pcsx2/plugins/GSdx/GSWnd.cpp

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/*
* Copyright (C) 2011-2014 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program 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. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSWnd.h"
void GSWndGL::PopulateGlFunction()
{
*(void**)&(gl_ActiveTexture) = GetProcAddress("glActiveTexture");
*(void**)&(gl_BlendColor) = GetProcAddress("glBlendColor");
*(void**)&(gl_BlendEquationSeparate) = GetProcAddress("glBlendEquationSeparate");
*(void**)&(gl_BlendFuncSeparate) = GetProcAddress("glBlendFuncSeparate");
*(void**)&(gl_AttachShader) = GetProcAddress("glAttachShader");
*(void**)&(gl_BindBuffer) = GetProcAddress("glBindBuffer");
*(void**)&(gl_BindBufferBase) = GetProcAddress("glBindBufferBase");
*(void**)&(gl_BindFramebuffer) = GetProcAddress("glBindFramebuffer");
*(void**)&(gl_BindSampler) = GetProcAddress("glBindSampler");
*(void**)&(gl_BindVertexArray) = GetProcAddress("glBindVertexArray");
*(void**)&(gl_BlitFramebuffer) = GetProcAddress("glBlitFramebuffer");
*(void**)&(gl_BufferData) = GetProcAddress("glBufferData");
*(void**)&(gl_CheckFramebufferStatus) = GetProcAddress("glCheckFramebufferStatus");
*(void**)&(gl_ClearBufferfv) = GetProcAddress("glClearBufferfv");
*(void**)&(gl_ClearBufferiv) = GetProcAddress("glClearBufferiv");
*(void**)&(gl_ClearBufferuiv) = GetProcAddress("glClearBufferuiv");
*(void**)&(gl_ColorMaski) = GetProcAddress("glColorMaski");
*(void**)&(gl_DeleteBuffers) = GetProcAddress("glDeleteBuffers");
*(void**)&(gl_DeleteFramebuffers) = GetProcAddress("glDeleteFramebuffers");
*(void**)&(gl_DeleteSamplers) = GetProcAddress("glDeleteSamplers");
*(void**)&(gl_DeleteVertexArrays) = GetProcAddress("glDeleteVertexArrays");
*(void**)&(gl_DetachShader) = GetProcAddress("glDetachShader");
*(void**)&(gl_DrawBuffers) = GetProcAddress("glDrawBuffers");
*(void**)&(gl_DrawElementsBaseVertex) = GetProcAddress("glDrawElementsBaseVertex");
*(void**)&(gl_EnableVertexAttribArray) = GetProcAddress("glEnableVertexAttribArray");
*(void**)&(gl_FramebufferRenderbuffer) = GetProcAddress("glFramebufferRenderbuffer");
*(void**)&(gl_FramebufferTexture2D) = GetProcAddress("glFramebufferTexture2D");
*(void**)&(gl_GenBuffers) = GetProcAddress("glGenBuffers");
*(void**)&(gl_GenFramebuffers) = GetProcAddress("glGenFramebuffers");
*(void**)&(gl_GenSamplers) = GetProcAddress("glGenSamplers");
*(void**)&(gl_GenVertexArrays) = GetProcAddress("glGenVertexArrays");
*(void**)&(gl_GetBufferParameteriv) = GetProcAddress("glGetBufferParameteriv");
*(void**)&(gl_GetDebugMessageLogARB) = GetProcAddress("glGetDebugMessageLogARB");
*(void**)&(gl_DebugMessageCallback) = GetProcAddress("glDebugMessageCallback", true);
*(void**)&(gl_GetProgramInfoLog) = GetProcAddress("glGetProgramInfoLog");
*(void**)&(gl_GetProgramiv) = GetProcAddress("glGetProgramiv");
*(void**)&(gl_GetShaderiv) = GetProcAddress("glGetShaderiv");
*(void**)&(gl_GetStringi) = GetProcAddress("glGetStringi");
*(void**)&(gl_IsFramebuffer) = GetProcAddress("glIsFramebuffer");
*(void**)&(gl_MapBuffer) = GetProcAddress("glMapBuffer");
*(void**)&(gl_MapBufferRange) = GetProcAddress("glMapBufferRange");
*(void**)&(gl_ProgramParameteri) = GetProcAddress("glProgramParameteri");
*(void**)&(gl_SamplerParameterf) = GetProcAddress("glSamplerParameterf");
*(void**)&(gl_SamplerParameteri) = GetProcAddress("glSamplerParameteri");
*(void**)&(gl_ShaderSource) = GetProcAddress("glShaderSource");
*(void**)&(gl_Uniform1i) = GetProcAddress("glUniform1i");
*(void**)&(gl_UnmapBuffer) = GetProcAddress("glUnmapBuffer");
*(void**)&(gl_VertexAttribIPointer) = GetProcAddress("glVertexAttribIPointer");
*(void**)&(gl_VertexAttribPointer) = GetProcAddress("glVertexAttribPointer");
*(void**)&(gl_BufferSubData) = GetProcAddress("glBufferSubData");
*(void**)&(gl_FenceSync) = GetProcAddress("glFenceSync");
*(void**)&(gl_DeleteSync) = GetProcAddress("glDeleteSync");
*(void**)&(gl_ClientWaitSync) = GetProcAddress("glClientWaitSync");
*(void**)&(gl_FlushMappedBufferRange) = GetProcAddress("glFlushMappedBufferRange");
// GL4.0
*(void**)&(gl_BlendEquationSeparateiARB) = GetProcAddress("glBlendEquationSeparateiARB", true);
*(void**)&(gl_BlendFuncSeparateiARB) = GetProcAddress("glBlendFuncSeparateiARB", true);
// GL4.1
*(void**)&(gl_CreateShaderProgramv) = GetProcAddress("glCreateShaderProgramv", true);
*(void**)&(gl_BindProgramPipeline) = GetProcAddress("glBindProgramPipeline", true);
*(void**)&(gl_DeleteProgramPipelines) = GetProcAddress("glDeleteProgramPipelines", true);
*(void**)&(gl_GenProgramPipelines) = GetProcAddress("glGenProgramPipelines", true);
*(void**)&(gl_GetProgramPipelineiv) = GetProcAddress("glGetProgramPipelineiv", true);
*(void**)&(gl_GetProgramPipelineInfoLog) = GetProcAddress("glGetProgramPipelineInfoLog", true);
*(void**)&(gl_ValidateProgramPipeline) = GetProcAddress("glValidateProgramPipeline", true);
*(void**)&(gl_UseProgramStages) = GetProcAddress("glUseProgramStages", true);
*(void**)&(gl_ProgramUniform1i) = GetProcAddress("glProgramUniform1i", true); // but no GL4.2
*(void**)&(gl_GetProgramBinary) = GetProcAddress("glGetProgramBinary", true);
// NO GL4.1
*(void**)&(gl_DeleteProgram) = GetProcAddress("glDeleteProgram");
*(void**)&(gl_DeleteShader) = GetProcAddress("glDeleteShader");
*(void**)&(gl_CompileShader) = GetProcAddress("glCompileShader");
*(void**)&(gl_CreateProgram) = GetProcAddress("glCreateProgram");
*(void**)&(gl_CreateShader) = GetProcAddress("glCreateShader");
*(void**)&(gl_UseProgram) = GetProcAddress("glUseProgram");
*(void**)&(gl_GetShaderInfoLog) = GetProcAddress("glGetShaderInfoLog");
*(void**)&(gl_LinkProgram) = GetProcAddress("glLinkProgram");
// GL4.2
*(void**)&(gl_BindImageTexture) = GetProcAddress("glBindImageTexture", true);
*(void**)&(gl_MemoryBarrier) = GetProcAddress("glMemoryBarrier", true);
*(void**)&(gl_TexStorage2D) = GetProcAddress("glTexStorage2D");
// GL4.3
*(void**)&(gl_CopyImageSubData) = GetProcAddress("glCopyImageSubData", true);
*(void**)&(gl_InvalidateTexImage) = GetProcAddress("glInvalidateTexImage", true);
*(void**)&(gl_PushDebugGroup) = GetProcAddress("glPushDebugGroup", true);
*(void**)&(gl_PopDebugGroup) = GetProcAddress("glPopDebugGroup", true);
*(void**)&(gl_DebugMessageInsert) = GetProcAddress("glDebugMessageInsert", true);
// GL4.4
*(void**)&(gl_ClearTexImage) = GetProcAddress("glClearTexImage", true);
*(void**)&(gl_BufferStorage) = GetProcAddress("glBufferStorage", true);
// GL4.5
*(void**)&(gl_CreateTextures) = GetProcAddress("glCreateTextures", true);
*(void**)&(gl_TextureStorage2D) = GetProcAddress("glTextureStorage2D", true);
*(void**)&(gl_TextureSubImage2D) = GetProcAddress("glTextureSubImage2D", true);
*(void**)&(gl_CopyTextureSubImage2D) = GetProcAddress("glCopyTextureSubImage2D", true);
*(void**)&(gl_BindTextureUnit) = GetProcAddress("glBindTextureUnit", true);
*(void**)&(gl_GetTextureImage) = GetProcAddress("glGetTextureImage", true);
*(void**)&(gl_TextureParameteri) = GetProcAddress("glTextureParameteri", true);
*(void**)&(gl_CreateFramebuffers) = GetProcAddress("glCreateFramebuffers", true);
*(void**)&(gl_ClearNamedFramebufferfv) = GetProcAddress("glClearNamedFramebufferfv", true);
*(void**)&(gl_ClearNamedFramebufferuiv) = GetProcAddress("glClearNamedFramebufferuiv", true);
*(void**)&(gl_ClearNamedFramebufferiv) = GetProcAddress("glClearNamedFramebufferiv", true);
*(void**)&(gl_NamedFramebufferTexture) = GetProcAddress("glNamedFramebufferTexture", true);
*(void**)&(gl_NamedFramebufferDrawBuffers) = GetProcAddress("glNamedFramebufferDrawBuffers", true);
*(void**)&(gl_NamedFramebufferReadBuffer) = GetProcAddress("glNamedFramebufferReadBuffer", true);
*(void**)&(gl_CheckNamedFramebufferStatus) = GetProcAddress("glCheckNamedFramebufferStatus", true);
*(void**)&(gl_CreateBuffers) = GetProcAddress("glCreateBuffers", true);
*(void**)&(gl_NamedBufferStorage) = GetProcAddress("glNamedBufferStorage", true);
*(void**)&(gl_NamedBufferData) = GetProcAddress("glNamedBufferData", true);
*(void**)&(gl_NamedBufferSubData) = GetProcAddress("glNamedBufferSubData", true);
*(void**)&(gl_MapNamedBuffer) = GetProcAddress("glMapNamedBuffer", true);
*(void**)&(gl_MapNamedBufferRange) = GetProcAddress("glMapNamedBufferRange", true);
*(void**)&(gl_UnmapNamedBuffer) = GetProcAddress("glUnmapNamedBuffer", true);
*(void**)&(gl_FlushMappedNamedBufferRange) = GetProcAddress("glFlushMappedNamedBufferRange", true);
*(void**)&(gl_CreateSamplers) = GetProcAddress("glCreateSamplers", true);
*(void**)&(gl_CreateProgramPipelines) = GetProcAddress("glCreateProgramPipelines", true);
*(void**)&(gl_ClipControl) = GetProcAddress("glClipControl", true);
*(void**)&(gl_TextureBarrier) = GetProcAddress("glTextureBarrier", true);
if (gl_CreateFramebuffers == NULL) {
Emulate_DSA::Init();
}
}