Files
MapLibreParticleLab/platform/windows/include/gl_functions_wgl.h
Alex Cristici 8ff6704fc4 API links for OpenGL ES 3.0 (#1007)
Co-authored-by: mwilsnd <mwilsnd@gmail.com>
2023-04-14 22:48:53 +02:00

834 lines
84 KiB
C++

#pragma once
#include <mbgl/platform/gl_functions.hpp>
#ifndef _gl_functions_wgl_
#define _gl_functions_wgl_ 1
#ifndef WINAPI
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#include <Windows.h>
#endif
#endif
#include <GLES3/gl3.h>
#include <GL/wgl.h>
#ifdef __cplusplus
extern "C" {
#endif
/* OpenGL ES 2.0 */
PFNGLACTIVETEXTUREPROC wgl_glActiveTexture = NULL;
PFNGLATTACHSHADERPROC wgl_glAttachShader = NULL;
PFNGLBINDATTRIBLOCATIONPROC wgl_glBindAttribLocation = NULL;
PFNGLBINDBUFFERPROC wgl_glBindBuffer = NULL;
PFNGLBINDFRAMEBUFFERPROC wgl_glBindFramebuffer = NULL;
PFNGLBINDRENDERBUFFERPROC wgl_glBindRenderbuffer = NULL;
PFNGLBINDTEXTUREPROC wgl_glBindTexture = NULL;
PFNGLBLENDCOLORPROC wgl_glBlendColor = NULL;
PFNGLBLENDEQUATIONPROC wgl_glBlendEquation = NULL;
PFNGLBLENDEQUATIONSEPARATEPROC wgl_glBlendEquationSeparate = NULL;
PFNGLBLENDFUNCPROC wgl_glBlendFunc = NULL;
PFNGLBLENDFUNCSEPARATEPROC wgl_glBlendFuncSeparate = NULL;
PFNGLBUFFERDATAPROC wgl_glBufferData = NULL;
PFNGLBUFFERSUBDATAPROC wgl_glBufferSubData = NULL;
PFNGLCHECKFRAMEBUFFERSTATUSPROC wgl_glCheckFramebufferStatus = NULL;
PFNGLCLEARPROC wgl_glClear = NULL;
PFNGLCLEARCOLORPROC wgl_glClearColor = NULL;
PFNGLCLEARDEPTHFPROC wgl_glClearDepthf = NULL;
PFNGLCLEARSTENCILPROC wgl_glClearStencil = NULL;
PFNGLCOLORMASKPROC wgl_glColorMask = NULL;
PFNGLCOMPILESHADERPROC wgl_glCompileShader = NULL;
PFNGLCOMPRESSEDTEXIMAGE2DPROC wgl_glCompressedTexImage2D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC wgl_glCompressedTexSubImage2D = NULL;
PFNGLCOPYTEXIMAGE2DPROC wgl_glCopyTexImage2D = NULL;
PFNGLCOPYTEXSUBIMAGE2DPROC wgl_glCopyTexSubImage2D = NULL;
PFNGLCREATEPROGRAMPROC wgl_glCreateProgram = NULL;
PFNGLCREATESHADERPROC wgl_glCreateShader = NULL;
PFNGLCULLFACEPROC wgl_glCullFace = NULL;
PFNGLDELETEBUFFERSPROC wgl_glDeleteBuffers = NULL;
PFNGLDELETEFRAMEBUFFERSPROC wgl_glDeleteFramebuffers = NULL;
PFNGLDELETEPROGRAMPROC wgl_glDeleteProgram = NULL;
PFNGLDELETERENDERBUFFERSPROC wgl_glDeleteRenderbuffers = NULL;
PFNGLDELETESHADERPROC wgl_glDeleteShader = NULL;
PFNGLDELETETEXTURESPROC wgl_glDeleteTextures = NULL;
PFNGLDEPTHFUNCPROC wgl_glDepthFunc = NULL;
PFNGLDEPTHMASKPROC wgl_glDepthMask = NULL;
PFNGLDEPTHRANGEFPROC wgl_glDepthRangef = NULL;
PFNGLDETACHSHADERPROC wgl_glDetachShader = NULL;
PFNGLDISABLEPROC wgl_glDisable = NULL;
PFNGLDISABLEVERTEXATTRIBARRAYPROC wgl_glDisableVertexAttribArray = NULL;
PFNGLDRAWARRAYSPROC wgl_glDrawArrays = NULL;
PFNGLDRAWELEMENTSPROC wgl_glDrawElements = NULL;
PFNGLENABLEPROC wgl_glEnable = NULL;
PFNGLENABLEVERTEXATTRIBARRAYPROC wgl_glEnableVertexAttribArray = NULL;
PFNGLFINISHPROC wgl_glFinish = NULL;
PFNGLFLUSHPROC wgl_glFlush = NULL;
PFNGLFRAMEBUFFERRENDERBUFFERPROC wgl_glFramebufferRenderbuffer = NULL;
PFNGLFRAMEBUFFERTEXTURE2DPROC wgl_glFramebufferTexture2D = NULL;
PFNGLFRONTFACEPROC wgl_glFrontFace = NULL;
PFNGLGENBUFFERSPROC wgl_glGenBuffers = NULL;
PFNGLGENERATEMIPMAPPROC wgl_glGenerateMipmap = NULL;
PFNGLGENFRAMEBUFFERSPROC wgl_glGenFramebuffers = NULL;
PFNGLGENRENDERBUFFERSPROC wgl_glGenRenderbuffers = NULL;
PFNGLGENTEXTURESPROC wgl_glGenTextures = NULL;
PFNGLGETACTIVEATTRIBPROC wgl_glGetActiveAttrib = NULL;
PFNGLGETACTIVEUNIFORMPROC wgl_glGetActiveUniform = NULL;
PFNGLGETATTACHEDSHADERSPROC wgl_glGetAttachedShaders = NULL;
PFNGLGETATTRIBLOCATIONPROC wgl_glGetAttribLocation = NULL;
PFNGLGETBOOLEANVPROC wgl_glGetBooleanv = NULL;
PFNGLGETBUFFERPARAMETERIVPROC wgl_glGetBufferParameteriv = NULL;
PFNGLGETERRORPROC wgl_glGetError = NULL;
PFNGLGETFLOATVPROC wgl_glGetFloatv = NULL;
PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC wgl_glGetFramebufferAttachmentParameteriv = NULL;
PFNGLGETINTEGERVPROC wgl_glGetIntegerv = NULL;
PFNGLGETPROGRAMINFOLOGPROC wgl_glGetProgramInfoLog = NULL;
PFNGLGETPROGRAMIVPROC wgl_glGetProgramiv = NULL;
PFNGLGETRENDERBUFFERPARAMETERIVPROC wgl_glGetRenderbufferParameteriv = NULL;
PFNGLGETSHADERINFOLOGPROC wgl_glGetShaderInfoLog = NULL;
PFNGLGETSHADERIVPROC wgl_glGetShaderiv = NULL;
PFNGLGETSHADERPRECISIONFORMATPROC wgl_glGetShaderPrecisionFormat = NULL;
PFNGLGETSHADERSOURCEPROC wgl_glGetShaderSource = NULL;
PFNGLGETSTRINGPROC wgl_glGetString = NULL;
PFNGLGETTEXPARAMETERFVPROC wgl_glGetTexParameterfv = NULL;
PFNGLGETTEXPARAMETERIVPROC wgl_glGetTexParameteriv = NULL;
PFNGLGETUNIFORMFVPROC wgl_glGetUniformfv = NULL;
PFNGLGETUNIFORMIVPROC wgl_glGetUniformiv = NULL;
PFNGLGETUNIFORMLOCATIONPROC wgl_glGetUniformLocation = NULL;
PFNGLGETVERTEXATTRIBFVPROC wgl_glGetVertexAttribfv = NULL;
PFNGLGETVERTEXATTRIBIVPROC wgl_glGetVertexAttribiv = NULL;
PFNGLGETVERTEXATTRIBPOINTERVPROC wgl_glGetVertexAttribPointerv = NULL;
PFNGLHINTPROC wgl_glHint = NULL;
PFNGLISBUFFERPROC wgl_glIsBuffer = NULL;
PFNGLISENABLEDPROC wgl_glIsEnabled = NULL;
PFNGLISFRAMEBUFFERPROC wgl_glIsFramebuffer = NULL;
PFNGLISPROGRAMPROC wgl_glIsProgram = NULL;
PFNGLISRENDERBUFFERPROC wgl_glIsRenderbuffer = NULL;
PFNGLISSHADERPROC wgl_glIsShader = NULL;
PFNGLISTEXTUREPROC wgl_glIsTexture = NULL;
PFNGLLINEWIDTHPROC wgl_glLineWidth = NULL;
PFNGLLINKPROGRAMPROC wgl_glLinkProgram = NULL;
PFNGLPIXELSTOREIPROC wgl_glPixelStorei = NULL;
PFNGLPOLYGONOFFSETPROC wgl_glPolygonOffset = NULL;
PFNGLREADPIXELSPROC wgl_glReadPixels = NULL;
PFNGLRELEASESHADERCOMPILERPROC wgl_glReleaseShaderCompiler = NULL;
PFNGLRENDERBUFFERSTORAGEPROC wgl_glRenderbufferStorage = NULL;
PFNGLSAMPLECOVERAGEPROC wgl_glSampleCoverage = NULL;
PFNGLSCISSORPROC wgl_glScissor = NULL;
PFNGLSHADERBINARYPROC wgl_glShaderBinary = NULL;
PFNGLSHADERSOURCEPROC wgl_glShaderSource = NULL;
PFNGLSTENCILFUNCPROC wgl_glStencilFunc = NULL;
PFNGLSTENCILFUNCSEPARATEPROC wgl_glStencilFuncSeparate = NULL;
PFNGLSTENCILMASKPROC wgl_glStencilMask = NULL;
PFNGLSTENCILMASKSEPARATEPROC wgl_glStencilMaskSeparate = NULL;
PFNGLSTENCILOPPROC wgl_glStencilOp = NULL;
PFNGLSTENCILOPSEPARATEPROC wgl_glStencilOpSeparate = NULL;
PFNGLTEXIMAGE2DPROC wgl_glTexImage2D = NULL;
PFNGLTEXPARAMETERFPROC wgl_glTexParameterf = NULL;
PFNGLTEXPARAMETERFVPROC wgl_glTexParameterfv = NULL;
PFNGLTEXPARAMETERIPROC wgl_glTexParameteri = NULL;
PFNGLTEXPARAMETERIVPROC wgl_glTexParameteriv = NULL;
PFNGLTEXSUBIMAGE2DPROC wgl_glTexSubImage2D = NULL;
PFNGLUNIFORM1FPROC wgl_glUniform1f = NULL;
PFNGLUNIFORM1FVPROC wgl_glUniform1fv = NULL;
PFNGLUNIFORM1IPROC wgl_glUniform1i = NULL;
PFNGLUNIFORM1IVPROC wgl_glUniform1iv = NULL;
PFNGLUNIFORM2FPROC wgl_glUniform2f = NULL;
PFNGLUNIFORM2FVPROC wgl_glUniform2fv = NULL;
PFNGLUNIFORM2IPROC wgl_glUniform2i = NULL;
PFNGLUNIFORM2IVPROC wgl_glUniform2iv = NULL;
PFNGLUNIFORM3FPROC wgl_glUniform3f = NULL;
PFNGLUNIFORM3FVPROC wgl_glUniform3fv = NULL;
PFNGLUNIFORM3IPROC wgl_glUniform3i = NULL;
PFNGLUNIFORM3IVPROC wgl_glUniform3iv = NULL;
PFNGLUNIFORM4FPROC wgl_glUniform4f = NULL;
PFNGLUNIFORM4FVPROC wgl_glUniform4fv = NULL;
PFNGLUNIFORM4IPROC wgl_glUniform4i = NULL;
PFNGLUNIFORM4IVPROC wgl_glUniform4iv = NULL;
PFNGLUNIFORMMATRIX2FVPROC wgl_glUniformMatrix2fv = NULL;
PFNGLUNIFORMMATRIX3FVPROC wgl_glUniformMatrix3fv = NULL;
PFNGLUNIFORMMATRIX4FVPROC wgl_glUniformMatrix4fv = NULL;
PFNGLUSEPROGRAMPROC wgl_glUseProgram = NULL;
PFNGLVALIDATEPROGRAMPROC wgl_glValidateProgram = NULL;
PFNGLVERTEXATTRIB1FPROC wgl_glVertexAttrib1f = NULL;
PFNGLVERTEXATTRIB1FVPROC wgl_glVertexAttrib1fv = NULL;
PFNGLVERTEXATTRIB2FPROC wgl_glVertexAttrib2f = NULL;
PFNGLVERTEXATTRIB2FVPROC wgl_glVertexAttrib2fv = NULL;
PFNGLVERTEXATTRIB3FPROC wgl_glVertexAttrib3f = NULL;
PFNGLVERTEXATTRIB3FVPROC wgl_glVertexAttrib3fv = NULL;
PFNGLVERTEXATTRIB4FPROC wgl_glVertexAttrib4f = NULL;
PFNGLVERTEXATTRIB4FVPROC wgl_glVertexAttrib4fv = NULL;
PFNGLVERTEXATTRIBPOINTERPROC wgl_glVertexAttribPointer = NULL;
PFNGLVIEWPORTPROC wgl_glViewport = NULL;
/* OpenGL ES 3.0 */
PFNGLREADBUFFERPROC wgl_glReadBuffer = NULL;
PFNGLDRAWRANGEELEMENTSPROC wgl_glDrawRangeElements = NULL;
PFNGLTEXIMAGE3DPROC wgl_glTexImage3D = NULL;
PFNGLTEXSUBIMAGE3DPROC wgl_glTexSubImage3D = NULL;
PFNGLCOPYTEXSUBIMAGE3DPROC wgl_glCopyTexSubImage3D = NULL;
PFNGLCOMPRESSEDTEXIMAGE3DPROC wgl_glCompressedTexImage3D = NULL;
PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC wgl_glCompressedTexSubImage3D = NULL;
PFNGLGENQUERIESPROC wgl_glGenQueries = NULL;
PFNGLDELETEQUERIESPROC wgl_glDeleteQueries = NULL;
PFNGLISQUERYPROC wgl_glIsQuery = NULL;
PFNGLBEGINQUERYPROC wgl_glBeginQuery = NULL;
PFNGLENDQUERYPROC wgl_glEndQuery = NULL;
PFNGLGETQUERYIVPROC wgl_glGetQueryiv = NULL;
PFNGLGETQUERYOBJECTUIVPROC wgl_glGetQueryObjectuiv = NULL;
PFNGLUNMAPBUFFERPROC wgl_glUnmapBuffer = NULL;
PFNGLGETBUFFERPOINTERVPROC wgl_glGetBufferPointerv = NULL;
PFNGLDRAWBUFFERSPROC wgl_glDrawBuffers = NULL;
PFNGLUNIFORMMATRIX2X3FVPROC wgl_glUniformMatrix2x3fv = NULL;
PFNGLUNIFORMMATRIX3X2FVPROC wgl_glUniformMatrix3x2fv = NULL;
PFNGLUNIFORMMATRIX2X4FVPROC wgl_glUniformMatrix2x4fv = NULL;
PFNGLUNIFORMMATRIX4X2FVPROC wgl_glUniformMatrix4x2fv = NULL;
PFNGLUNIFORMMATRIX3X4FVPROC wgl_glUniformMatrix3x4fv = NULL;
PFNGLUNIFORMMATRIX4X3FVPROC wgl_glUniformMatrix4x3fv = NULL;
PFNGLBLITFRAMEBUFFERPROC wgl_glBlitFramebuffer = NULL;
PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC wgl_glRenderbufferStorageMultisample = NULL;
PFNGLFRAMEBUFFERTEXTURELAYERPROC wgl_glFramebufferTextureLayer = NULL;
PFNGLMAPBUFFERRANGEPROC wgl_glMapBufferRange = NULL;
PFNGLFLUSHMAPPEDBUFFERRANGEPROC wgl_glFlushMappedBufferRange = NULL;
PFNGLBINDVERTEXARRAYPROC wgl_glBindVertexArray = NULL;
PFNGLDELETEVERTEXARRAYSPROC wgl_glDeleteVertexArrays = NULL;
PFNGLGENVERTEXARRAYSPROC wgl_glGenVertexArrays = NULL;
PFNGLISVERTEXARRAYPROC wgl_glIsVertexArray = NULL;
PFNGLGETINTEGERI_VPROC wgl_glGetIntegeri_v = NULL;
PFNGLBEGINTRANSFORMFEEDBACKPROC wgl_glBeginTransformFeedback = NULL;
PFNGLENDTRANSFORMFEEDBACKPROC wgl_glEndTransformFeedback = NULL;
PFNGLBINDBUFFERRANGEPROC wgl_glBindBufferRange = NULL;
PFNGLBINDBUFFERBASEPROC wgl_glBindBufferBase = NULL;
PFNGLTRANSFORMFEEDBACKVARYINGSPROC wgl_glTransformFeedbackVaryings = NULL;
PFNGLGETTRANSFORMFEEDBACKVARYINGPROC wgl_glGetTransformFeedbackVarying = NULL;
PFNGLVERTEXATTRIBIPOINTERPROC wgl_glVertexAttribIPointer = NULL;
PFNGLGETVERTEXATTRIBIIVPROC wgl_glGetVertexAttribIiv = NULL;
PFNGLGETVERTEXATTRIBIUIVPROC wgl_glGetVertexAttribIuiv = NULL;
PFNGLVERTEXATTRIBI4IPROC wgl_glVertexAttribI4i = NULL;
PFNGLVERTEXATTRIBI4UIPROC wgl_glVertexAttribI4ui = NULL;
PFNGLVERTEXATTRIBI4IVPROC wgl_glVertexAttribI4iv = NULL;
PFNGLVERTEXATTRIBI4UIVPROC wgl_glVertexAttribI4uiv = NULL;
PFNGLGETUNIFORMUIVPROC wgl_glGetUniformuiv = NULL;
PFNGLGETFRAGDATALOCATIONPROC wgl_glGetFragDataLocation = NULL;
PFNGLUNIFORM1UIPROC wgl_glUniform1ui = NULL;
PFNGLUNIFORM2UIPROC wgl_glUniform2ui = NULL;
PFNGLUNIFORM3UIPROC wgl_glUniform3ui = NULL;
PFNGLUNIFORM4UIPROC wgl_glUniform4ui = NULL;
PFNGLUNIFORM1UIVPROC wgl_glUniform1uiv = NULL;
PFNGLUNIFORM2UIVPROC wgl_glUniform2uiv = NULL;
PFNGLUNIFORM3UIVPROC wgl_glUniform3uiv = NULL;
PFNGLUNIFORM4UIVPROC wgl_glUniform4uiv = NULL;
PFNGLCLEARBUFFERIVPROC wgl_glClearBufferiv = NULL;
PFNGLCLEARBUFFERUIVPROC wgl_glClearBufferuiv = NULL;
PFNGLCLEARBUFFERFVPROC wgl_glClearBufferfv = NULL;
PFNGLCLEARBUFFERFIPROC wgl_glClearBufferfi = NULL;
PFNGLGETSTRINGIPROC wgl_glGetStringi = NULL;
PFNGLCOPYBUFFERSUBDATAPROC wgl_glCopyBufferSubData = NULL;
PFNGLGETUNIFORMINDICESPROC wgl_glGetUniformIndices = NULL;
PFNGLGETACTIVEUNIFORMSIVPROC wgl_glGetActiveUniformsiv = NULL;
PFNGLGETUNIFORMBLOCKINDEXPROC wgl_glGetUniformBlockIndex = NULL;
PFNGLGETACTIVEUNIFORMBLOCKIVPROC wgl_glGetActiveUniformBlockiv = NULL;
PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC wgl_glGetActiveUniformBlockName = NULL;
PFNGLUNIFORMBLOCKBINDINGPROC wgl_glUniformBlockBinding = NULL;
PFNGLDRAWARRAYSINSTANCEDPROC wgl_glDrawArraysInstanced = NULL;
PFNGLDRAWELEMENTSINSTANCEDPROC wgl_glDrawElementsInstanced = NULL;
PFNGLFENCESYNCPROC wgl_glFenceSync = NULL;
PFNGLISSYNCPROC wgl_glIsSync = NULL;
PFNGLDELETESYNCPROC wgl_glDeleteSync = NULL;
PFNGLCLIENTWAITSYNCPROC wgl_glClientWaitSync = NULL;
PFNGLWAITSYNCPROC wgl_glWaitSync = NULL;
PFNGLGETINTEGER64VPROC wgl_glGetInteger64v = NULL;
PFNGLGETSYNCIVPROC wgl_glGetSynciv = NULL;
PFNGLGETINTEGER64I_VPROC wgl_glGetInteger64i_v = NULL;
PFNGLGETBUFFERPARAMETERI64VPROC wgl_glGetBufferParameteri64v = NULL;
PFNGLGENSAMPLERSPROC wgl_glGenSamplers = NULL;
PFNGLDELETESAMPLERSPROC wgl_glDeleteSamplers = NULL;
PFNGLISSAMPLERPROC wgl_glIsSampler = NULL;
PFNGLBINDSAMPLERPROC wgl_glBindSampler = NULL;
PFNGLSAMPLERPARAMETERIPROC wgl_glSamplerParameteri = NULL;
PFNGLSAMPLERPARAMETERIVPROC wgl_glSamplerParameteriv = NULL;
PFNGLSAMPLERPARAMETERFPROC wgl_glSamplerParameterf = NULL;
PFNGLSAMPLERPARAMETERFVPROC wgl_glSamplerParameterfv = NULL;
PFNGLGETSAMPLERPARAMETERIVPROC wgl_glGetSamplerParameteriv = NULL;
PFNGLGETSAMPLERPARAMETERFVPROC wgl_glGetSamplerParameterfv = NULL;
PFNGLVERTEXATTRIBDIVISORPROC wgl_glVertexAttribDivisor = NULL;
PFNGLBINDTRANSFORMFEEDBACKPROC wgl_glBindTransformFeedback = NULL;
PFNGLDELETETRANSFORMFEEDBACKSPROC wgl_glDeleteTransformFeedbacks = NULL;
PFNGLGENTRANSFORMFEEDBACKSPROC wgl_glGenTransformFeedbacks = NULL;
PFNGLISTRANSFORMFEEDBACKPROC wgl_glIsTransformFeedback = NULL;
PFNGLPAUSETRANSFORMFEEDBACKPROC wgl_glPauseTransformFeedback = NULL;
PFNGLRESUMETRANSFORMFEEDBACKPROC wgl_glResumeTransformFeedback = NULL;
PFNGLGETPROGRAMBINARYPROC wgl_glGetProgramBinary = NULL;
PFNGLPROGRAMBINARYPROC wgl_glProgramBinary = NULL;
PFNGLPROGRAMPARAMETERIPROC wgl_glProgramParameteri = NULL;
PFNGLINVALIDATEFRAMEBUFFERPROC wgl_glInvalidateFramebuffer = NULL;
PFNGLINVALIDATESUBFRAMEBUFFERPROC wgl_glInvalidateSubFramebuffer = NULL;
PFNGLTEXSTORAGE2DPROC wgl_glTexStorage2D = NULL;
PFNGLTEXSTORAGE3DPROC wgl_glTexStorage3D = NULL;
PFNGLGETINTERNALFORMATIVPROC wgl_glGetInternalformativ = NULL;
/* OpenGL Windows Extensions */
PFNWGLCHOOSEPIXELFORMATARBPROC wgl_wglChoosePixelFormatARB = NULL;
PFNWGLCREATECONTEXTATTRIBSARBPROC wgl_wglCreateContextAttribsARB = NULL;
PFNWGLGETEXTENSIONSSTRINGARBPROC wgl_wglGetExtensionsStringARB = NULL;
PFNWGLGETEXTENSIONSSTRINGEXTPROC wgl_wglGetExtensionsStringEXT = NULL;
HMODULE opengl32 = NULL;
typedef PROC (WINAPI * PFNWGLLOADERWGLGETPROCADDRESSPROC) (LPCSTR lpszProc);
PFNWGLLOADERWGLGETPROCADDRESSPROC wgl_wglGetProcAddress = NULL;
PROC WINAPI wgl_GetProcAddress(LPCSTR procName) {
PROC proc = NULL;
proc = wgl_wglGetProcAddress(procName);
if (!proc) {
proc = GetProcAddress(opengl32, procName);
}
return proc;
}
void loadWGL() {
if(opengl32) {
return;
}
opengl32 = LoadLibraryA("opengl32.dll");
wgl_wglGetProcAddress = (PFNWGLLOADERWGLGETPROCADDRESSPROC)GetProcAddress(opengl32, "wglGetProcAddress");
/* OpenGL ES 2.0 */
wgl_glActiveTexture = (PFNGLACTIVETEXTUREPROC)wgl_GetProcAddress("glActiveTexture");
wgl_glAttachShader = (PFNGLATTACHSHADERPROC)wgl_GetProcAddress("glAttachShader");
wgl_glBindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC)wgl_GetProcAddress("glBindAttribLocation");
wgl_glBindBuffer = (PFNGLBINDBUFFERPROC)wgl_GetProcAddress("glBindBuffer");
wgl_glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wgl_GetProcAddress("glBindFramebuffer");
wgl_glBindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC)wgl_GetProcAddress("glBindRenderbuffer");
wgl_glBindTexture = (PFNGLBINDTEXTUREPROC)wgl_GetProcAddress("glBindTexture");
wgl_glBlendColor = (PFNGLBLENDCOLORPROC)wgl_GetProcAddress("glBlendColor");
wgl_glBlendEquation = (PFNGLBLENDEQUATIONPROC)wgl_GetProcAddress("glBlendEquation");
wgl_glBlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC)wgl_GetProcAddress("glBlendEquationSeparate");
wgl_glBlendFunc = (PFNGLBLENDFUNCPROC)wgl_GetProcAddress("glBlendFunc");
wgl_glBlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC)wgl_GetProcAddress("glBlendFuncSeparate");
wgl_glBufferData = (PFNGLBUFFERDATAPROC)wgl_GetProcAddress("glBufferData");
wgl_glBufferSubData = (PFNGLBUFFERSUBDATAPROC)wgl_GetProcAddress("glBufferSubData");
wgl_glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wgl_GetProcAddress("glCheckFramebufferStatus");
wgl_glClear = (PFNGLCLEARPROC)wgl_GetProcAddress("glClear");
wgl_glClearColor = (PFNGLCLEARCOLORPROC)wgl_GetProcAddress("glClearColor");
wgl_glClearDepthf = (PFNGLCLEARDEPTHFPROC)wgl_GetProcAddress("glClearDepthf");
wgl_glClearStencil = (PFNGLCLEARSTENCILPROC)wgl_GetProcAddress("glClearStencil");
wgl_glColorMask = (PFNGLCOLORMASKPROC)wgl_GetProcAddress("glColorMask");
wgl_glCompileShader = (PFNGLCOMPILESHADERPROC)wgl_GetProcAddress("glCompileShader");
wgl_glCompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC)wgl_GetProcAddress("glCompressedTexImage2D");
wgl_glCompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC)wgl_GetProcAddress("glCompressedTexSubImage2D");
wgl_glCopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC)wgl_GetProcAddress("glCopyTexImage2D");
wgl_glCopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC)wgl_GetProcAddress("glCopyTexSubImage2D");
wgl_glCreateProgram = (PFNGLCREATEPROGRAMPROC)wgl_GetProcAddress("glCreateProgram");
wgl_glCreateShader = (PFNGLCREATESHADERPROC)wgl_GetProcAddress("glCreateShader");
wgl_glCullFace = (PFNGLCULLFACEPROC)wgl_GetProcAddress("glCullFace");
wgl_glDeleteBuffers = (PFNGLDELETEBUFFERSPROC)wgl_GetProcAddress("glDeleteBuffers");
wgl_glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wgl_GetProcAddress("glDeleteFramebuffers");
wgl_glDeleteProgram = (PFNGLDELETEPROGRAMPROC)wgl_GetProcAddress("glDeleteProgram");
wgl_glDeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC)wgl_GetProcAddress("glDeleteRenderbuffers");
wgl_glDeleteShader = (PFNGLDELETESHADERPROC)wgl_GetProcAddress("glDeleteShader");
wgl_glDeleteTextures = (PFNGLDELETETEXTURESPROC)wgl_GetProcAddress("glDeleteTextures");
wgl_glDepthFunc = (PFNGLDEPTHFUNCPROC)wgl_GetProcAddress("glDepthFunc");
wgl_glDepthMask = (PFNGLDEPTHMASKPROC)wgl_GetProcAddress("glDepthMask");
wgl_glDepthRangef = (PFNGLDEPTHRANGEFPROC)wgl_GetProcAddress("glDepthRangef");
wgl_glDetachShader = (PFNGLDETACHSHADERPROC)wgl_GetProcAddress("glDetachShader");
wgl_glDisable = (PFNGLDISABLEPROC)wgl_GetProcAddress("glDisable");
wgl_glDisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC)wgl_GetProcAddress("glDisableVertexAttribArray");
wgl_glDrawArrays = (PFNGLDRAWARRAYSPROC)wgl_GetProcAddress("glDrawArrays");
wgl_glDrawElements = (PFNGLDRAWELEMENTSPROC)wgl_GetProcAddress("glDrawElements");
wgl_glEnable = (PFNGLENABLEPROC)wgl_GetProcAddress("glEnable");
wgl_glEnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)wgl_GetProcAddress("glEnableVertexAttribArray");
wgl_glFinish = (PFNGLFINISHPROC)wgl_GetProcAddress("glFinish");
wgl_glFlush = (PFNGLFLUSHPROC)wgl_GetProcAddress("glFlush");
wgl_glFramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)wgl_GetProcAddress("glFramebufferRenderbuffer");
wgl_glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wgl_GetProcAddress("glFramebufferTexture2D");
wgl_glFrontFace = (PFNGLFRONTFACEPROC)wgl_GetProcAddress("glFrontFace");
wgl_glGenBuffers = (PFNGLGENBUFFERSPROC)wgl_GetProcAddress("glGenBuffers");
wgl_glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)wgl_GetProcAddress("glGenerateMipmap");
wgl_glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wgl_GetProcAddress("glGenFramebuffers");
wgl_glGenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC)wgl_GetProcAddress("glGenRenderbuffers");
wgl_glGenTextures = (PFNGLGENTEXTURESPROC)wgl_GetProcAddress("glGenTextures");
wgl_glGetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC)wgl_GetProcAddress("glGetActiveAttrib");
wgl_glGetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC)wgl_GetProcAddress("glGetActiveUniform");
wgl_glGetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC)wgl_GetProcAddress("glGetAttachedShaders");
wgl_glGetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)wgl_GetProcAddress("glGetAttribLocation");
wgl_glGetBooleanv = (PFNGLGETBOOLEANVPROC)wgl_GetProcAddress("glGetBooleanv");
wgl_glGetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC)wgl_GetProcAddress("glGetBufferParameteriv");
wgl_glGetError = (PFNGLGETERRORPROC)wgl_GetProcAddress("glGetError");
wgl_glGetFloatv = (PFNGLGETFLOATVPROC)wgl_GetProcAddress("glGetFloatv");
wgl_glGetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC)wgl_GetProcAddress("glGetFramebufferAttachmentParameteriv");
wgl_glGetIntegerv = (PFNGLGETINTEGERVPROC)wgl_GetProcAddress("glGetIntegerv");
wgl_glGetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)wgl_GetProcAddress("glGetProgramInfoLog");
wgl_glGetProgramiv = (PFNGLGETPROGRAMIVPROC)wgl_GetProcAddress("glGetProgramiv");
wgl_glGetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC)wgl_GetProcAddress("glGetRenderbufferParameteriv");
wgl_glGetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)wgl_GetProcAddress("glGetShaderInfoLog");
wgl_glGetShaderiv = (PFNGLGETSHADERIVPROC)wgl_GetProcAddress("glGetShaderiv");
wgl_glGetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC)wgl_GetProcAddress("glGetShaderPrecisionFormat");
wgl_glGetShaderSource = (PFNGLGETSHADERSOURCEPROC)wgl_GetProcAddress("glGetShaderSource");
wgl_glGetString = (PFNGLGETSTRINGPROC)wgl_GetProcAddress("glGetString");
wgl_glGetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC)wgl_GetProcAddress("glGetTexParameterfv");
wgl_glGetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC)wgl_GetProcAddress("glGetTexParameteriv");
wgl_glGetUniformfv = (PFNGLGETUNIFORMFVPROC)wgl_GetProcAddress("glGetUniformfv");
wgl_glGetUniformiv = (PFNGLGETUNIFORMIVPROC)wgl_GetProcAddress("glGetUniformiv");
wgl_glGetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)wgl_GetProcAddress("glGetUniformLocation");
wgl_glGetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC)wgl_GetProcAddress("glGetVertexAttribfv");
wgl_glGetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC)wgl_GetProcAddress("glGetVertexAttribiv");
wgl_glGetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC)wgl_GetProcAddress("glGetVertexAttribPointerv");
wgl_glHint = (PFNGLHINTPROC)wgl_GetProcAddress("glHint");
wgl_glIsBuffer = (PFNGLISBUFFERPROC)wgl_GetProcAddress("glIsBuffer");
wgl_glIsEnabled = (PFNGLISENABLEDPROC)wgl_GetProcAddress("glIsEnabled");
wgl_glIsFramebuffer = (PFNGLISFRAMEBUFFERPROC)wgl_GetProcAddress("glIsFramebuffer");
wgl_glIsProgram = (PFNGLISPROGRAMPROC)wgl_GetProcAddress("glIsProgram");
wgl_glIsRenderbuffer = (PFNGLISRENDERBUFFERPROC)wgl_GetProcAddress("glIsRenderbuffer");
wgl_glIsShader = (PFNGLISSHADERPROC)wgl_GetProcAddress("glIsShader");
wgl_glIsTexture = (PFNGLISTEXTUREPROC)wgl_GetProcAddress("glIsTexture");
wgl_glLineWidth = (PFNGLLINEWIDTHPROC)wgl_GetProcAddress("glLineWidth");
wgl_glLinkProgram = (PFNGLLINKPROGRAMPROC)wgl_GetProcAddress("glLinkProgram");
wgl_glPixelStorei = (PFNGLPIXELSTOREIPROC)wgl_GetProcAddress("glPixelStorei");
wgl_glPolygonOffset = (PFNGLPOLYGONOFFSETPROC)wgl_GetProcAddress("glPolygonOffset");
wgl_glReadPixels = (PFNGLREADPIXELSPROC)wgl_GetProcAddress("glReadPixels");
wgl_glReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC)wgl_GetProcAddress("glReleaseShaderCompiler");
wgl_glRenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC)wgl_GetProcAddress("glRenderbufferStorage");
wgl_glSampleCoverage = (PFNGLSAMPLECOVERAGEPROC)wgl_GetProcAddress("glSampleCoverage");
wgl_glScissor = (PFNGLSCISSORPROC)wgl_GetProcAddress("glScissor");
wgl_glShaderBinary = (PFNGLSHADERBINARYPROC)wgl_GetProcAddress("glShaderBinary");
wgl_glShaderSource = (PFNGLSHADERSOURCEPROC)wgl_GetProcAddress("glShaderSource");
wgl_glStencilFunc = (PFNGLSTENCILFUNCPROC)wgl_GetProcAddress("glStencilFunc");
wgl_glStencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC)wgl_GetProcAddress("glStencilFuncSeparate");
wgl_glStencilMask = (PFNGLSTENCILMASKPROC)wgl_GetProcAddress("glStencilMask");
wgl_glStencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC)wgl_GetProcAddress("glStencilMaskSeparate");
wgl_glStencilOp = (PFNGLSTENCILOPPROC)wgl_GetProcAddress("glStencilOp");
wgl_glStencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC)wgl_GetProcAddress("glStencilOpSeparate");
wgl_glTexImage2D = (PFNGLTEXIMAGE2DPROC)wgl_GetProcAddress("glTexImage2D");
wgl_glTexParameterf = (PFNGLTEXPARAMETERFPROC)wgl_GetProcAddress("glTexParameterf");
wgl_glTexParameterfv = (PFNGLTEXPARAMETERFVPROC)wgl_GetProcAddress("glTexParameterfv");
wgl_glTexParameteri = (PFNGLTEXPARAMETERIPROC)wgl_GetProcAddress("glTexParameteri");
wgl_glTexParameteriv = (PFNGLTEXPARAMETERIVPROC)wgl_GetProcAddress("glTexParameteriv");
wgl_glTexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC)wgl_GetProcAddress("glTexSubImage2D");
wgl_glUniform1f = (PFNGLUNIFORM1FPROC)wgl_GetProcAddress("glUniform1f");
wgl_glUniform1fv = (PFNGLUNIFORM1FVPROC)wgl_GetProcAddress("glUniform1fv");
wgl_glUniform1i = (PFNGLUNIFORM1IPROC)wgl_GetProcAddress("glUniform1i");
wgl_glUniform1iv = (PFNGLUNIFORM1IVPROC)wgl_GetProcAddress("glUniform1iv");
wgl_glUniform2f = (PFNGLUNIFORM2FPROC)wgl_GetProcAddress("glUniform2f");
wgl_glUniform2fv = (PFNGLUNIFORM2FVPROC)wgl_GetProcAddress("glUniform2fv");
wgl_glUniform2i = (PFNGLUNIFORM2IPROC)wgl_GetProcAddress("glUniform2i");
wgl_glUniform2iv = (PFNGLUNIFORM2IVPROC)wgl_GetProcAddress("glUniform2iv");
wgl_glUniform3f = (PFNGLUNIFORM3FPROC)wgl_GetProcAddress("glUniform3f");
wgl_glUniform3fv = (PFNGLUNIFORM3FVPROC)wgl_GetProcAddress("glUniform3fv");
wgl_glUniform3i = (PFNGLUNIFORM3IPROC)wgl_GetProcAddress("glUniform3i");
wgl_glUniform3iv = (PFNGLUNIFORM3IVPROC)wgl_GetProcAddress("glUniform3iv");
wgl_glUniform4f = (PFNGLUNIFORM4FPROC)wgl_GetProcAddress("glUniform4f");
wgl_glUniform4fv = (PFNGLUNIFORM4FVPROC)wgl_GetProcAddress("glUniform4fv");
wgl_glUniform4i = (PFNGLUNIFORM4IPROC)wgl_GetProcAddress("glUniform4i");
wgl_glUniform4iv = (PFNGLUNIFORM4IVPROC)wgl_GetProcAddress("glUniform4iv");
wgl_glUniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC)wgl_GetProcAddress("glUniformMatrix2fv");
wgl_glUniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC)wgl_GetProcAddress("glUniformMatrix3fv");
wgl_glUniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)wgl_GetProcAddress("glUniformMatrix4fv");
wgl_glUseProgram = (PFNGLUSEPROGRAMPROC)wgl_GetProcAddress("glUseProgram");
wgl_glValidateProgram = (PFNGLVALIDATEPROGRAMPROC)wgl_GetProcAddress("glValidateProgram");
wgl_glVertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC)wgl_GetProcAddress("glVertexAttrib1f");
wgl_glVertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC)wgl_GetProcAddress("glVertexAttrib1fv");
wgl_glVertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC)wgl_GetProcAddress("glVertexAttrib2f");
wgl_glVertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC)wgl_GetProcAddress("glVertexAttrib2fv");
wgl_glVertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC)wgl_GetProcAddress("glVertexAttrib3f");
wgl_glVertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC)wgl_GetProcAddress("glVertexAttrib3fv");
wgl_glVertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC)wgl_GetProcAddress("glVertexAttrib4f");
wgl_glVertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC)wgl_GetProcAddress("glVertexAttrib4fv");
wgl_glVertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)wgl_GetProcAddress("glVertexAttribPointer");
wgl_glViewport = (PFNGLVIEWPORTPROC)wgl_GetProcAddress("glViewport");
/* OpenGL ES 3.0 */
wgl_glReadBuffer = (PFNGLREADBUFFERPROC)wgl_GetProcAddress("glReadBuffer");
wgl_glDrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC)wgl_GetProcAddress("glDrawRangeElements");
wgl_glTexImage3D = (PFNGLTEXIMAGE3DPROC)wgl_GetProcAddress("glTexImage3D");
wgl_glTexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC)wgl_GetProcAddress("glTexSubImage3D");
wgl_glCopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC)wgl_GetProcAddress("glCopyTexSubImage3D");
wgl_glCompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC)wgl_GetProcAddress("glCompressedTexImage3D");
wgl_glCompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC)wgl_GetProcAddress("glCompressedTexSubImage3D");
wgl_glGenQueries = (PFNGLGENQUERIESPROC)wgl_GetProcAddress("glGenQueries");
wgl_glDeleteQueries = (PFNGLDELETEQUERIESPROC)wgl_GetProcAddress("glDeleteQueries");
wgl_glIsQuery = (PFNGLISQUERYPROC)wgl_GetProcAddress("glIsQuery");
wgl_glBeginQuery = (PFNGLBEGINQUERYPROC)wgl_GetProcAddress("glBeginQuery");
wgl_glEndQuery = (PFNGLENDQUERYPROC)wgl_GetProcAddress("glEndQuery");
wgl_glGetQueryiv = (PFNGLGETQUERYIVPROC)wgl_GetProcAddress("glGetQueryiv");
wgl_glGetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC)wgl_GetProcAddress("glGetQueryObjectuiv");
wgl_glUnmapBuffer = (PFNGLUNMAPBUFFERPROC)wgl_GetProcAddress("glUnmapBuffer");
wgl_glGetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC)wgl_GetProcAddress("glGetBufferPointerv");
wgl_glDrawBuffers = (PFNGLDRAWBUFFERSPROC)wgl_GetProcAddress("glDrawBuffers");
wgl_glUniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC)wgl_GetProcAddress("glUniformMatrix2x3fv");
wgl_glUniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC)wgl_GetProcAddress("glUniformMatrix3x2fv");
wgl_glUniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC)wgl_GetProcAddress("glUniformMatrix2x4fv");
wgl_glUniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC)wgl_GetProcAddress("glUniformMatrix4x2fv");
wgl_glUniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC)wgl_GetProcAddress("glUniformMatrix3x4fv");
wgl_glUniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC)wgl_GetProcAddress("glUniformMatrix4x3fv");
wgl_glBlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC)wgl_GetProcAddress("glBlitFramebuffer");
wgl_glRenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC)wgl_GetProcAddress("glRenderbufferStorageMultisample");
wgl_glFramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC)wgl_GetProcAddress("glFramebufferTextureLayer");
wgl_glMapBufferRange = (PFNGLMAPBUFFERRANGEPROC)wgl_GetProcAddress("glMapBufferRange");
wgl_glFlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)wgl_GetProcAddress("glFlushMappedBufferRange");
wgl_glBindVertexArray = (PFNGLBINDVERTEXARRAYPROC)wgl_GetProcAddress("glBindVertexArray");
wgl_glDeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)wgl_GetProcAddress("glDeleteVertexArrays");
wgl_glGenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)wgl_GetProcAddress("glGenVertexArrays");
wgl_glIsVertexArray = (PFNGLISVERTEXARRAYPROC)wgl_GetProcAddress("glIsVertexArray");
wgl_glGetIntegeri_v = (PFNGLGETINTEGERI_VPROC)wgl_GetProcAddress("glGetIntegeri_v");
wgl_glBeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC)wgl_GetProcAddress("glBeginTransformFeedback");
wgl_glEndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC)wgl_GetProcAddress("glEndTransformFeedback");
wgl_glBindBufferRange = (PFNGLBINDBUFFERRANGEPROC)wgl_GetProcAddress("glBindBufferRange");
wgl_glBindBufferBase = (PFNGLBINDBUFFERBASEPROC)wgl_GetProcAddress("glBindBufferBase");
wgl_glTransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC)wgl_GetProcAddress("glTransformFeedbackVaryings");
wgl_glGetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC)wgl_GetProcAddress("glGetTransformFeedbackVarying");
wgl_glVertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC)wgl_GetProcAddress("glVertexAttribIPointer");
wgl_glGetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC)wgl_GetProcAddress("glGetVertexAttribIiv");
wgl_glGetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC)wgl_GetProcAddress("glGetVertexAttribIuiv");
wgl_glVertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC)wgl_GetProcAddress("glVertexAttribI4i");
wgl_glVertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC)wgl_GetProcAddress("glVertexAttribI4ui");
wgl_glVertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC)wgl_GetProcAddress("glVertexAttribI4iv");
wgl_glVertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC)wgl_GetProcAddress("glVertexAttribI4uiv");
wgl_glGetUniformuiv = (PFNGLGETUNIFORMUIVPROC)wgl_GetProcAddress("glGetUniformuiv");
wgl_glGetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC)wgl_GetProcAddress("glGetFragDataLocation");
wgl_glUniform1ui = (PFNGLUNIFORM1UIPROC)wgl_GetProcAddress("glUniform1ui");
wgl_glUniform2ui = (PFNGLUNIFORM2UIPROC)wgl_GetProcAddress("glUniform2ui");
wgl_glUniform3ui = (PFNGLUNIFORM3UIPROC)wgl_GetProcAddress("glUniform3ui");
wgl_glUniform4ui = (PFNGLUNIFORM4UIPROC)wgl_GetProcAddress("glUniform4ui");
wgl_glUniform1uiv = (PFNGLUNIFORM1UIVPROC)wgl_GetProcAddress("glUniform1uiv");
wgl_glUniform2uiv = (PFNGLUNIFORM2UIVPROC)wgl_GetProcAddress("glUniform2uiv");
wgl_glUniform3uiv = (PFNGLUNIFORM3UIVPROC)wgl_GetProcAddress("glUniform3uiv");
wgl_glUniform4uiv = (PFNGLUNIFORM4UIVPROC)wgl_GetProcAddress("glUniform4uiv");
wgl_glClearBufferiv = (PFNGLCLEARBUFFERIVPROC)wgl_GetProcAddress("glClearBufferiv");
wgl_glClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC)wgl_GetProcAddress("glClearBufferuiv");
wgl_glClearBufferfv = (PFNGLCLEARBUFFERFVPROC)wgl_GetProcAddress("glClearBufferfv");
wgl_glClearBufferfi = (PFNGLCLEARBUFFERFIPROC)wgl_GetProcAddress("glClearBufferfi");
wgl_glGetStringi = (PFNGLGETSTRINGIPROC)wgl_GetProcAddress("glGetStringi");
wgl_glCopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC)wgl_GetProcAddress("glCopyBufferSubData");
wgl_glGetUniformIndices = (PFNGLGETUNIFORMINDICESPROC)wgl_GetProcAddress("glGetUniformIndices");
wgl_glGetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC)wgl_GetProcAddress("glGetActiveUniformsiv");
wgl_glGetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC)wgl_GetProcAddress("glGetUniformBlockIndex");
wgl_glGetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)wgl_GetProcAddress("glGetActiveUniformBlockiv");
wgl_glGetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC)wgl_GetProcAddress("glGetActiveUniformBlockName");
wgl_glUniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC)wgl_GetProcAddress("glUniformBlockBinding");
wgl_glDrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC)wgl_GetProcAddress("glDrawArraysInstanced");
wgl_glDrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC)wgl_GetProcAddress("glDrawElementsInstanced");
wgl_glFenceSync = (PFNGLFENCESYNCPROC)wgl_GetProcAddress("glFenceSync");
wgl_glIsSync = (PFNGLISSYNCPROC)wgl_GetProcAddress("glIsSync");
wgl_glDeleteSync = (PFNGLDELETESYNCPROC)wgl_GetProcAddress("glDeleteSync");
wgl_glClientWaitSync = (PFNGLCLIENTWAITSYNCPROC)wgl_GetProcAddress("glClientWaitSync");
wgl_glWaitSync = (PFNGLWAITSYNCPROC)wgl_GetProcAddress("glWaitSync");
wgl_glGetInteger64v = (PFNGLGETINTEGER64VPROC)wgl_GetProcAddress("glGetInteger64v");
wgl_glGetSynciv = (PFNGLGETSYNCIVPROC)wgl_GetProcAddress("glGetSynciv");
wgl_glGetInteger64i_v = (PFNGLGETINTEGER64I_VPROC)wgl_GetProcAddress("glGetInteger64i_v");
wgl_glGetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC)wgl_GetProcAddress("glGetBufferParameteri64v");
wgl_glGenSamplers = (PFNGLGENSAMPLERSPROC)wgl_GetProcAddress("glGenSamplers");
wgl_glDeleteSamplers = (PFNGLDELETESAMPLERSPROC)wgl_GetProcAddress("glDeleteSamplers");
wgl_glIsSampler = (PFNGLISSAMPLERPROC)wgl_GetProcAddress("glIsSampler");
wgl_glBindSampler = (PFNGLBINDSAMPLERPROC)wgl_GetProcAddress("glBindSampler");
wgl_glSamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC)wgl_GetProcAddress("glSamplerParameteri");
wgl_glSamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC)wgl_GetProcAddress("glSamplerParameteriv");
wgl_glSamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC)wgl_GetProcAddress("glSamplerParameterf");
wgl_glSamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC)wgl_GetProcAddress("glSamplerParameterfv");
wgl_glGetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC)wgl_GetProcAddress("glGetSamplerParameteriv");
wgl_glGetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC)wgl_GetProcAddress("glGetSamplerParameterfv");
wgl_glVertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC)wgl_GetProcAddress("glVertexAttribDivisor");
wgl_glBindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC)wgl_GetProcAddress("glBindTransformFeedback");
wgl_glDeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC)wgl_GetProcAddress("glDeleteTransformFeedbacks");
wgl_glGenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC)wgl_GetProcAddress("glGenTransformFeedbacks");
wgl_glIsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC)wgl_GetProcAddress("glIsTransformFeedback");
wgl_glPauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC)wgl_GetProcAddress("glPauseTransformFeedback");
wgl_glResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC)wgl_GetProcAddress("glResumeTransformFeedback");
wgl_glGetProgramBinary = (PFNGLGETPROGRAMBINARYPROC)wgl_GetProcAddress("glGetProgramBinary");
wgl_glProgramBinary = (PFNGLPROGRAMBINARYPROC)wgl_GetProcAddress("glProgramBinary");
wgl_glProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC)wgl_GetProcAddress("glProgramParameteri");
wgl_glInvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC)wgl_GetProcAddress("glInvalidateFramebuffer");
wgl_glInvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC)wgl_GetProcAddress("glInvalidateSubFramebuffer");
wgl_glTexStorage2D = (PFNGLTEXSTORAGE2DPROC)wgl_GetProcAddress("glTexStorage2D");
wgl_glTexStorage3D = (PFNGLTEXSTORAGE3DPROC)wgl_GetProcAddress("glTexStorage3D");
wgl_glGetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC)wgl_GetProcAddress("glGetInternalformativ");
/* OpenGL Windows Extensions */
wgl_wglChoosePixelFormatARB = (PFNWGLCHOOSEPIXELFORMATARBPROC)wgl_GetProcAddress("wglChoosePixelFormatARB");
wgl_wglCreateContextAttribsARB = (PFNWGLCREATECONTEXTATTRIBSARBPROC)wgl_GetProcAddress("wglCreateContextAttribsARB");
wgl_wglGetExtensionsStringARB = (PFNWGLGETEXTENSIONSSTRINGARBPROC)wgl_GetProcAddress("wglGetExtensionsStringARB");
wgl_wglGetExtensionsStringEXT = (PFNWGLGETEXTENSIONSSTRINGEXTPROC)wgl_GetProcAddress("wglGetExtensionsStringEXT");
}
#ifdef __cplusplus
}
#endif
namespace mbgl {
namespace platform {
/* OpenGL ES 2.0 */
void (* const glActiveTexture)(GLenum) = [](GLenum texture) { if (!opengl32) loadWGL(); ::wgl_glActiveTexture(texture); };
void (* const glAttachShader)(GLuint, GLuint) = [](GLuint program, GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glAttachShader(program, shader); };
void (* const glBindAttribLocation)(GLuint, GLuint, const GLchar*) = [](GLuint program, GLuint index, const GLchar* name) { if (!opengl32) loadWGL(); ::wgl_glBindAttribLocation(program, index, name); };
void (* const glBindBuffer)(GLenum, GLuint) = [](GLenum target, GLuint buffer) { if (!opengl32) loadWGL(); ::wgl_glBindBuffer(target, buffer); };
void (* const glBindFramebuffer)(GLenum, GLuint) = [](GLenum target, GLuint framebuffer) { if (!opengl32) loadWGL(); ::wgl_glBindFramebuffer(target, framebuffer); };
void (* const glBindRenderbuffer)(GLenum, GLuint) = [](GLenum target, GLuint renderbuffer) { if (!opengl32) loadWGL(); ::wgl_glBindRenderbuffer(target, renderbuffer); };
void (* const glBindTexture)(GLenum, GLuint) = [](GLenum target, GLuint texture) { if (!opengl32) loadWGL(); ::wgl_glBindTexture(target, texture); };
void (* const glBlendColor)(GLfloat, GLfloat, GLfloat, GLfloat) = [](GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { if (!opengl32) loadWGL(); ::wgl_glBlendColor(red, green, blue, alpha); };
void (* const glBlendEquation)(GLenum) = [](GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glBlendEquation(mode); };
void (* const glBlendEquationSeparate)(GLenum, GLenum) = [](GLenum modeRGB, GLenum modeAlpha) { if (!opengl32) loadWGL(); ::wgl_glBlendEquationSeparate(modeRGB, modeAlpha); };
void (* const glBlendFunc)(GLenum, GLenum) = [](GLenum sfactor, GLenum dfactor) { if (!opengl32) loadWGL(); ::wgl_glBlendFunc(sfactor, dfactor); };
void (* const glBlendFuncSeparate)(GLenum, GLenum, GLenum, GLenum) = [](GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) { if (!opengl32) loadWGL(); ::wgl_glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); };
void (* const glBufferData)(GLenum, GLsizeiptr, const void*, GLenum) = [](GLenum target, GLsizeiptr size, const void* data, GLenum usage) { if (!opengl32) loadWGL(); ::wgl_glBufferData(target, size, data, usage); };
void (* const glBufferSubData)(GLenum, GLintptr, GLsizeiptr, const void*) = [](GLenum target, GLintptr offset, GLsizeiptr size, const void* data) { if (!opengl32) loadWGL(); ::wgl_glBufferSubData(target, offset, size, data); };
GLenum(* const glCheckFramebufferStatus)(GLenum) = [](GLenum target) { if (!opengl32) loadWGL(); return ::wgl_glCheckFramebufferStatus(target); };
void (* const glClear)(GLbitfield) = [](GLbitfield mask) { if (!opengl32) loadWGL(); ::wgl_glClear(mask); };
void (* const glClearColor)(GLfloat, GLfloat, GLfloat, GLfloat) = [](GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) { if (!opengl32) loadWGL(); ::wgl_glClearColor(red, green, blue, alpha); };
void (* const glClearDepthf)(GLfloat) = [](GLfloat d) { if (!opengl32) loadWGL(); ::wgl_glClearDepthf(d); };
void (* const glClearStencil)(GLint) = [](GLint s) { if (!opengl32) loadWGL(); ::wgl_glClearStencil(s); };
void (* const glColorMask)(GLboolean, GLboolean, GLboolean, GLboolean) = [](GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) { if (!opengl32) loadWGL(); ::wgl_glColorMask(red, green, blue, alpha); };
void (* const glCompileShader)(GLuint) = [](GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glCompileShader(shader); };
void (* const glCompressedTexImage2D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const void*) = [](GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void* data) { if (!opengl32) loadWGL(); ::wgl_glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); };
void (* const glCompressedTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const void*) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void* data) { if (!opengl32) loadWGL(); ::wgl_glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); };
void (* const glCopyTexImage2D)(GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint) = [](GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) { if (!opengl32) loadWGL(); ::wgl_glCopyTexImage2D(target, level, internalformat, x, y, width, height, border); };
void (* const glCopyTexSubImage2D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); };
GLuint(* const glCreateProgram)() = [](void) { if (!opengl32) loadWGL(); return ::wgl_glCreateProgram(); };
GLuint(* const glCreateShader)(GLenum) = [](GLenum type) { if (!opengl32) loadWGL(); return ::wgl_glCreateShader(type); };
void (* const glCullFace)(GLenum) = [](GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glCullFace(mode); };
void (* const glDeleteBuffers)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* buffers) { if (!opengl32) loadWGL(); ::wgl_glDeleteBuffers(n, buffers); };
void (* const glDeleteFramebuffers)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* framebuffers) { if (!opengl32) loadWGL(); ::wgl_glDeleteFramebuffers(n, framebuffers); };
void (* const glDeleteProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glDeleteProgram(program); };
void (* const glDeleteRenderbuffers)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* renderbuffers) { if (!opengl32) loadWGL(); ::wgl_glDeleteRenderbuffers(n, renderbuffers); };
void (* const glDeleteShader)(GLuint) = [](GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glDeleteShader(shader); };
void (* const glDeleteTextures)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* textures) { if (!opengl32) loadWGL(); ::wgl_glDeleteTextures(n, textures); };
void (* const glDepthFunc)(GLenum) = [](GLenum func) { if (!opengl32) loadWGL(); ::wgl_glDepthFunc(func); };
void (* const glDepthMask)(GLboolean) = [](GLboolean flag) { if (!opengl32) loadWGL(); ::wgl_glDepthMask(flag); };
void (* const glDepthRangef)(GLfloat, GLfloat) = [](GLfloat n, GLfloat f) { if (!opengl32) loadWGL(); ::wgl_glDepthRangef(n, f); };
void (* const glDetachShader)(GLuint, GLuint) = [](GLuint program, GLuint shader) { if (!opengl32) loadWGL(); ::wgl_glDetachShader(program, shader); };
void (* const glDisable)(GLenum) = [](GLenum cap) { if (!opengl32) loadWGL(); ::wgl_glDisable(cap); };
void (* const glDisableVertexAttribArray)(GLuint) = [](GLuint index) { if (!opengl32) loadWGL(); ::wgl_glDisableVertexAttribArray(index); };
void (* const glDrawArrays)(GLenum, GLint, GLsizei) = [](GLenum mode, GLint first, GLsizei count) { if (!opengl32) loadWGL(); ::wgl_glDrawArrays(mode, first, count); };
void (* const glDrawElements)(GLenum, GLsizei, GLenum, const void*) = [](GLenum mode, GLsizei count, GLenum type, const void* indices) { if (!opengl32) loadWGL(); ::wgl_glDrawElements(mode, count, type, indices); };
void (* const glEnable)(GLenum) = [](GLenum cap) { if (!opengl32) loadWGL(); ::wgl_glEnable(cap); };
void (* const glEnableVertexAttribArray)(GLuint) = [](GLuint index) { if (!opengl32) loadWGL(); ::wgl_glEnableVertexAttribArray(index); };
void (* const glFinish)() = [](void) { if (!opengl32) loadWGL(); ::wgl_glFinish(); };
void (* const glFlush)() = [](void) { if (!opengl32) loadWGL(); ::wgl_glFlush(); };
void (* const glFramebufferRenderbuffer)(GLenum, GLenum, GLenum, GLuint) = [](GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) { if (!opengl32) loadWGL(); ::wgl_glFramebufferRenderbuffer(target, attachment, renderbuffertarget, renderbuffer); };
void (* const glFramebufferTexture2D)(GLenum, GLenum, GLenum, GLuint, GLint) = [](GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) { if (!opengl32) loadWGL(); ::wgl_glFramebufferTexture2D(target, attachment, textarget, texture, level); };
void (* const glFrontFace)(GLenum) = [](GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glFrontFace(mode); };
void (* const glGenBuffers)(GLsizei, GLuint*) = [](GLsizei n, GLuint* buffers) { if (!opengl32) loadWGL(); ::wgl_glGenBuffers(n, buffers); };
void (* const glGenerateMipmap)(GLenum) = [](GLenum target) { if (!opengl32) loadWGL(); ::wgl_glGenerateMipmap(target); };
void (* const glGenFramebuffers)(GLsizei, GLuint*) = [](GLsizei n, GLuint* framebuffers) { if (!opengl32) loadWGL(); ::wgl_glGenFramebuffers(n, framebuffers); };
void (* const glGenRenderbuffers)(GLsizei, GLuint*) = [](GLsizei n, GLuint* renderbuffers) { if (!opengl32) loadWGL(); ::wgl_glGenRenderbuffers(n, renderbuffers); };
void (* const glGenTextures)(GLsizei, GLuint*) = [](GLsizei n, GLuint* textures) { if (!opengl32) loadWGL(); ::wgl_glGenTextures(n, textures); };
void (* const glGetActiveAttrib)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = [](GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { if (!opengl32) loadWGL(); ::wgl_glGetActiveAttrib(program, index, bufSize, length, size, type, name); };
void (* const glGetActiveUniform)(GLuint, GLuint, GLsizei, GLsizei*, GLint*, GLenum*, GLchar*) = [](GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) { if (!opengl32) loadWGL(); ::wgl_glGetActiveUniform(program, index, bufSize, length, size, type, name); };
void (* const glGetAttachedShaders)(GLuint, GLsizei, GLsizei*, GLuint*) = [](GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) { if (!opengl32) loadWGL(); ::wgl_glGetAttachedShaders(program, maxCount, count, shaders); };
GLint(* const glGetAttribLocation)(GLuint, const GLchar*) = [](GLuint program, const GLchar* name) { if (!opengl32) loadWGL(); return ::wgl_glGetAttribLocation(program, name); };
void (* const glGetBooleanv)(GLenum, GLboolean*) = [](GLenum pname, GLboolean* data) { if (!opengl32) loadWGL(); ::wgl_glGetBooleanv(pname, data); };
void (* const glGetBufferParameteriv)(GLenum, GLenum, GLint*) = [](GLenum target, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetBufferParameteriv(target, pname, params); };
GLenum(* const glGetError)() = [](void) { if (!opengl32) loadWGL(); return ::wgl_glGetError(); };
void (* const glGetFloatv)(GLenum, GLfloat*) = [](GLenum pname, GLfloat* data) { if (!opengl32) loadWGL(); ::wgl_glGetFloatv(pname, data); };
void (* const glGetFramebufferAttachmentParameteriv)(GLenum, GLenum, GLenum, GLint*) = [](GLenum target, GLenum attachment, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetFramebufferAttachmentParameteriv(target, attachment, pname, params); };
void (* const glGetIntegerv)(GLenum, GLint*) = [](GLenum pname, GLint* data) { if (!opengl32) loadWGL(); ::wgl_glGetIntegerv(pname, data); };
void (* const glGetProgramInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = [](GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { if (!opengl32) loadWGL(); ::wgl_glGetProgramInfoLog(program, bufSize, length, infoLog); };
void (* const glGetProgramiv)(GLuint, GLenum, GLint*) = [](GLuint program, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetProgramiv(program, pname, params); };
void (* const glGetRenderbufferParameteriv)(GLenum, GLenum, GLint*) = [](GLenum target, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetRenderbufferParameteriv(target, pname, params); };
void (* const glGetShaderInfoLog)(GLuint, GLsizei, GLsizei*, GLchar*) = [](GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) { if (!opengl32) loadWGL(); ::wgl_glGetShaderInfoLog(shader, bufSize, length, infoLog); };
void (* const glGetShaderiv)(GLuint, GLenum, GLint*) = [](GLuint shader, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetShaderiv(shader, pname, params); };
void (* const glGetShaderPrecisionFormat)(GLenum, GLenum, GLint*, GLint*) = [](GLenum shadertype, GLenum precisiontype, GLint* range, GLint* precision) { if (!opengl32) loadWGL(); ::wgl_glGetShaderPrecisionFormat(shadertype, precisiontype, range, precision); };
void (* const glGetShaderSource)(GLuint, GLsizei, GLsizei*, GLchar*) = [](GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) { if (!opengl32) loadWGL(); ::wgl_glGetShaderSource(shader, bufSize, length, source); };
const GLubyte* (* const glGetString)(GLenum) = [](GLenum name) { if (!opengl32) loadWGL(); return ::wgl_glGetString(name); };
void (* const glGetTexParameterfv)(GLenum, GLenum, GLfloat*) = [](GLenum target, GLenum pname, GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glGetTexParameterfv(target, pname, params); };
void (* const glGetTexParameteriv)(GLenum, GLenum, GLint*) = [](GLenum target, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetTexParameteriv(target, pname, params); };
void (* const glGetUniformfv)(GLuint, GLint, GLfloat*) = [](GLuint program, GLint location, GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glGetUniformfv(program, location, params); };
void (* const glGetUniformiv)(GLuint, GLint, GLint*) = [](GLuint program, GLint location, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetUniformiv(program, location, params); };
GLint(* const glGetUniformLocation)(GLuint, const GLchar*) = [](GLuint program, const GLchar* name) { if (!opengl32) loadWGL(); return ::wgl_glGetUniformLocation(program, name); };
void (* const glGetVertexAttribfv)(GLuint, GLenum, GLfloat*) = [](GLuint index, GLenum pname, GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribfv(index, pname, params); };
void (* const glGetVertexAttribiv)(GLuint, GLenum, GLint*) = [](GLuint index, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribiv(index, pname, params); };
void (* const glGetVertexAttribPointerv)(GLuint, GLenum, void**) = [](GLuint index, GLenum pname, void** pointer) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribPointerv(index, pname, pointer); };
void (* const glHint)(GLenum, GLenum) = [](GLenum target, GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glHint(target, mode); };
GLboolean(* const glIsBuffer)(GLuint) = [](GLuint buffer) { if (!opengl32) loadWGL(); return ::wgl_glIsBuffer(buffer); };
GLboolean(* const glIsEnabled)(GLenum) = [](GLenum cap) { if (!opengl32) loadWGL(); return ::wgl_glIsEnabled(cap); };
GLboolean(* const glIsFramebuffer)(GLuint) = [](GLuint framebuffer) { if (!opengl32) loadWGL(); return ::wgl_glIsFramebuffer(framebuffer); };
GLboolean(* const glIsProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); return ::wgl_glIsProgram(program); };
GLboolean(* const glIsRenderbuffer)(GLuint) = [](GLuint renderbuffer) { if (!opengl32) loadWGL(); return ::wgl_glIsRenderbuffer(renderbuffer); };
GLboolean(* const glIsShader)(GLuint) = [](GLuint shader) { if (!opengl32) loadWGL(); return ::wgl_glIsShader(shader); };
GLboolean(* const glIsTexture)(GLuint) = [](GLuint texture) { if (!opengl32) loadWGL(); return ::wgl_glIsTexture(texture); };
void (* const glLineWidth)(GLfloat) = [](GLfloat width) { if (!opengl32) loadWGL(); ::wgl_glLineWidth(width); };
void (* const glLinkProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glLinkProgram(program); };
void (* const glPixelStorei)(GLenum, GLint) = [](GLenum pname, GLint param) { if (!opengl32) loadWGL(); ::wgl_glPixelStorei(pname, param); };
void (* const glPolygonOffset)(GLfloat, GLfloat) = [](GLfloat factor, GLfloat units) { if (!opengl32) loadWGL(); ::wgl_glPolygonOffset(factor, units); };
void (* const glReadPixels)(GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, void*) = [](GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) { if (!opengl32) loadWGL(); ::wgl_glReadPixels(x, y, width, height, format, type, pixels); };
void (* const glReleaseShaderCompiler)() = []() { if (!opengl32) loadWGL(); ::wgl_glReleaseShaderCompiler(); };
void (* const glRenderbufferStorage)(GLenum, GLenum, GLsizei, GLsizei) = [](GLenum target, GLenum internalformat, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glRenderbufferStorage(target, internalformat, width, height); };
void (* const glSampleCoverage)(GLfloat, GLboolean) = [](GLfloat value, GLboolean invert) { if (!opengl32) loadWGL(); ::wgl_glSampleCoverage(value, invert); };
void (* const glScissor)(GLint, GLint, GLsizei, GLsizei) = [](GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glScissor(x, y, width, height); };
void (* const glShaderBinary)(GLsizei, const GLuint*, GLenum, const GLvoid*, GLsizei) = [](GLsizei n, const GLuint* shaders, GLenum binaryformat, const GLvoid* binary, GLsizei length) { if (!opengl32) loadWGL(); ::wgl_glShaderBinary(n, shaders, binaryformat, binary, length); };
void (* const glShaderSource)(GLuint, GLsizei, const GLchar* const*, const GLint*) = [](GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) { if (!opengl32) loadWGL(); ::wgl_glShaderSource(shader, count, string, length); };
void (* const glStencilFunc)(GLenum, GLint, GLuint) = [](GLenum func, GLint ref, GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilFunc(func, ref, mask); };
void (* const glStencilFuncSeparate)(GLenum, GLenum, GLint, GLuint) = [](GLenum face, GLenum func, GLint ref, GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilFuncSeparate(face, func, ref, mask); };
void (* const glStencilMask)(GLuint) = [](GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilMask(mask); };
void (* const glStencilMaskSeparate)(GLenum, GLuint) = [](GLenum face, GLuint mask) { if (!opengl32) loadWGL(); ::wgl_glStencilMaskSeparate(face, mask); };
void (* const glStencilOp)(GLenum, GLenum, GLenum) = [](GLenum fail, GLenum zfail, GLenum zpass) { if (!opengl32) loadWGL(); ::wgl_glStencilOp(fail, zfail, zpass); };
void (* const glStencilOpSeparate)(GLenum, GLenum, GLenum, GLenum) = [](GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) { if (!opengl32) loadWGL(); ::wgl_glStencilOpSeparate(face, sfail, dpfail, dppass); };
void (* const glTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void*) = [](GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void* pixels) { if (!opengl32) loadWGL(); ::wgl_glTexImage2D(target, level, internalformat, width, height, border, format, type, pixels); };
void (* const glTexParameterf)(GLenum, GLenum, GLfloat) = [](GLenum target, GLenum pname, GLfloat param) { if (!opengl32) loadWGL(); ::wgl_glTexParameterf(target, pname, param); };
void (* const glTexParameterfv)(GLenum, GLenum, const GLfloat*) = [](GLenum target, GLenum pname, const GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glTexParameterfv(target, pname, params); };
void (* const glTexParameteri)(GLenum, GLenum, GLint) = [](GLenum target, GLenum pname, GLint param) { if (!opengl32) loadWGL(); ::wgl_glTexParameteri(target, pname, param); };
void (* const glTexParameteriv)(GLenum, GLenum, const GLint*) = [](GLenum target, GLenum pname, const GLint* params) { if (!opengl32) loadWGL(); ::wgl_glTexParameteriv(target, pname, params); };
void (* const glTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const void*) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* pixels) { if (!opengl32) loadWGL(); ::wgl_glTexSubImage2D(target, level, xoffset, yoffset, width, height, format, type, pixels); };
void (* const glUniform1f)(GLint, GLfloat) = [](GLint location, GLfloat v0) { if (!opengl32) loadWGL(); ::wgl_glUniform1f(location, v0); };
void (* const glUniform1fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform1fv(location, count, value); };
void (* const glUniform1i)(GLint, GLint) = [](GLint location, GLint v0) { if (!opengl32) loadWGL(); ::wgl_glUniform1i(location, v0); };
void (* const glUniform1iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform1iv(location, count, value); };
void (* const glUniform2f)(GLint, GLfloat, GLfloat) = [](GLint location, GLfloat v0, GLfloat v1) { if (!opengl32) loadWGL(); ::wgl_glUniform2f(location, v0, v1); };
void (* const glUniform2fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform2fv(location, count, value); };
void (* const glUniform2i)(GLint, GLint, GLint) = [](GLint location, GLint v0, GLint v1) { if (!opengl32) loadWGL(); ::wgl_glUniform2i(location, v0, v1); };
void (* const glUniform2iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform2iv(location, count, value); };
void (* const glUniform3f)(GLint, GLfloat, GLfloat, GLfloat) = [](GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { if (!opengl32) loadWGL(); ::wgl_glUniform3f(location, v0, v1, v2); };
void (* const glUniform3fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform3fv(location, count, value); };
void (* const glUniform3i)(GLint, GLint, GLint, GLint) = [](GLint location, GLint v0, GLint v1, GLint v2) { if (!opengl32) loadWGL(); ::wgl_glUniform3i(location, v0, v1, v2); };
void (* const glUniform3iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform3iv(location, count, value); };
void (* const glUniform4f)(GLint, GLfloat, GLfloat, GLfloat, GLfloat) = [](GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { if (!opengl32) loadWGL(); ::wgl_glUniform4f(location, v0, v1, v2, v3); };
void (* const glUniform4fv)(GLint, GLsizei, const GLfloat*) = [](GLint location, GLsizei count, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniform4fv(location, count, value); };
void (* const glUniform4i)(GLint, GLint, GLint, GLint, GLint) = [](GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { if (!opengl32) loadWGL(); ::wgl_glUniform4i(location, v0, v1, v2, v3); };
void (* const glUniform4iv)(GLint, GLsizei, const GLint*) = [](GLint location, GLsizei count, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform4iv(location, count, value); };
void (* const glUniformMatrix2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix2fv(location, count, transpose, value); };
void (* const glUniformMatrix3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix3fv(location, count, transpose, value); };
void (* const glUniformMatrix4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix4fv(location, count, transpose, value); };
void (* const glUseProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glUseProgram(program); };
void (* const glValidateProgram)(GLuint) = [](GLuint program) { if (!opengl32) loadWGL(); ::wgl_glValidateProgram(program); };
void (* const glVertexAttrib1f)(GLuint, GLfloat) = [](GLuint index, GLfloat x) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib1f(index, x); };
void (* const glVertexAttrib1fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib1fv(index, v); };
void (* const glVertexAttrib2f)(GLuint, GLfloat, GLfloat) = [](GLuint index, GLfloat x, GLfloat y) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib2f(index, x, y); };
void (* const glVertexAttrib2fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib2fv(index, v); };
void (* const glVertexAttrib3f)(GLuint, GLfloat, GLfloat, GLfloat) = [](GLuint index, GLfloat x, GLfloat y, GLfloat z) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib3f(index, x, y, z); };
void (* const glVertexAttrib3fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib3fv(index, v); };
void (* const glVertexAttrib4f)(GLuint, GLfloat, GLfloat, GLfloat, GLfloat) = [](GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib4f(index, x, y, z, w); };
void (* const glVertexAttrib4fv)(GLuint, const GLfloat*) = [](GLuint index, const GLfloat* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttrib4fv(index, v); };
void (* const glVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void*) = [](GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void* pointer) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribPointer(index, size, type, normalized, stride, pointer); };
void (* const glViewport)(GLint, GLint, GLsizei, GLsizei) = [](GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glViewport(x, y, width, height); };
/* OpenGL ES 3.0 */
void (* const glReadBuffer)(GLenum) = [](GLenum mode) { if (!opengl32) loadWGL(); ::wgl_glReadBuffer(mode); };
void (* const glDrawRangeElements)(GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid*) = [](GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid* indices) { if (!opengl32) loadWGL(); ::wgl_glDrawRangeElements(mode, start, end, count, type, indices); };
void (* const glTexImage3D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid*) = [](GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid* pixels) { if (!opengl32) loadWGL(); ::wgl_glTexImage3D(target, level, internalformat, width, height, depth, border, format, type, pixels); };
void (* const glTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid*) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels) { if (!opengl32) loadWGL(); ::wgl_glTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, type, pixels); };
void (* const glCopyTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y, width, height); };
void (* const glCompressedTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid*) = [](GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid* data) { if (!opengl32) loadWGL(); ::wgl_glCompressedTexImage3D(target, level, internalformat, width, height, depth, border, imageSize, data); };
void (* const glCompressedTexSubImage3D)(GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid*) = [](GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid* data) { if (!opengl32) loadWGL(); ::wgl_glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, data); };
void (* const glGenQueries)(GLsizei, GLuint*) = [](GLsizei n, GLuint* ids) { if (!opengl32) loadWGL(); ::wgl_glGenQueries(n, ids); };
void (* const glDeleteQueries)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* ids) { if (!opengl32) loadWGL(); ::wgl_glDeleteQueries(n, ids); };
GLboolean (* const glIsQuery)(GLuint) = [](GLuint id) { if (!opengl32) loadWGL(); return ::wgl_glIsQuery(id); };
void (* const glBeginQuery)(GLenum, GLuint) = [](GLenum target, GLuint id) { if (!opengl32) loadWGL(); ::wgl_glBeginQuery(target, id); };
void (* const glEndQuery)(GLenum) = [](GLenum target) { if (!opengl32) loadWGL(); ::wgl_glEndQuery(target); };
void (* const glGetQueryiv)(GLenum, GLenum, GLint*) = [](GLenum target, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetQueryiv(target, pname, params); };
void (* const glGetQueryObjectuiv)(GLuint, GLenum, GLuint*) = [](GLuint id, GLenum pname, GLuint* params) { if (!opengl32) loadWGL(); ::wgl_glGetQueryObjectuiv(id, pname, params); };
GLboolean (* const glUnmapBuffer)(GLenum) = [](GLenum target) { if (!opengl32) loadWGL(); return ::wgl_glUnmapBuffer(target); };
void (* const glGetBufferPointerv)(GLenum, GLenum, GLvoid**) = [](GLenum target, GLenum pname, GLvoid** params) { if (!opengl32) loadWGL(); ::wgl_glGetBufferPointerv(target, pname, params); };
void (* const glDrawBuffers)(GLsizei, const GLenum*) = [](GLsizei n, const GLenum* bufs) { if (!opengl32) loadWGL(); ::wgl_glDrawBuffers(n, bufs); };
void (* const glUniformMatrix2x3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix2x3fv(location, count, transpose, value); };
void (* const glUniformMatrix3x2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix3x2fv(location, count, transpose, value); };
void (* const glUniformMatrix2x4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix2x4fv(location, count, transpose, value); };
void (* const glUniformMatrix4x2fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix4x2fv(location, count, transpose, value); };
void (* const glUniformMatrix3x4fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix3x4fv(location, count, transpose, value); };
void (* const glUniformMatrix4x3fv)(GLint, GLsizei, GLboolean, const GLfloat*) = [](GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glUniformMatrix4x3fv(location, count, transpose, value); };
void (* const glBlitFramebuffer)(GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLint, GLbitfield, GLenum) = [](GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) { if (!opengl32) loadWGL(); ::wgl_glBlitFramebuffer(srcX0, srcY0, srcX1, srcY1, dstX0, dstY0, dstX1, dstY1, mask, filter); };
void (* const glRenderbufferStorageMultisample)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) = [](GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glRenderbufferStorageMultisample(target, samples, internalformat, width, height); };
void (* const glFramebufferTextureLayer)(GLenum, GLenum, GLuint, GLint, GLint) = [](GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) { if (!opengl32) loadWGL(); ::wgl_glFramebufferTextureLayer(target, attachment, texture, level, layer); };
GLvoid* (* const glMapBufferRange)(GLenum, GLintptr, GLsizeiptr, GLbitfield) = [](GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) { if (!opengl32) loadWGL(); return ::wgl_glMapBufferRange(target, offset, length, access); };
void (* const glFlushMappedBufferRange)(GLenum, GLintptr, GLsizeiptr) = [](GLenum target, GLintptr offset, GLsizeiptr length) { if (!opengl32) loadWGL(); ::wgl_glFlushMappedBufferRange(target, offset, length); };
void (* const glBindVertexArray)(GLuint) = [](GLuint array) { if (!opengl32) loadWGL(); ::wgl_glBindVertexArray(array); };
void (* const glDeleteVertexArrays)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* arrays) { if (!opengl32) loadWGL(); ::wgl_glDeleteVertexArrays(n, arrays); };
void (* const glGenVertexArrays)(GLsizei, GLuint*) = [](GLsizei n, GLuint* arrays) { if (!opengl32) loadWGL(); ::wgl_glGenVertexArrays(n, arrays); };
GLboolean (* const glIsVertexArray)(GLuint) = [](GLuint array) { if (!opengl32) loadWGL(); return ::wgl_glIsVertexArray(array); };
void (* const glGetIntegeri_v)(GLenum, GLuint, GLint*) = [](GLenum target, GLuint index, GLint* data) { if (!opengl32) loadWGL(); ::wgl_glGetIntegeri_v(target, index, data); };
void (* const glBeginTransformFeedback)(GLenum) = [](GLenum primitiveMode) { if (!opengl32) loadWGL(); ::wgl_glBeginTransformFeedback(primitiveMode); };
void (* const glEndTransformFeedback)() = []() { if (!opengl32) loadWGL(); ::wgl_glEndTransformFeedback(); };
void (* const glBindBufferRange)(GLenum, GLuint, GLuint, GLintptr, GLsizeiptr) = [](GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) { if (!opengl32) loadWGL(); ::wgl_glBindBufferRange(target, index, buffer, offset, size); };
void (* const glBindBufferBase)(GLenum, GLuint, GLuint) = [](GLenum target, GLuint index, GLuint buffer) { if (!opengl32) loadWGL(); ::wgl_glBindBufferBase(target, index, buffer); };
void (* const glTransformFeedbackVaryings)(GLuint, GLsizei, const GLchar* const*, GLenum) = [](GLuint program, GLsizei count, const GLchar* const* varyings, GLenum bufferMode) { if (!opengl32) loadWGL(); ::wgl_glTransformFeedbackVaryings(program, count, varyings, bufferMode); };
void (* const glGetTransformFeedbackVarying)(GLuint, GLuint, GLsizei, GLsizei*, GLsizei*, GLenum*, GLchar*) = [](GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLsizei* size, GLenum* type, GLchar* name) { if (!opengl32) loadWGL(); ::wgl_glGetTransformFeedbackVarying(program, index, bufSize, length, size, type, name); };
void (* const glVertexAttribIPointer)(GLuint, GLint, GLenum, GLsizei, const GLvoid*) = [](GLuint index, GLint size, GLenum type, GLsizei stride, const GLvoid* pointer) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribIPointer(index, size, type, stride, pointer); };
void (* const glGetVertexAttribIiv)(GLuint, GLenum, GLint*) = [](GLuint index, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribIiv(index, pname, params); };
void (* const glGetVertexAttribIuiv)(GLuint, GLenum, GLuint*) = [](GLuint index, GLenum pname, GLuint* params) { if (!opengl32) loadWGL(); ::wgl_glGetVertexAttribIuiv(index, pname, params); };
void (* const glVertexAttribI4i)(GLuint, GLint, GLint, GLint, GLint) = [](GLuint index, GLint x, GLint y, GLint z, GLint w) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribI4i(index, x, y, z, w); };
void (* const glVertexAttribI4ui)(GLuint, GLuint, GLuint, GLuint, GLuint) = [](GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribI4ui(index, x, y, z, w); };
void (* const glVertexAttribI4iv)(GLuint, const GLint*) = [](GLuint index, const GLint* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribI4iv(index, v); };
void (* const glVertexAttribI4uiv)(GLuint, const GLuint*) = [](GLuint index, const GLuint* v) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribI4uiv(index, v); };
void (* const glGetUniformuiv)(GLuint, GLint, GLuint*) = [](GLuint program, GLint location, GLuint* params) { if (!opengl32) loadWGL(); ::wgl_glGetUniformuiv(program, location, params); };
GLint (* const glGetFragDataLocation)(GLuint, const GLchar*) = [](GLuint program, const GLchar* name) { if (!opengl32) loadWGL(); return ::wgl_glGetFragDataLocation(program, name); };
void (* const glUniform1ui)(GLint, GLuint) = [](GLint location, GLuint v0) { if (!opengl32) loadWGL(); ::wgl_glUniform1ui(location, v0); };
void (* const glUniform2ui)(GLint, GLuint, GLuint) = [](GLint location, GLuint v0, GLuint v1) { if (!opengl32) loadWGL(); ::wgl_glUniform2ui(location, v0, v1); };
void (* const glUniform3ui)(GLint, GLuint, GLuint, GLuint) = [](GLint location, GLuint v0, GLuint v1, GLuint v2) { if (!opengl32) loadWGL(); ::wgl_glUniform3ui(location, v0, v1, v2); };
void (* const glUniform4ui)(GLint, GLuint, GLuint, GLuint, GLuint) = [](GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { if (!opengl32) loadWGL(); ::wgl_glUniform4ui(location, v0, v1, v2, v3); };
void (* const glUniform1uiv)(GLint, GLsizei, const GLuint*) = [](GLint location, GLsizei count, const GLuint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform1uiv(location, count, value); };
void (* const glUniform2uiv)(GLint, GLsizei, const GLuint*) = [](GLint location, GLsizei count, const GLuint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform2uiv(location, count, value); };
void (* const glUniform3uiv)(GLint, GLsizei, const GLuint*) = [](GLint location, GLsizei count, const GLuint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform3uiv(location, count, value); };
void (* const glUniform4uiv)(GLint, GLsizei, const GLuint*) = [](GLint location, GLsizei count, const GLuint* value) { if (!opengl32) loadWGL(); ::wgl_glUniform4uiv(location, count, value); };
void (* const glClearBufferiv)(GLenum, GLint, const GLint*) = [](GLenum buffer, GLint drawbuffer, const GLint* value) { if (!opengl32) loadWGL(); ::wgl_glClearBufferiv(buffer, drawbuffer, value); };
void (* const glClearBufferuiv)(GLenum, GLint, const GLuint*) = [](GLenum buffer, GLint drawbuffer, const GLuint* value) { if (!opengl32) loadWGL(); ::wgl_glClearBufferuiv(buffer, drawbuffer, value); };
void (* const glClearBufferfv)(GLenum, GLint, const GLfloat*) = [](GLenum buffer, GLint drawbuffer, const GLfloat* value) { if (!opengl32) loadWGL(); ::wgl_glClearBufferfv(buffer, drawbuffer, value); };
void (* const glClearBufferfi)(GLenum, GLint, GLfloat, GLint) = [](GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) { if (!opengl32) loadWGL(); ::wgl_glClearBufferfi(buffer, drawbuffer, depth, stencil); };
const GLubyte* (* const glGetStringi)(GLenum, GLuint) = [](GLenum name, GLuint index) { if (!opengl32) loadWGL(); return ::wgl_glGetStringi(name, index); };
void (* const glCopyBufferSubData)(GLenum, GLenum, GLintptr, GLintptr, GLsizeiptr) = [](GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) { if (!opengl32) loadWGL(); ::wgl_glCopyBufferSubData(readTarget, writeTarget, readOffset, writeOffset, size); };
void (* const glGetUniformIndices)(GLuint, GLsizei, const GLchar* const*, GLuint*) = [](GLuint program, GLsizei uniformCount, const GLchar* const* uniformNames, GLuint* uniformIndices) { if (!opengl32) loadWGL(); ::wgl_glGetUniformIndices(program, uniformCount, uniformNames, uniformIndices); };
void (* const glGetActiveUniformsiv)(GLuint, GLsizei, const GLuint*, GLenum, GLint*) = [](GLuint program, GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetActiveUniformsiv(program, uniformCount, uniformIndices, pname, params); };
GLuint (* const glGetUniformBlockIndex)(GLuint, const GLchar*) = [](GLuint program, const GLchar* uniformBlockName) { if (!opengl32) loadWGL(); return ::wgl_glGetUniformBlockIndex(program, uniformBlockName); };
void (* const glGetActiveUniformBlockiv)(GLuint, GLuint, GLenum, GLint*) = [](GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetActiveUniformBlockiv(program, uniformBlockIndex, pname, params); };
void (* const glGetActiveUniformBlockName)(GLuint, GLuint, GLsizei, GLsizei*, GLchar*) = [](GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName) { if (!opengl32) loadWGL(); ::wgl_glGetActiveUniformBlockName(program, uniformBlockIndex, bufSize, length, uniformBlockName); };
void (* const glUniformBlockBinding)(GLuint, GLuint, GLuint) = [](GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) { if (!opengl32) loadWGL(); ::wgl_glUniformBlockBinding(program, uniformBlockIndex, uniformBlockBinding); };
void (* const glDrawArraysInstanced)(GLenum, GLint, GLsizei, GLsizei) = [](GLenum mode, GLint first, GLsizei count, GLsizei instancecount) { if (!opengl32) loadWGL(); ::wgl_glDrawArraysInstanced(mode, first, count, instancecount); };
void (* const glDrawElementsInstanced)(GLenum, GLsizei, GLenum, const GLvoid*, GLsizei) = [](GLenum mode, GLsizei count, GLenum type, const GLvoid* indices, GLsizei instancecount) { if (!opengl32) loadWGL(); ::wgl_glDrawElementsInstanced(mode, count, type, indices, instancecount); };
GLsync (* const glFenceSync)(GLenum, GLbitfield) = [](GLenum condition, GLbitfield flags) { if (!opengl32) loadWGL(); return ::wgl_glFenceSync(condition, flags); };
GLboolean (* const glIsSync)(GLsync) = [](GLsync sync) { if (!opengl32) loadWGL(); return ::wgl_glIsSync(sync); };
void (* const glDeleteSync)(GLsync) = [](GLsync sync) { if (!opengl32) loadWGL(); ::wgl_glDeleteSync(sync); };
GLenum (* const glClientWaitSync)(GLsync, GLbitfield, GLuint64) = [](GLsync sync, GLbitfield flags, GLuint64 timeout) { if (!opengl32) loadWGL(); return ::wgl_glClientWaitSync(sync, flags, timeout); };
void (* const glWaitSync)(GLsync, GLbitfield, GLuint64) = [](GLsync sync, GLbitfield flags, GLuint64 timeout) { if (!opengl32) loadWGL(); ::wgl_glWaitSync(sync, flags, timeout); };
void (* const glGetInteger64v)(GLenum, GLint64*) = [](GLenum pname, GLint64* params) { if (!opengl32) loadWGL(); ::wgl_glGetInteger64v(pname, params); };
void (* const glGetSynciv)(GLsync, GLenum, GLsizei, GLsizei*, GLint*) = [](GLsync sync, GLenum pname, GLsizei bufSize, GLsizei* length, GLint* values) { if (!opengl32) loadWGL(); ::wgl_glGetSynciv(sync, pname, bufSize, length, values); };
void (* const glGetInteger64i_v)(GLenum, GLuint, GLint64*) = [](GLenum target, GLuint index, GLint64* data) { if (!opengl32) loadWGL(); ::wgl_glGetInteger64i_v(target, index, data); };
void (* const glGetBufferParameteri64v)(GLenum, GLenum, GLint64*) = [](GLenum target, GLenum pname, GLint64* params) { if (!opengl32) loadWGL(); ::wgl_glGetBufferParameteri64v(target, pname, params); };
void (* const glGenSamplers)(GLsizei, GLuint*) = [](GLsizei count, GLuint* samplers) { if (!opengl32) loadWGL(); ::wgl_glGenSamplers(count, samplers); };
void (* const glDeleteSamplers)(GLsizei, const GLuint*) = [](GLsizei count, const GLuint* samplers) { if (!opengl32) loadWGL(); ::wgl_glDeleteSamplers(count, samplers); };
GLboolean (* const glIsSampler)(GLuint) = [](GLuint sampler) { if (!opengl32) loadWGL(); return ::wgl_glIsSampler(sampler); };
void (* const glBindSampler)(GLuint, GLuint) = [](GLuint unit, GLuint sampler) { if (!opengl32) loadWGL(); ::wgl_glBindSampler(unit, sampler); };
void (* const glSamplerParameteri)(GLuint, GLenum, GLint) = [](GLuint sampler, GLenum pname, GLint param) { if (!opengl32) loadWGL(); ::wgl_glSamplerParameteri(sampler, pname, param); };
void (* const glSamplerParameteriv)(GLuint, GLenum, const GLint*) = [](GLuint sampler, GLenum pname, const GLint* param) { if (!opengl32) loadWGL(); ::wgl_glSamplerParameteriv(sampler, pname, param); };
void (* const glSamplerParameterf)(GLuint, GLenum, GLfloat) = [](GLuint sampler, GLenum pname, GLfloat param) { if (!opengl32) loadWGL(); ::wgl_glSamplerParameterf(sampler, pname, param); };
void (* const glSamplerParameterfv)(GLuint, GLenum, const GLfloat*) = [](GLuint sampler, GLenum pname, const GLfloat* param) { if (!opengl32) loadWGL(); ::wgl_glSamplerParameterfv(sampler, pname, param); };
void (* const glGetSamplerParameteriv)(GLuint, GLenum, GLint*) = [](GLuint sampler, GLenum pname, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetSamplerParameteriv(sampler, pname, params); };
void (* const glGetSamplerParameterfv)(GLuint, GLenum, GLfloat*) = [](GLuint sampler, GLenum pname, GLfloat* params) { if (!opengl32) loadWGL(); ::wgl_glGetSamplerParameterfv(sampler, pname, params); };
void (* const glVertexAttribDivisor)(GLuint, GLuint) = [](GLuint index, GLuint divisor) { if (!opengl32) loadWGL(); ::wgl_glVertexAttribDivisor(index, divisor); };
void (* const glBindTransformFeedback)(GLenum, GLuint) = [](GLenum target, GLuint id) { if (!opengl32) loadWGL(); ::wgl_glBindTransformFeedback(target, id); };
void (* const glDeleteTransformFeedbacks)(GLsizei, const GLuint*) = [](GLsizei n, const GLuint* ids) { if (!opengl32) loadWGL(); ::wgl_glDeleteTransformFeedbacks(n, ids); };
void (* const glGenTransformFeedbacks)(GLsizei, GLuint*) = [](GLsizei n, GLuint* ids) { if (!opengl32) loadWGL(); ::wgl_glGenTransformFeedbacks(n, ids); };
GLboolean (* const glIsTransformFeedback)(GLuint) = [](GLuint id) { if (!opengl32) loadWGL(); return ::wgl_glIsTransformFeedback(id); };
void (* const glPauseTransformFeedback)() = []() { if (!opengl32) loadWGL(); ::wgl_glPauseTransformFeedback(); };
void (* const glResumeTransformFeedback)() = []() { if (!opengl32) loadWGL(); ::wgl_glResumeTransformFeedback(); };
void (* const glGetProgramBinary)(GLuint, GLsizei, GLsizei*, GLenum*, GLvoid*) = [](GLuint program, GLsizei bufSize, GLsizei* length, GLenum* binaryFormat, GLvoid* binary) { if (!opengl32) loadWGL(); ::wgl_glGetProgramBinary(program, bufSize, length, binaryFormat, binary); };
void (* const glProgramBinary)(GLuint, GLenum, const GLvoid*, GLsizei) = [](GLuint program, GLenum binaryFormat, const GLvoid* binary, GLsizei length) { if (!opengl32) loadWGL(); ::wgl_glProgramBinary(program, binaryFormat, binary, length); };
void (* const glProgramParameteri)(GLuint, GLenum, GLint) = [](GLuint program, GLenum pname, GLint value) { if (!opengl32) loadWGL(); ::wgl_glProgramParameteri(program, pname, value); };
void (* const glInvalidateFramebuffer)(GLenum, GLsizei, const GLenum*) = [](GLenum target, GLsizei numAttachments, const GLenum* attachments) { if (!opengl32) loadWGL(); ::wgl_glInvalidateFramebuffer(target, numAttachments, attachments); };
void (* const glInvalidateSubFramebuffer)(GLenum, GLsizei, const GLenum*, GLint, GLint, GLsizei, GLsizei) = [](GLenum target, GLsizei numAttachments, const GLenum* attachments, GLint x, GLint y, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glInvalidateSubFramebuffer(target, numAttachments, attachments, x, y, width, height); };
void (* const glTexStorage2D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei) = [](GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) { if (!opengl32) loadWGL(); ::wgl_glTexStorage2D(target, levels, internalformat, width, height); };
void (* const glTexStorage3D)(GLenum, GLsizei, GLenum, GLsizei, GLsizei, GLsizei) = [](GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) { if (!opengl32) loadWGL(); ::wgl_glTexStorage3D(target, levels, internalformat, width, height, depth); };
void (* const glGetInternalformativ)(GLenum, GLenum, GLenum, GLsizei, GLint*) = [](GLenum target, GLenum internalformat, GLenum pname, GLsizei bufSize, GLint* params) { if (!opengl32) loadWGL(); ::wgl_glGetInternalformativ(target, internalformat, pname, bufSize, params); };
/* OpenGL Windows Extensions */
BOOL(* const wglChoosePixelFormatARB)(HDC, const int*, const FLOAT*, UINT, int*, UINT*) = [](HDC hdc, const int* piAttribIList, const FLOAT* pfAttribFList, UINT nMaxFormats, int* piFormats, UINT* nNumFormats) { if (!opengl32) loadWGL(); return ::wgl_wglChoosePixelFormatARB(hdc, piAttribIList, pfAttribFList, nMaxFormats, piFormats, nNumFormats); };
HGLRC(* const wglCreateContextAttribsARB)(HDC, HGLRC, const int*) = [](HDC hDC, HGLRC hShareContext, const int* attribList) { if (!opengl32) loadWGL(); return ::wgl_wglCreateContextAttribsARB(hDC, hShareContext, attribList); };
const char* (* const wglGetExtensionsStringARB)(HDC) = [](HDC hdc) { if (!opengl32) loadWGL(); return ::wgl_wglGetExtensionsStringARB(hdc); };
const char* (* const wglGetExtensionsStringEXT)() = [](void) { if (!opengl32) loadWGL(); return ::wgl_wglGetExtensionsStringEXT(); };
} // namespace platform
} // namespace mbgl
#endif