (* const glDeleteSync)(GLsync) = ::glDeleteSync;
GLenum (* const glClientWaitSync)(GLsync, GLbitfield, GLuint64) = ::glClientWaitSync;
void (* const glWaitSync)(GLsync, GLbitfield, GLuint64) = ::glWaitSync;
void (* const glGetInteger64v)(GLenum, GLint64 *) = ::glGetInteger64v;
void (* const glGetSynciv)(GLsync, GLenum, GLsizei, GLsizei *, GLint *) = ::glGetSynciv;
void (* const glGetInteger64i_v)(GLenum, GLuint, GLint64 *) = ::glGetInteger64i_v;
void (* const glGetBufferParameteri64v)(GLenum, GLenum, GLint64 *) = ::glGetBufferParameteri64v;
void (* const glGenSamplers)(GLsizei, GLuint *) = ::glGenSamplers;
void (* const glDeleteSamplers)(GLsizei, const GLuint *) = ::glDeleteSamplers;
GLboolean (* const glIsSampler)(GLuint) = ::glIsSampler;
void (* const glBindSampler)(GLuint, GLuint) = ::glBindSampler;
void (* const glSamplerParameteri)(GLuint, GLenum, GLint) = ::glSamplerParameteri;
void (* const glSamplerParameteriv)(GLuint, GLenum, const GLint *) = ::glSamplerParameteriv;
void (* const glSamplerParameterf)(GLuint, GLenum, GLfloat) = ::glSamplerParameterf;
void (* const glSamplerParameterfv)(GLuint, GLenum, const GLfloat *) = ::glSamplerParameterfv;
void (* const glGetSamplerParameteriv)(GLuint, GLenum, GLint *) = ::glGetSamplerParameteriv;
void (* const glGetSamplerParameterfv)(GLuint, GLenum, GLfloat *) = ::glGetSamplerParameterfv;
void (* const glVertexAttribDivisor)(GLuint, GLuint) = ::glVertexAttribDivisor;
void (* const glBindTransformFeedback)(GLenum, GLuint) = ::glBindTransformFeedback;
void (* const glDeleteTransformFeedbacks)(GLsizei, const GLuint *) = ::glDeleteTransformFeedbacks;
void (* const glGenTransformFeedbacks)(GLsizei, GLuint *) = ::glGenTransformFeedbacks;
GLboolean (* const glIsTransformFeedback)(GLuint) = ::glIsTransformFeedback;
void (* const glPauseTransformFeedback)() = ::glPauseTransformFeedback;
void (* const glResumeTransformFeedback)() = ::glResumeTransformFeedback;
void (* const glGetProgramBinary)(GLuint, GLsizei, GLsizei *, GLenum *, GLvoid *) = ::glGetProgramBinary;
void (* const glProgramBinary)(GLuint, GLenum, const GLvoid *, GLsizei) = ::glProgramBinary;
void (* const glProgramParameteri)(GLuint, GLenum, GLint) = ::glProgramParameteri;
void (* const glInvalidateFramebuffer)(GLenum, GLsizei, const GLenum *) = ::glInvalidateFramebuffer;
void (* const glInvalidateSubFramebuffer)(GLenum, GLsizei, const GLenum *, GLint, GLint, GLsizei, GLsizei) = ::glInvalidateSubFramebuffer;
void (* const glTexStorage2D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) = ::glTexStorage2D;
void (* const glTexStorage3D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei) = ::glTexStorage3D;
void (* const glGetInternalformativ)(GLenum, GLenum, GLenum, GLsizei, GLint *) = ::glGetInternalformativ;
void (*const glReadBuffer)(GLenum) = ::glReadBuffer;
void (*const glDrawRangeElements)(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid*) = ::glDrawRangeElements;
void (*const glTexImage3D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid*) =
::glTexImage3D;
void (*const glTexSubImage3D)(
GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid*) = ::glTexSubImage3D;
void (*const glCopyTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) =
::glCopyTexSubImage3D;
void (*const glCompressedTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*) =
::glCompressedTexImage3D;
void (*const glCompressedTexSubImage3D)(
GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*) =
::glCompressedTexSubImage3D;
void (*const glGenQueries)(GLsizei, GLuint*) = ::glGenQueries;
void (*const glDeleteQueries)(GLsizei, const GLuint*) = ::glDeleteQueries;
GLboolean (*const glIsQuery)(GLuint) = ::glIsQuery;
void (*const glBeginQuery)(GLenum, GLuint) = ::glBeginQuery;
void (*const glEndQuery)(GLenum) = ::glEndQuery;
void (*const glGetQueryiv)(GLenum, GLenum, GLint*) = ::glGetQueryiv;
void (*const glGetQueryObjectuiv)(GLuint, GLenum, GLuint*) = ::glGetQueryObjectuiv;
GLboolean (*const glUnmapBuffer)(GLenum) = ::glUnmapBuffer;
void (*const glGetBufferPointerv)(GLenum, GLenum, GLvoid**) = ::glGetBufferPointerv;
void (*const glDrawBuffers)(GLsizei, const GLenum*) = ::glDrawBuffers;
void (*const glUniformMatrix2x3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix2x3fv;
void (*const glUniformMatrix3x2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix3x2fv;
void (*const glUniformMatrix2x4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix2x4fv;
void (*const glUniformMatrix4x2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix4x2fv;
void (*const glUniformMatrix3x4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix3x4fv;
void (*const glUniformMatrix4x3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = ::glUniformMatrix4x3fv;
void (*const glBlitFramebuffer)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum) =
::glBlitFramebuffer;
void (*const glRenderbufferStorageMultisample)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) =
::glRenderbufferStorageMultisample;
void (*const glFramebufferTextureLayer)(GLenum, GLenum, GLuint, GLint, GLint) = ::glFramebufferTextureLayer;
GLvoid* (*const glMapBufferRange)(GLenum, GLintptr, GLsizeiptr, GLbitfield) = ::glMapBufferRange;
void (*const glFlushMappedBufferRange)(GLenum, GLintptr, GLsizeiptr) = ::glFlushMappedBufferRange;
void (*const glBindVertexArray)(GLuint) = ::glBindVertexArray;
void (*const glDeleteVertexArrays)(GLsizei, const GLuint*) = ::glDeleteVertexArrays;
void (*const glGenVertexArrays)(GLsizei, GLuint*) = ::glGenVertexArrays;
GLboolean (*const glIsVertexArray)(GLuint) = ::glIsVertexArray;
void (*const glGetIntegeri_v)(GLenum, GLuint, GLint*) = ::glGetIntegeri_v;
void (*const glBeginTransformFeedback)(GLenum) = ::glBeginTransformFeedback;
void (*const glEndTransformFeedback)() = ::glEndTransformFeedback;
void (*const glBindBufferRange)(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr) = ::glBindBufferRange;
void (*const glBindBufferBase)(GLenum, GLuint, GLuint) = ::glBindBufferBase;
void (*const glTransformFeedbackVaryings)(GLuint,
GLsizei,
const GLchar* const*,
GLenum) = ::glTransformFeedbackVaryings;
void (*const glGetTransformFeedbackVarying)(GLuint, GLuint, GLsizei, GLsizei*, GLsizei*, GLenum*, GLchar*) =
::glGetTransformFeedbackVarying;
void (*const glVertexAttribIPointer)(GLuint, GLint, GLenum, GLsizei, const GLvoid*) = ::glVertexAttribIPointer;
void (*const glGetVertexAttribIiv)(GLuint, GLenum, GLint*) = ::glGetVertexAttribIiv;
void (*const glGetVertexAttribIuiv)(GLuint, GLenum, GLuint*) = ::glGetVertexAttribIuiv;
void (*const glVertexAttribI4i)(GLuint, GLint, GLint, GLint, GLint) = ::glVertexAttribI4i;
void (*const glVertexAttribI4ui)(GLuint, GLuint, GLuint, GLuint, GLuint) = ::glVertexAttribI4ui;
void (*const glVertexAttribI4iv)(GLuint, const GLint*) = ::glVertexAttribI4iv;
void (*const glVertexAttribI4uiv)(GLuint, const GLuint*) = ::glVertexAttribI4uiv;
void (*const glGetUniformuiv)(GLuint, GLint, GLuint*) = ::glGetUniformuiv;
GLint (*const glGetFragDataLocation)(GLuint, const GLchar*) = ::glGetFragDataLocation;
void (*const glUniform1ui)(GLint, GLuint) = ::glUniform1ui;
void (*const glUniform2ui)(GLint, GLuint, GLuint) = ::glUniform2ui;
void (*const glUniform3ui)(GLint, GLuint, GLuint, GLuint) = ::glUniform3ui;
void (*const glUniform4ui)(GLint, GLuint, GLuint, GLuint, GLuint) = ::glUniform4ui;
void (*const glUniform1uiv)(GLint, GLsizei, const GLuint*) = ::glUniform1uiv;
void (*const glUniform2uiv)(GLint, GLsizei, const GLuint*) = ::glUniform2uiv;
void (*const glUniform3uiv)(GLint, GLsizei, const GLuint*) = ::glUniform3uiv;
void (*const glUniform4uiv)(GLint, GLsizei, const GLuint*) = ::glUniform4uiv;
void (*const glClearBufferiv)(GLenum, GLint, const GLint*) = ::glClearBufferiv;
void (*const glClearBufferuiv)(GLenum, GLint, const GLuint*) = ::glClearBufferuiv;
void (*const glClearBufferfv)(GLenum, GLint, const GLfloat*) = ::glClearBufferfv;
void (*const glClearBufferfi)(GLenum, GLint, GLfloat, GLint) = ::glClearBufferfi;
const GLubyte* (*const glGetStringi)(GLenum, GLuint) = ::glGetStringi;
void (*const glCopyBufferSubData)(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr) = ::glCopyBufferSubData;
void (*const glGetUniformIndices)(GLuint, GLsizei, const GLchar* const*, GLuint*) = ::glGetUniformIndices;
void (*const glGetActiveUniformsiv)(GLuint, GLsizei, const GLuint*, GLenum, GLint*) = ::glGetActiveUniformsiv;
GLuint (*const glGetUniformBlockIndex)(GLuint, const GLchar*) = ::glGetUniformBlockIndex;
void (*const glGetActiveUniformBlockiv)(GLuint, GLuint, GLenum, GLint*) = ::glGetActiveUniformBlockiv;
void (*const glGetActiveUniformBlockName)(GLuint, GLuint, GLsizei, GLsizei*, GLchar*) = ::glGetActiveUniformBlockName;
void (*const glUniformBlockBinding)(GLuint, GLuint, GLuint) = ::glUniformBlockBinding;
void (*const glDrawArraysInstanced)(GLenum, GLint, GLsizei, GLsizei) = ::glDrawArraysInstanced;
void (*const glDrawElementsInstanced)(GLenum, GLsizei, GLenum, const GLvoid*, GLsizei) = ::glDrawElementsInstanced;
GLsync (*const glFenceSync)(GLenum, GLbitfield) = ::glFenceSync;
GLboolean (*const glIsSync)(GLsync) = ::glIsSync;
void (*const glDeleteSync)(GLsync) = ::glDeleteSync;
GLenum (*const glClientWaitSync)(GLsync, GLbitfield, GLuint64) = ::glClientWaitSync;
void (*const glWaitSync)(GLsync, GLbitfield, GLuint64) = ::glWaitSync;
void (*const glGetInteger64v)(GLenum, GLint64*) = ::glGetInteger64v;
void (*const glGetSynciv)(GLsync, GLenum, GLsizei, GLsizei*, GLint*) = ::glGetSynciv;
void (*const glGetInteger64i_v)(GLenum, GLuint, GLint64*) = ::glGetInteger64i_v;
void (*const glGetBufferParameteri64v)(GLenum, GLenum, GLint64*) = ::glGetBufferParameteri64v;
void (*const glGenSamplers)(GLsizei, GLuint*) = ::glGenSamplers;
void (*const glDeleteSamplers)(GLsizei, const GLuint*) = ::glDeleteSamplers;
GLboolean (*const glIsSampler)(GLuint) = ::glIsSampler;
void (*const glBindSampler)(GLuint, GLuint) = ::glBindSampler;
void (*const glSamplerParameteri)(GLuint, GLenum, GLint) = ::glSamplerParameteri;
void (*const glSamplerParameteriv)(GLuint, GLenum, const GLint*) = ::glSamplerParameteriv;
void (*const glSamplerParameterf)(GLuint, GLenum, GLfloat) = ::glSamplerParameterf;
void (*const glSamplerParameterfv)(GLuint, GLenum, const GLfloat*) = ::glSamplerParameterfv;
void (*const glGetSamplerParameteriv)(GLuint, GLenum, GLint*) = ::glGetSamplerParameteriv;
void (*const glGetSamplerParameterfv)(GLuint, GLenum, GLfloat*) = ::glGetSamplerParameterfv;
void (*const glVertexAttribDivisor)(GLuint, GLuint) = ::glVertexAttribDivisor;
void (*const glBindTransformFeedback)(GLenum, GLuint) = ::glBindTransformFeedback;
void (*const glDeleteTransformFeedbacks)(GLsizei, const GLuint*) = ::glDeleteTransformFeedbacks;
void (*const glGenTransformFeedbacks)(GLsizei, GLuint*) = ::glGenTransformFeedbacks;
GLboolean (*const glIsTransformFeedback)(GLuint) = ::glIsTransformFeedback;
void (*const glPauseTransformFeedback)() = ::glPauseTransformFeedback;
void (*const glResumeTransformFeedback)() = ::glResumeTransformFeedback;
void (*const glGetProgramBinary)(GLuint, GLsizei, GLsizei*, GLenum*, GLvoid*) = ::glGetProgramBinary;
void (*const glProgramBinary)(GLuint, GLenum, const GLvoid*, GLsizei) = ::glProgramBinary;
void (*const glProgramParameteri)(GLuint, GLenum, GLint) = ::glProgramParameteri;
void (*const glInvalidateFramebuffer)(GLenum, GLsizei, const GLenum*) = ::glInvalidateFramebuffer;
void (*const glInvalidateSubFramebuffer)(GLenum, GLsizei, const GLenum*, GLint, GLint, GLsizei, GLsizei) =
::glInvalidateSubFramebuffer;
void (*const glTexStorage2D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) = ::glTexStorage2D;
void (*const glTexStorage3D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei) = ::glTexStorage3D;
void (*const glGetInternalformativ)(GLenum, GLenum, GLenum, GLsizei, GLint*) = ::glGetInternalformativ;
} // namespace platform
} // namespace mbgl
} // namespace platform
} // namespace mbgl

View File

@@ -11,12 +11,14 @@
namespace mbgl {
namespace gl {
// This class provides a singleton that contains information about the configuration used for
// instantiating new headless rendering contexts.
// This class provides a singleton that contains information about the
// configuration used for instantiating new headless rendering contexts.
class EGLDisplayConfig {
private:
// Key for singleton construction.
struct Key { explicit Key() = default; };
struct Key {
explicit Key() = default;
};
public:
EGLDisplayConfig(Key) {
@@ -31,27 +33,22 @@ public:
}
if (!eglBindAPI(EGL_OPENGL_ES_API)) {
mbgl::Log::Error(mbgl::Event::OpenGL, "eglBindAPI(EGL_OPENGL_ES_API) returned error " +
std::to_string(eglGetError()));
mbgl::Log::Error(mbgl::Event::OpenGL,
"eglBindAPI(EGL_OPENGL_ES_API) returned error " + std::to_string(eglGetError()));
throw std::runtime_error("eglBindAPI() failed");
}
const EGLint attribs[] = {
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT,
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_NONE
};
const EGLint attribs[] = {EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT, EGL_SURFACE_TYPE, EGL_PBUFFER_BIT, EGL_NONE};
// Note: we're choosing an arbitrary pixel format, since we're not using the default surface
// anyway; all rendering will be directed to framebuffers which have their own configuration.
// Note: we're choosing an arbitrary pixel format, since we're not using
// the default surface anyway; all rendering will be directed to
// framebuffers which have their own configuration.
if (!eglChooseConfig(display, attribs, &config, 1, &numConfigs) || numConfigs != 1) {
throw std::runtime_error("Failed to choose ARGB config.\n");
}
}
~EGLDisplayConfig() {
eglTerminate(display);
}
~EGLDisplayConfig() { eglTerminate(display); }
static std::shared_ptr<const EGLDisplayConfig> create() {
static std::weak_ptr<const EGLDisplayConfig> instance;
@@ -70,14 +67,11 @@ public:
class EGLBackendImpl final : public HeadlessBackend::Impl {
public:
EGLBackendImpl() {
// EGL initializes the context client version to 1 by default. We want to
// use OpenGL ES 2.0 which has the ability to create shader and program
// objects and also to write vertex and fragment shaders in the OpenGL ES
// Shading Language.
const EGLint attribs[] = {
EGL_CONTEXT_CLIENT_VERSION, 3,
EGL_NONE
};
// EGL initializes the context client version to 1 by default. We want
// to use OpenGL ES 2.0 which has the ability to create shader and
// program objects and also to write vertex and fragment shaders in the
// OpenGL ES Shading Language.
const EGLint attribs[] = {EGL_CONTEXT_CLIENT_VERSION, 3, EGL_NONE};
eglContext = eglCreateContext(eglDisplay->display, eglDisplay->config, EGL_NO_CONTEXT, attribs);
if (eglContext == EGL_NO_CONTEXT) {
@@ -88,16 +82,11 @@ public:
throw std::runtime_error("Error creating the EGL context object.\n");
}
// Create a dummy pbuffer. We will render to framebuffers anyway, but we need a pbuffer to
// activate the context.
// Note that to be able to create pbuffer surfaces, we need to choose a config that
// includes EGL_SURFACE_TYPE, EGL_PBUFFER_BIT in HeadlessDisplay.
const EGLint surfAttribs[] = {
EGL_WIDTH, 8,
EGL_HEIGHT, 8,
EGL_LARGEST_PBUFFER, EGL_TRUE,
EGL_NONE
};
// Create a dummy pbuffer. We will render to framebuffers anyway, but we
// need a pbuffer to activate the context. Note that to be able to
// create pbuffer surfaces, we need to choose a config that includes
// EGL_SURFACE_TYPE, EGL_PBUFFER_BIT in HeadlessDisplay.
const EGLint surfAttribs[] = {EGL_WIDTH, 8, EGL_HEIGHT, 8, EGL_LARGEST_PBUFFER, EGL_TRUE, EGL_NONE};
eglSurface = eglCreatePbufferSurface(eglDisplay->display, eglDisplay->config, surfAttribs);
if (eglSurface == EGL_NO_SURFACE) {
@@ -117,9 +106,7 @@ public:
}
}
gl::ProcAddress getExtensionFunctionPointer(const char* name) final {
return eglGetProcAddress(name);
}
gl::ProcAddress getExtensionFunctionPointer(const char* name) final { return eglGetProcAddress(name); }
void activateContext() final {
if (!eglMakeCurrent(eglDisplay->display, eglSurface, eglSurface, eglContext)) {

View File

@@ -9,12 +9,14 @@
namespace mbgl {
namespace gl {
// This class provides a singleton that contains information about the configuration used for
// instantiating new headless rendering contexts.
// This class provides a singleton that contains information about the
// configuration used for instantiating new headless rendering contexts.
class GLXDisplayConfig {
private:
// Key for singleton construction.
struct Key { explicit Key() = default; };
struct Key {
explicit Key() = default;
};
public:
explicit GLXDisplayConfig(Key) {
@@ -40,7 +42,7 @@ public:
}
// We're creating a dummy pbuffer anyway that we're not using.
static int pixelFormat[] = { GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT, None };
static int pixelFormat[] = {GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT, None};
int configs = 0;
fbConfigs = glXChooseFBConfig(xDisplay, DefaultScreen(xDisplay), pixelFormat, &configs);
@@ -75,8 +77,7 @@ class GLXBackendImpl final : public HeadlessBackend::Impl {
public:
GLXBackendImpl() {
// Try to create a legacy context.
glContext = glXCreateNewContext(glxDisplay->xDisplay, glxDisplay->fbConfigs[0],
GLX_RGBA_TYPE, None, True);
glContext = glXCreateNewContext(glxDisplay->xDisplay, glxDisplay->fbConfigs[0], GLX_RGBA_TYPE, None, True);
if (glContext && !glXIsDirect(glxDisplay->xDisplay, glContext)) {
Log::Error(Event::OpenGL, "failed to create direct OpenGL Legacy context");
glXDestroyContext(glxDisplay->xDisplay, glContext);
@@ -86,11 +87,10 @@ public:
throw std::runtime_error("Error creating GL context object.");
}
// Create a dummy pbuffer. We will render to framebuffers anyway, but we need a pbuffer to
// activate the context.
int pbufferAttributes[] = { GLX_PBUFFER_WIDTH, 8, GLX_PBUFFER_HEIGHT, 8, None };
glxPbuffer =
glXCreatePbuffer(glxDisplay->xDisplay, glxDisplay->fbConfigs[0], pbufferAttributes);
// Create a dummy pbuffer. We will render to framebuffers anyway, but we
// need a pbuffer to activate the context.
int pbufferAttributes[] = {GLX_PBUFFER_WIDTH, 8, GLX_PBUFFER_HEIGHT, 8, None};
glxPbuffer = glXCreatePbuffer(glxDisplay->xDisplay, glxDisplay->fbConfigs[0], pbufferAttributes);
}
~GLXBackendImpl() final {