/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * Copyright (C) 2003-2005 3Dlabs Inc. Ltd. * Copyright (C) 2004-2005 Nathan Cournia * Copyright (C) 2007 Art Tevs * Copyright (C) 2008 Zebra Imaging * Copyright (C) 2010 VIRES Simulationstechnologie GmbH * * This application is open source and may be redistributed and/or modified * freely and without restriction, both in commercial and non commercial * applications, as long as this copyright notice is maintained. * * This application is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. */ /* file: include/osg/GL2Extensions * author: Mike Weiblen 2008-01-02 * Holger Helmich 2010-10-21 */ #ifndef OSG_GL2EXTENSIONS #define OSG_GL2EXTENSIONS 1 #include #include #include #ifndef GL_SAMPLER_2D_ARRAY_EXT #define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 #define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 #define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 #define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 #endif #if !defined(GL_VERSION_2_0) typedef char GLchar; #endif #if !defined(GL_VERSION_2_0) #define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 #define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 #endif #if !defined(GL_VERSION_2_0) && !defined(GL_ES_VERSION_2_0) #define GL_VERSION_2_0 1 #define GL_BLEND_EQUATION_RGB GL_BLEND_EQUATION #define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 #define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 #define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 #define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 #define GL_CURRENT_VERTEX_ATTRIB 0x8626 #define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 #define GL_STENCIL_BACK_FUNC 0x8800 #define GL_STENCIL_BACK_FAIL 0x8801 #define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 #define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 #define GL_MAX_DRAW_BUFFERS 0x8824 #define GL_DRAW_BUFFER0 0x8825 #define GL_DRAW_BUFFER1 0x8826 #define GL_DRAW_BUFFER2 0x8827 #define GL_DRAW_BUFFER3 0x8828 #define GL_DRAW_BUFFER4 0x8829 #define GL_DRAW_BUFFER5 0x882A #define GL_DRAW_BUFFER6 0x882B #define GL_DRAW_BUFFER7 0x882C #define GL_DRAW_BUFFER8 0x882D #define GL_DRAW_BUFFER9 0x882E #define GL_DRAW_BUFFER10 0x882F #define GL_DRAW_BUFFER11 0x8830 #define GL_DRAW_BUFFER12 0x8831 #define GL_DRAW_BUFFER13 0x8832 #define GL_DRAW_BUFFER14 0x8833 #define GL_DRAW_BUFFER15 0x8834 #define GL_BLEND_EQUATION_ALPHA 0x883D #define GL_POINT_SPRITE 0x8861 #define GL_COORD_REPLACE 0x8862 #define GL_MAX_VERTEX_ATTRIBS 0x8869 #define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A #define GL_MAX_TEXTURE_COORDS 0x8871 #define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 #define GL_FRAGMENT_SHADER 0x8B30 #define GL_VERTEX_SHADER 0x8B31 #define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 #define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A #define GL_MAX_VARYING_FLOATS 0x8B4B #define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C #define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D #define GL_SHADER_TYPE 0x8B4F #define GL_FLOAT_VEC2 0x8B50 #define GL_FLOAT_VEC3 0x8B51 #define GL_FLOAT_VEC4 0x8B52 #define GL_INT_VEC2 0x8B53 #define GL_INT_VEC3 0x8B54 #define GL_INT_VEC4 0x8B55 #define GL_BOOL 0x8B56 #define GL_BOOL_VEC2 0x8B57 #define GL_BOOL_VEC3 0x8B58 #define GL_BOOL_VEC4 0x8B59 #define GL_FLOAT_MAT2 0x8B5A #define GL_FLOAT_MAT3 0x8B5B #define GL_FLOAT_MAT4 0x8B5C #define GL_SAMPLER_1D 0x8B5D #define GL_SAMPLER_2D 0x8B5E #define GL_SAMPLER_3D 0x8B5F #define GL_SAMPLER_CUBE 0x8B60 #define GL_SAMPLER_1D_SHADOW 0x8B61 #define GL_SAMPLER_2D_SHADOW 0x8B62 #define GL_DELETE_STATUS 0x8B80 #define GL_COMPILE_STATUS 0x8B81 #define GL_LINK_STATUS 0x8B82 #define GL_VALIDATE_STATUS 0x8B83 #define GL_INFO_LOG_LENGTH 0x8B84 #define GL_ATTACHED_SHADERS 0x8B85 #define GL_ACTIVE_UNIFORMS 0x8B86 #define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 #define GL_SHADER_SOURCE_LENGTH 0x8B88 #define GL_ACTIVE_ATTRIBUTES 0x8B89 #define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A #define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B #define GL_SHADING_LANGUAGE_VERSION 0x8B8C #define GL_CURRENT_PROGRAM 0x8B8D #define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 #define GL_LOWER_LEFT 0x8CA1 #define GL_UPPER_LEFT 0x8CA2 #define GL_STENCIL_BACK_REF 0x8CA3 #define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 #define GL_STENCIL_BACK_WRITEMASK 0x8CA5 #endif #ifndef GL_VERSION_2_1 #define GL_VERSION_2_1 1 #define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F #define GL_PIXEL_PACK_BUFFER 0x88EB #define GL_PIXEL_UNPACK_BUFFER 0x88EC #define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED #define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF #define GL_FLOAT_MAT2x3 0x8B65 #define GL_FLOAT_MAT2x4 0x8B66 #define GL_FLOAT_MAT3x2 0x8B67 #define GL_FLOAT_MAT3x4 0x8B68 #define GL_FLOAT_MAT4x2 0x8B69 #define GL_FLOAT_MAT4x3 0x8B6A #define GL_SRGB 0x8C40 #define GL_SRGB8 0x8C41 #define GL_SRGB_ALPHA 0x8C42 #define GL_SRGB8_ALPHA8 0x8C43 #define GL_SLUMINANCE_ALPHA 0x8C44 #define GL_SLUMINANCE8_ALPHA8 0x8C45 #define GL_SLUMINANCE 0x8C46 #define GL_SLUMINANCE8 0x8C47 #define GL_COMPRESSED_SRGB 0x8C48 #define GL_COMPRESSED_SRGB_ALPHA 0x8C49 #define GL_COMPRESSED_SLUMINANCE 0x8C4A #define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B #endif // EXT_geometry_shader4 #ifndef GL_GEOMETRY_SHADER_EXT #define GL_GEOMETRY_SHADER_EXT 0x8DD9 #define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA #define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB #define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC #define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 #define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD #define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE #define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B #define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF #define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 #define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 #define GL_LINES_ADJACENCY_EXT 0x000A #define GL_LINE_STRIP_ADJACENCY_EXT 0x000B #define GL_TRIANGLES_ADJACENCY_EXT 0x000C #define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 #define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 #define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 #define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 #define GL_PROGRAM_POINT_SIZE_EXT 0x8642 #endif // ARB_tesselation_shader #ifndef GL_TESS_EVALUATION_SHADER #define GL_PATCHES 0x000E #define GL_PATCH_VERTICES 0x8E72 #define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 #define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 #define GL_MAX_PATCH_VERTICES 0x8E7D #define GL_MAX_TESS_GEN_LEVEL 0x8E7E #define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F #define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 #define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 #define GL_MAX_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 #define GL_MAX_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 #define GL_MAX_MAX_TESS_PATCH_COMPONENTS 0x8E84 #define GL_MAX_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 #define GL_MAX_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 #define GL_MAX_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 #define GL_MAX_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A #define GL_MAX_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C #define GL_MAX_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D #define GL_MAX_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E #define GL_MAX_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F #define GL_TESS_EVALUATION_SHADER 0x8E87 #define GL_TESS_CONTROL_SHADER 0x8E88 #define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 #define GL_TESS_GEN_MODE 0x8E76 #define GL_TESS_GEN_SPACING 0x8E77 #define GL_TESS_GEN_VERTEX_ORDER 0x8E78 #define GL_TESS_GEN_POINT_MODE 0x8E79 #define GL_ISOLINES 0x8E7A #define GL_FRACTIONAL_ODD 0x8E7B #define GL_FRACTIONAL_EVEN 0x8E7C #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 #define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 #endif // EXT_gpu_shader4 #ifndef GL_INT_SAMPLER_2D_EXT #define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 #define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 #define GL_SAMPLER_BUFFER_EXT 0x8DC2 #define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 #define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 #define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 #define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 #define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 #define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 #define GL_INT_SAMPLER_1D_EXT 0x8DC9 #define GL_INT_SAMPLER_2D_EXT 0x8DCA #define GL_INT_SAMPLER_3D_EXT 0x8DCB #define GL_INT_SAMPLER_CUBE_EXT 0x8DCC #define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD #define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE #define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF #define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 #define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 #define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 #define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 #define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 #define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 #define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 #define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 #define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 #define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904 #define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905 #endif // ARB_uniform_buffer_object #ifndef GL_UNIFORM_BUFFER #define GL_UNIFORM_BUFFER 0x8A11 #define GL_UNIFORM_BUFFER_BINDING 0x8A28 #define GL_UNIFORM_BUFFER_START 0x8A29 #define GL_UNIFORM_BUFFER_SIZE 0x8A2A #define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B #define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C #define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D #define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E #define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F #define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 #define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 #define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 #define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 #define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 #define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 #define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 #define GL_UNIFORM_TYPE 0x8A37 #define GL_UNIFORM_SIZE 0x8A38 #define GL_UNIFORM_NAME_LENGTH 0x8A39 #define GL_UNIFORM_BLOCK_INDEX 0x8A3A #define GL_UNIFORM_OFFSET 0x8A3B #define GL_UNIFORM_ARRAY_STRIDE 0x8A3C #define GL_UNIFORM_MATRIX_STRIDE 0x8A3D #define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E #define GL_UNIFORM_BLOCK_BINDING 0x8A3F #define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 #define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 #define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 #define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 #define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 #define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 #define GL_INVALID_INDEX 0xFFFFFFFFu #endif //ARB_get_program_binary #ifndef GL_PROGRAM_BINARY_RETRIEVABLE_HINT #define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 #define GL_PROGRAM_BINARY_LENGTH 0x8741 #define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE #define GL_PROGRAM_BINARY_FORMATS 0x87FF #endif namespace osg { class OSG_EXPORT GL2Extensions : public osg::Referenced { public: GL2Extensions(unsigned int contextID); GL2Extensions(const GL2Extensions& rhs); void lowestCommonDenominator(const GL2Extensions& rhs); void setupGL2Extensions(unsigned int contextID); /** Does the GL driver support OpenGL Shading Language? */ bool isGlslSupported() const; float getGlVersion() const { return _glVersion; } float getLanguageVersion() const { return _glslLanguageVersion; } void setShaderObjectsSupported(bool flag) { _isShaderObjectsSupported = flag; } bool isShaderObjectsSupported() const { return _isShaderObjectsSupported; } void setVertexShaderSupported(bool flag) { _isVertexShaderSupported = flag; } bool isVertexShaderSupported() const { return _isVertexShaderSupported; } void setFragmentShaderSupported(bool flag) { _isFragmentShaderSupported = flag; } bool isFragmentShaderSupported() const { return _isFragmentShaderSupported; } void setLanguage100Supported(bool flag) { _isLanguage100Supported = flag; } bool isLanguage100Supported() const { return _isLanguage100Supported; } void setGeometryShader4Supported(bool flag) { _isGeometryShader4Supported = flag; } bool isGeometryShader4Supported() const { return _isGeometryShader4Supported; } void setTessellationShadersSupported(bool flag) { _areTessellationShadersSupported = flag; } bool areTessellationShadersSupported() const { return _areTessellationShadersSupported; } void setGpuShader4Supported(bool flag) { _isGpuShader4Supported = flag; } bool isGpuShader4Supported() const { return _isGpuShader4Supported; } void setUniformBufferObjectSupported(bool flag) { _isUniformBufferObjectSupported = flag; } bool isUniformBufferObjectSupported() {return _isUniformBufferObjectSupported; } void setGetProgramBinarySupported(bool flag) { _isGetProgramBinarySupported = flag; } bool isGetProgramBinarySupported() {return _isGetProgramBinarySupported; } /** Function to call to get the extension of a specified context. * If the Exentsion object for that context has not yet been created then * and the 'createIfNotInitalized' flag been set to false then returns NULL. * If 'createIfNotInitalized' is true then the Extensions object is * automatically created. However, in this case the extension object * only be created with the graphics context associated with ContextID..*/ static GL2Extensions* Get(unsigned int contextID,bool createIfNotInitalized); /** allows users to override the extensions across graphics contexts. * typically used when you have different extensions supported across graphics pipes * but need to ensure that they all use the same low common denominator extensions.*/ static void Set(unsigned int contextID, GL2Extensions* extensions); void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha) const; void glDrawBuffers(GLsizei n, const GLenum *bufs) const; void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) const; void glStencilFuncSeparate(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask) const; void glStencilMaskSeparate(GLenum face, GLuint mask) const; void glAttachShader(GLuint program, GLuint shader) const; void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name) const; void glCompileShader(GLuint shader) const; GLuint glCreateProgram(void) const; GLuint glCreateShader(GLenum type) const; void glDeleteProgram(GLuint program) const; void glDeleteShader(GLuint shader) const; void glDetachShader(GLuint program, GLuint shader) const; void glDisableVertexAttribArray(GLuint index) const; void glEnableVertexAttribArray(GLuint index) const; void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) const; GLint glGetAttribLocation(GLuint program, const GLchar *name) const; void glGetProgramiv(GLuint program, GLenum pname, GLint *params) const; void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const; void glGetShaderiv(GLuint shader, GLenum pname, GLint *params) const; void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) const; void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) const; GLint glGetUniformLocation(GLuint program, const GLchar *name) const; void glGetUniformfv(GLuint program, GLint location, GLfloat *params) const; void glGetUniformiv(GLuint program, GLint location, GLint *params) const; void glGetVertexAttribdv(GLuint index, GLenum pname, GLdouble *params) const; void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params) const; void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params) const; void glGetVertexAttribPointerv(GLuint index, GLenum pname, GLvoid* *pointer) const; GLboolean glIsProgram(GLuint program) const; GLboolean glIsShader(GLuint shader) const; void glLinkProgram(GLuint program) const; void glShaderSource(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length) const; void glUseProgram(GLuint program) const; void glUniform1f(GLint location, GLfloat v0) const; void glUniform2f(GLint location, GLfloat v0, GLfloat v1) const; void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) const; void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) const; void glUniform1i(GLint location, GLint v0) const; void glUniform2i(GLint location, GLint v0, GLint v1) const; void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2) const; void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) const; void glUniform1fv(GLint location, GLsizei count, const GLfloat *value) const; void glUniform2fv(GLint location, GLsizei count, const GLfloat *value) const; void glUniform3fv(GLint location, GLsizei count, const GLfloat *value) const; void glUniform4fv(GLint location, GLsizei count, const GLfloat *value) const; void glUniform1iv(GLint location, GLsizei count, const GLint *value) const; void glUniform2iv(GLint location, GLsizei count, const GLint *value) const; void glUniform3iv(GLint location, GLsizei count, const GLint *value) const; void glUniform4iv(GLint location, GLsizei count, const GLint *value) const; void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const; void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const; void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) const; void glValidateProgram(GLuint program) const; void glVertexAttrib1d(GLuint index, GLdouble x) const; void glVertexAttrib1dv(GLuint index, const GLdouble *v) const; void glVertexAttrib1f(GLuint index, GLfloat x) const; void glVertexAttrib1fv(GLuint index, const GLfloat *v) const; void glVertexAttrib1s(GLuint index, GLshort x) const; void glVertexAttrib1sv(GLuint index, const GLshort *v) const; void glVertexAttrib2d(GLuint index, GLdouble x, GLdouble y) const; void glVertexAttrib2dv(GLuint index, const GLdouble *v) const; void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y) const; void glVertexAttrib2fv(GLuint index, const GLfloat *v) const; void glVertexAttrib2s(GLuint index, GLshort x, GLshort y) const; void glVertexAttrib2sv(GLuint index, const GLshort *v) const; void glVertexAttrib3d(GLuint index, GLdouble x, GLdouble y, GLdouble z) const; void glVertexAttrib3dv(GLuint index, const GLdouble *v) const; void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z) const; void glVertexAttrib3fv(GLuint index, const GLfloat *v) const; void glVertexAttrib3s(GLuint index, GLshort x, GLshort y, GLshort z) const; void glVertexAttrib3sv(GLuint index, const GLshort *v) const; void glVertexAttrib4Nbv(GLuint index, const GLbyte *v) const; void glVertexAttrib4Niv(GLuint index, const GLint *v) const; void glVertexAttrib4Nsv(GLuint index, const GLshort *v) const; void glVertexAttrib4Nub(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w) const; void glVertexAttrib4Nubv(GLuint index, const GLubyte *v) const; void glVertexAttrib4Nuiv(GLuint index, const GLuint *v) const; void glVertexAttrib4Nusv(GLuint index, const GLushort *v) const; void glVertexAttrib4bv(GLuint index, const GLbyte *v) const; void glVertexAttrib4d(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w) const; void glVertexAttrib4dv(GLuint index, const GLdouble *v) const; void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) const; void glVertexAttrib4fv(GLuint index, const GLfloat *v) const; void glVertexAttrib4iv(GLuint index, const GLint *v) const; void glVertexAttrib4s(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w) const; void glVertexAttrib4sv(GLuint index, const GLshort *v) const; void glVertexAttrib4ubv(GLuint index, const GLubyte *v) const; void glVertexAttrib4uiv(GLuint index, const GLuint *v) const; void glVertexAttrib4usv(GLuint index, const GLushort *v) const; void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer) const; // C++-friendly convenience wrapper methods GLuint getCurrentProgram() const; bool getProgramInfoLog( GLuint program, std::string& result ) const; bool getShaderInfoLog( GLuint shader, std::string& result ) const; bool getAttribLocation( const char* attribName, GLuint& slot ) const; bool getFragDataLocation( const char* fragDataName, GLuint& slot) const; // GL 2.1 void glUniformMatrix2x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; void glUniformMatrix3x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; void glUniformMatrix2x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; void glUniformMatrix4x2fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; void glUniformMatrix3x4fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; void glUniformMatrix4x3fv( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ) const; // EXT_geometry_shader4 void glProgramParameteri( GLuint program, GLenum pname, GLint value ) const; void glFramebufferTexture( GLenum target, GLenum attachment, GLuint texture, GLint level ) const; void glFramebufferTextureLayer( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ) const; void glFramebufferTextureFace( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face ) const; // ARB_tessellation_shader void glPatchParameteri(GLenum pname, GLint value) const; void glPatchParameterfv(GLenum pname, const GLfloat *values) const; // EXT_gpu_shader4 void glGetUniformuiv( GLuint program, GLint location, GLuint *params ) const; void glBindFragDataLocation( GLuint program, GLuint color, const GLchar *name ) const; GLint glGetFragDataLocation( GLuint program, const GLchar *name ) const; void glUniform1ui( GLint location, GLuint v0 ) const; void glUniform2ui( GLint location, GLuint v0, GLuint v1 ) const; void glUniform3ui( GLint location, GLuint v0, GLuint v1, GLuint v2 ) const; void glUniform4ui( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ) const; void glUniform1uiv( GLint location, GLsizei count, const GLuint *value ) const; void glUniform2uiv( GLint location, GLsizei count, const GLuint *value ) const; void glUniform3uiv( GLint location, GLsizei count, const GLuint *value ) const; void glUniform4uiv( GLint location, GLsizei count, const GLuint *value ) const; // ARB_uniform_buffer_object void glGetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices) const; void glGetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) const; void glGetActiveUniformName(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName) const; GLuint glGetUniformBlockIndex(GLuint program, const GLchar *uniformBlockName) const; void glGetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) const; void glGetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const; void glUniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) const; // ARB_get_program_binary void glGetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary) const; void glProgramBinary(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length) const; protected: ~GL2Extensions() {} float _glVersion; float _glslLanguageVersion; bool _isShaderObjectsSupported; bool _isVertexShaderSupported; bool _isFragmentShaderSupported; bool _isLanguage100Supported; bool _isGeometryShader4Supported; bool _areTessellationShadersSupported; bool _isGpuShader4Supported; bool _isUniformBufferObjectSupported; bool _isGetProgramBinarySupported; typedef void (GL_APIENTRY * BlendEquationSeparateProc)(GLenum modeRGB, GLenum modeAlpha); typedef void (GL_APIENTRY * DrawBuffersProc)(GLsizei n, const GLenum *bufs); typedef void (GL_APIENTRY * StencilOpSeparateProc)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); typedef void (GL_APIENTRY * StencilFuncSeparateProc)(GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); typedef void (GL_APIENTRY * StencilMaskSeparateProc)(GLenum face, GLuint mask); typedef void (GL_APIENTRY * AttachShaderProc)(GLuint program, GLuint shader); typedef void (GL_APIENTRY * BindAttribLocationProc)(GLuint program, GLuint index, const GLchar *name); typedef void (GL_APIENTRY * CompileShaderProc)(GLuint shader); typedef GLuint (GL_APIENTRY * CreateProgramProc)(void); typedef GLuint (GL_APIENTRY * CreateShaderProc)(GLenum type); typedef void (GL_APIENTRY * DeleteProgramProc)(GLuint program); typedef void (GL_APIENTRY * DeleteObjectARBProc)(GLuint program); typedef void (GL_APIENTRY * DeleteShaderProc)(GLuint shader); typedef void (GL_APIENTRY * DetachShaderProc)(GLuint program, GLuint shader); typedef void (GL_APIENTRY * DisableVertexAttribArrayProc)(GLuint index); typedef void (GL_APIENTRY * EnableVertexAttribArrayProc)(GLuint index); typedef void (GL_APIENTRY * GetActiveAttribProc)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (GL_APIENTRY * GetActiveUniformProc)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); typedef void (GL_APIENTRY * GetAttachedShadersProc)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj); typedef GLint (GL_APIENTRY * GetAttribLocationProc)(GLuint program, const GLchar *name); typedef void (GL_APIENTRY * GetProgramivProc)(GLuint program, GLenum pname, GLint *params); typedef void (GL_APIENTRY * GetObjectParameterivARBProc)(GLuint program, GLenum pname, GLint *params); typedef void (GL_APIENTRY * GetProgramInfoLogProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (GL_APIENTRY * GetInfoLogARBProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (GL_APIENTRY * GetShaderivProc)(GLuint shader, GLenum pname, GLint *params); typedef void (GL_APIENTRY * GetShaderInfoLogProc)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); typedef void (GL_APIENTRY * GetShaderSourceProc)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); typedef GLint (GL_APIENTRY * GetUniformLocationProc)(GLuint program, const GLchar *name); typedef void (GL_APIENTRY * GetUniformfvProc)(GLuint program, GLint location, GLfloat *params); typedef void (GL_APIENTRY * GetUniformivProc)(GLuint program, GLint location, GLint *params); typedef void (GL_APIENTRY * GetVertexAttribdvProc)(GLuint index, GLenum pname, GLdouble *params); typedef void (GL_APIENTRY * GetVertexAttribfvProc)(GLuint index, GLenum pname, GLfloat *params); typedef void (GL_APIENTRY * GetVertexAttribivProc)(GLuint index, GLenum pname, GLint *params); typedef void (GL_APIENTRY * GetVertexAttribPointervProc)(GLuint index, GLenum pname, GLvoid* *pointer); typedef GLboolean (GL_APIENTRY * IsProgramProc)(GLuint program); typedef GLboolean (GL_APIENTRY * IsShaderProc)(GLuint shader); typedef void (GL_APIENTRY * LinkProgramProc)(GLuint program); typedef void (GL_APIENTRY * ShaderSourceProc)(GLuint shader, GLsizei count, const GLchar* *string, const GLint *length); typedef void (GL_APIENTRY * UseProgramProc)(GLuint program); typedef void (GL_APIENTRY * Uniform1fProc)(GLint location, GLfloat v0); typedef void (GL_APIENTRY * Uniform2fProc)(GLint location, GLfloat v0, GLfloat v1); typedef void (GL_APIENTRY * Uniform3fProc)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2); typedef void (GL_APIENTRY * Uniform4fProc)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); typedef void (GL_APIENTRY * Uniform1iProc)(GLint location, GLint v0); typedef void (GL_APIENTRY * Uniform2iProc)(GLint location, GLint v0, GLint v1); typedef void (GL_APIENTRY * Uniform3iProc)(GLint location, GLint v0, GLint v1, GLint v2); typedef void (GL_APIENTRY * Uniform4iProc)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3); typedef void (GL_APIENTRY * Uniform1fvProc)(GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRY * Uniform2fvProc)(GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRY * Uniform3fvProc)(GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRY * Uniform4fvProc)(GLint location, GLsizei count, const GLfloat *value); typedef void (GL_APIENTRY * Uniform1ivProc)(GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRY * Uniform2ivProc)(GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRY * Uniform3ivProc)(GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRY * Uniform4ivProc)(GLint location, GLsizei count, const GLint *value); typedef void (GL_APIENTRY * UniformMatrix2fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRY * UniformMatrix3fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRY * UniformMatrix4fvProc)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef void (GL_APIENTRY * ValidateProgramProc)(GLuint program); typedef void (GL_APIENTRY * VertexAttrib1dProc)(GLuint index, GLdouble x); typedef void (GL_APIENTRY * VertexAttrib1dvProc)(GLuint index, const GLdouble *v); typedef void (GL_APIENTRY * VertexAttrib1fProc)(GLuint index, GLfloat x); typedef void (GL_APIENTRY * VertexAttrib1fvProc)(GLuint index, const GLfloat *v); typedef void (GL_APIENTRY * VertexAttrib1sProc)(GLuint index, GLshort x); typedef void (GL_APIENTRY * VertexAttrib1svProc)(GLuint index, const GLshort *v); typedef void (GL_APIENTRY * VertexAttrib2dProc)(GLuint index, GLdouble x, GLdouble y); typedef void (GL_APIENTRY * VertexAttrib2dvProc)(GLuint index, const GLdouble *v); typedef void (GL_APIENTRY * VertexAttrib2fProc)(GLuint index, GLfloat x, GLfloat y); typedef void (GL_APIENTRY * VertexAttrib2fvProc)(GLuint index, const GLfloat *v); typedef void (GL_APIENTRY * VertexAttrib2sProc)(GLuint index, GLshort x, GLshort y); typedef void (GL_APIENTRY * VertexAttrib2svProc)(GLuint index, const GLshort *v); typedef void (GL_APIENTRY * VertexAttrib3dProc)(GLuint index, GLdouble x, GLdouble y, GLdouble z); typedef void (GL_APIENTRY * VertexAttrib3dvProc)(GLuint index, const GLdouble *v); typedef void (GL_APIENTRY * VertexAttrib3fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z); typedef void (GL_APIENTRY * VertexAttrib3fvProc)(GLuint index, const GLfloat *v); typedef void (GL_APIENTRY * VertexAttrib3sProc)(GLuint index, GLshort x, GLshort y, GLshort z); typedef void (GL_APIENTRY * VertexAttrib3svProc)(GLuint index, const GLshort *v); typedef void (GL_APIENTRY * VertexAttrib4NbvProc)(GLuint index, const GLbyte *v); typedef void (GL_APIENTRY * VertexAttrib4NivProc)(GLuint index, const GLint *v); typedef void (GL_APIENTRY * VertexAttrib4NsvProc)(GLuint index, const GLshort *v); typedef void (GL_APIENTRY * VertexAttrib4NubProc)(GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); typedef void (GL_APIENTRY * VertexAttrib4NubvProc)(GLuint index, const GLubyte *v); typedef void (GL_APIENTRY * VertexAttrib4NuivProc)(GLuint index, const GLuint *v); typedef void (GL_APIENTRY * VertexAttrib4NusvProc)(GLuint index, const GLushort *v); typedef void (GL_APIENTRY * VertexAttrib4bvProc)(GLuint index, const GLbyte *v); typedef void (GL_APIENTRY * VertexAttrib4dProc)(GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); typedef void (GL_APIENTRY * VertexAttrib4dvProc)(GLuint index, const GLdouble *v); typedef void (GL_APIENTRY * VertexAttrib4fProc)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); typedef void (GL_APIENTRY * VertexAttrib4fvProc)(GLuint index, const GLfloat *v); typedef void (GL_APIENTRY * VertexAttrib4ivProc)(GLuint index, const GLint *v); typedef void (GL_APIENTRY * VertexAttrib4sProc)(GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); typedef void (GL_APIENTRY * VertexAttrib4svProc)(GLuint index, const GLshort *v); typedef void (GL_APIENTRY * VertexAttrib4ubvProc)(GLuint index, const GLubyte *v); typedef void (GL_APIENTRY * VertexAttrib4uivProc)(GLuint index, const GLuint *v); typedef void (GL_APIENTRY * VertexAttrib4usvProc)(GLuint index, const GLushort *v); typedef void (GL_APIENTRY * VertexAttribPointerProc)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer); typedef void (GL_APIENTRY * UniformMatrix2x3fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); typedef void (GL_APIENTRY * UniformMatrix3x2fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); typedef void (GL_APIENTRY * UniformMatrix2x4fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); typedef void (GL_APIENTRY * UniformMatrix4x2fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); typedef void (GL_APIENTRY * UniformMatrix3x4fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); typedef void (GL_APIENTRY * UniformMatrix4x3fvProc)( GLint location, GLsizei count, GLboolean transpose, const GLfloat* value ); typedef void (GL_APIENTRY * ProgramParameteriProc)( GLuint program, GLenum pname, GLint value ); typedef void (GL_APIENTRY * FramebufferTextureProc)( GLenum target, GLenum attachment, GLuint texture, GLint level ); typedef void (GL_APIENTRY * FramebufferTextureLayerProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer ); typedef void (GL_APIENTRY * FramebufferTextureFaceProc)( GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face ); typedef void (GL_APIENTRY * PatchParameteriProc)( GLenum pname, GLint value ); typedef void (GL_APIENTRY * PatchParameterfvProc)( GLenum pname, const GLfloat* values ); typedef void (GL_APIENTRY * GetUniformuivProc)( GLuint program, GLint location, GLuint* params ); typedef void (GL_APIENTRY * BindFragDataLocationProc)( GLuint program, GLuint color, const GLchar* name ); typedef GLint (GL_APIENTRY * GetFragDataLocationProc)( GLuint program, const GLchar* name ); typedef void (GL_APIENTRY * Uniform1uiProc)( GLint location, GLuint v0 ); typedef void (GL_APIENTRY * Uniform2uiProc)( GLint location, GLuint v0, GLuint v1 ); typedef void (GL_APIENTRY * Uniform3uiProc)( GLint location, GLuint v0, GLuint v1, GLuint v2 ); typedef void (GL_APIENTRY * Uniform4uiProc)( GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3 ); typedef void (GL_APIENTRY * Uniform1uivProc)( GLint location, GLsizei count, const GLuint *value ); typedef void (GL_APIENTRY * Uniform2uivProc)( GLint location, GLsizei count, const GLuint *value ); typedef void (GL_APIENTRY * Uniform3uivProc)( GLint location, GLsizei count, const GLuint *value ); typedef void (GL_APIENTRY * Uniform4uivProc)( GLint location, GLsizei count, const GLuint *value ); typedef GLuint (GL_APIENTRY * GetHandleProc) (GLenum pname); typedef void (GL_APIENTRY * GetUniformIndicesProc)(GLuint program, GLsizei uniformCount, const GLchar* *uniformNames, GLuint *uniformIndices); typedef void (GL_APIENTRY * GetActiveUniformsivProc)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); typedef void (GL_APIENTRY * GetActiveUniformNameProc)(GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); typedef GLuint (GL_APIENTRY * GetUniformBlockIndexProc)(GLuint program, const GLchar *uniformBlockName); typedef void (GL_APIENTRY * GetActiveUniformBlockivProc)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); typedef void (GL_APIENTRY * GetActiveUniformBlockNameProc)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); typedef void (GL_APIENTRY * UniformBlockBindingProc)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); typedef void (GL_APIENTRY * GetProgramBinaryProc)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, GLvoid *binary); typedef void (GL_APIENTRY * ProgramBinaryProc)(GLuint program, GLenum binaryFormat, const GLvoid *binary, GLsizei length); BlendEquationSeparateProc _glBlendEquationSeparate; DrawBuffersProc _glDrawBuffers; StencilOpSeparateProc _glStencilOpSeparate; StencilFuncSeparateProc _glStencilFuncSeparate; StencilMaskSeparateProc _glStencilMaskSeparate; AttachShaderProc _glAttachShader; BindAttribLocationProc _glBindAttribLocation; CompileShaderProc _glCompileShader; CreateProgramProc _glCreateProgram; CreateShaderProc _glCreateShader; DeleteProgramProc _glDeleteProgram; DeleteShaderProc _glDeleteShader; DetachShaderProc _glDetachShader; DisableVertexAttribArrayProc _glDisableVertexAttribArray; EnableVertexAttribArrayProc _glEnableVertexAttribArray; GetActiveAttribProc _glGetActiveAttrib; GetActiveUniformProc _glGetActiveUniform; GetAttachedShadersProc _glGetAttachedShaders; GetAttribLocationProc _glGetAttribLocation; GetProgramivProc _glGetProgramiv; GetProgramInfoLogProc _glGetProgramInfoLog; GetShaderivProc _glGetShaderiv; GetShaderInfoLogProc _glGetShaderInfoLog; GetShaderSourceProc _glGetShaderSource; GetUniformLocationProc _glGetUniformLocation; GetUniformfvProc _glGetUniformfv; GetUniformivProc _glGetUniformiv; GetVertexAttribdvProc _glGetVertexAttribdv; GetVertexAttribfvProc _glGetVertexAttribfv; GetVertexAttribivProc _glGetVertexAttribiv; GetVertexAttribPointervProc _glGetVertexAttribPointerv; IsProgramProc _glIsProgram; IsShaderProc _glIsShader; LinkProgramProc _glLinkProgram; ShaderSourceProc _glShaderSource; UseProgramProc _glUseProgram; Uniform1fProc _glUniform1f; Uniform2fProc _glUniform2f; Uniform3fProc _glUniform3f; Uniform4fProc _glUniform4f; Uniform1iProc _glUniform1i; Uniform2iProc _glUniform2i; Uniform3iProc _glUniform3i; Uniform4iProc _glUniform4i; Uniform1fvProc _glUniform1fv; Uniform2fvProc _glUniform2fv; Uniform3fvProc _glUniform3fv; Uniform4fvProc _glUniform4fv; Uniform1ivProc _glUniform1iv; Uniform2ivProc _glUniform2iv; Uniform3ivProc _glUniform3iv; Uniform4ivProc _glUniform4iv; UniformMatrix2fvProc _glUniformMatrix2fv; UniformMatrix3fvProc _glUniformMatrix3fv; UniformMatrix4fvProc _glUniformMatrix4fv; ValidateProgramProc _glValidateProgram; VertexAttrib1dProc _glVertexAttrib1d; VertexAttrib1dvProc _glVertexAttrib1dv; VertexAttrib1fProc _glVertexAttrib1f; VertexAttrib1fvProc _glVertexAttrib1fv; VertexAttrib1sProc _glVertexAttrib1s; VertexAttrib1svProc _glVertexAttrib1sv; VertexAttrib2dProc _glVertexAttrib2d; VertexAttrib2dvProc _glVertexAttrib2dv; VertexAttrib2fProc _glVertexAttrib2f; VertexAttrib2fvProc _glVertexAttrib2fv; VertexAttrib2sProc _glVertexAttrib2s; VertexAttrib2svProc _glVertexAttrib2sv; VertexAttrib3dProc _glVertexAttrib3d; VertexAttrib3dvProc _glVertexAttrib3dv; VertexAttrib3fProc _glVertexAttrib3f; VertexAttrib3fvProc _glVertexAttrib3fv; VertexAttrib3sProc _glVertexAttrib3s; VertexAttrib3svProc _glVertexAttrib3sv; VertexAttrib4NbvProc _glVertexAttrib4Nbv; VertexAttrib4NivProc _glVertexAttrib4Niv; VertexAttrib4NsvProc _glVertexAttrib4Nsv; VertexAttrib4NubProc _glVertexAttrib4Nub; VertexAttrib4NubvProc _glVertexAttrib4Nubv; VertexAttrib4NuivProc _glVertexAttrib4Nuiv; VertexAttrib4NusvProc _glVertexAttrib4Nusv; VertexAttrib4bvProc _glVertexAttrib4bv; VertexAttrib4dProc _glVertexAttrib4d; VertexAttrib4dvProc _glVertexAttrib4dv; VertexAttrib4fProc _glVertexAttrib4f; VertexAttrib4fvProc _glVertexAttrib4fv; VertexAttrib4ivProc _glVertexAttrib4iv; VertexAttrib4sProc _glVertexAttrib4s; VertexAttrib4svProc _glVertexAttrib4sv; VertexAttrib4ubvProc _glVertexAttrib4ubv; VertexAttrib4uivProc _glVertexAttrib4uiv; VertexAttrib4usvProc _glVertexAttrib4usv; VertexAttribPointerProc _glVertexAttribPointer; GetInfoLogARBProc _glGetInfoLogARB; GetObjectParameterivARBProc _glGetObjectParameterivARB; DeleteObjectARBProc _glDeleteObjectARB; GetHandleProc _glGetHandleARB; // GL 2.1 UniformMatrix2x3fvProc _glUniformMatrix2x3fv; UniformMatrix3x2fvProc _glUniformMatrix3x2fv; UniformMatrix2x4fvProc _glUniformMatrix2x4fv; UniformMatrix4x2fvProc _glUniformMatrix4x2fv; UniformMatrix3x4fvProc _glUniformMatrix3x4fv; UniformMatrix4x3fvProc _glUniformMatrix4x3fv; // EXT_geometry_shader4 ProgramParameteriProc _glProgramParameteri; FramebufferTextureProc _glFramebufferTexture; FramebufferTextureLayerProc _glFramebufferTextureLayer; FramebufferTextureFaceProc _glFramebufferTextureFace; // ARB_tesselation_shader PatchParameteriProc _glPatchParameteri; PatchParameterfvProc _glPatchParameterfv; // EXT_gpu_shader4 GetUniformuivProc _glGetUniformuiv; BindFragDataLocationProc _glBindFragDataLocation; GetFragDataLocationProc _glGetFragDataLocation; Uniform1uiProc _glUniform1ui; Uniform2uiProc _glUniform2ui; Uniform3uiProc _glUniform3ui; Uniform4uiProc _glUniform4ui; Uniform1uivProc _glUniform1uiv; Uniform2uivProc _glUniform2uiv; Uniform3uivProc _glUniform3uiv; Uniform4uivProc _glUniform4uiv; // ARB_uniform_buffer_object GetUniformIndicesProc _glGetUniformIndices; GetActiveUniformsivProc _glGetActiveUniformsiv; GetActiveUniformNameProc _glGetActiveUniformName; GetUniformBlockIndexProc _glGetUniformBlockIndex; GetActiveUniformBlockivProc _glGetActiveUniformBlockiv; GetActiveUniformBlockNameProc _glGetActiveUniformBlockName; UniformBlockBindingProc _glUniformBlockBinding; //ARB_get_program_binary GetProgramBinaryProc _glGetProgramBinary; ProgramBinaryProc _glProgramBinary; }; } #endif