mirror of https://github.com/PCSX2/pcsx2.git
138 lines
6.5 KiB
C++
138 lines
6.5 KiB
C++
/*
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* Copyright (C) 2011-2013 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#pragma once
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#ifdef _LINUX
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#include <GL/glx.h>
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#endif
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#ifdef _WINDOWS
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#define GL_LOADFN(name, glName) { \
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if( (*(void**)&name = (void*)wglGetProcAddress(#glName)) == NULL ) { \
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fprintf(stderr,"Failed to find %s\n", #glName); \
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} \
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}
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#else
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#ifdef EGL_API
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#define GL_LOADFN(name, glName) { \
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if( (*(void**)&name = (void*)eglGetProcAddress(#glName)) == NULL ) { \
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fprintf(stderr,"Failed to find %s\n", #glName); \
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} \
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}
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#else
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#define GL_LOADFN(name, glName) { \
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if( (*(void**)&name = (void*)glXGetProcAddress((const GLubyte*)#glName)) == NULL ) { \
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fprintf(stderr,"Failed to find %s\n", #glName); \
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} \
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}
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#endif
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#endif
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extern PFNGLACTIVETEXTUREPROC gl_ActiveTexture;
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extern PFNGLBLENDCOLORPROC gl_BlendColor;
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extern PFNGLATTACHSHADERPROC gl_AttachShader;
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extern PFNGLBINDBUFFERPROC gl_BindBuffer;
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extern PFNGLBINDBUFFERBASEPROC gl_BindBufferBase;
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extern PFNGLBINDFRAGDATALOCATIONINDEXEDPROC gl_BindFragDataLocationIndexed;
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extern PFNGLBINDFRAMEBUFFERPROC gl_BindFramebuffer;
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extern PFNGLBINDPROGRAMPIPELINEPROC gl_BindProgramPipeline;
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extern PFNGLBINDSAMPLERPROC gl_BindSampler;
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extern PFNGLBINDVERTEXARRAYPROC gl_BindVertexArray;
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extern PFNGLBLENDEQUATIONSEPARATEPROC gl_BlendEquationSeparate;
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extern PFNGLBLENDFUNCSEPARATEPROC gl_BlendFuncSeparate;
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extern PFNGLBLITFRAMEBUFFERPROC gl_BlitFramebuffer;
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extern PFNGLBUFFERDATAPROC gl_BufferData;
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extern PFNGLCHECKFRAMEBUFFERSTATUSPROC gl_CheckFramebufferStatus;
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extern PFNGLCLEARBUFFERFVPROC gl_ClearBufferfv;
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extern PFNGLCLEARBUFFERIVPROC gl_ClearBufferiv;
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extern PFNGLCOMPILESHADERPROC gl_CompileShader;
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extern PFNGLCOPYIMAGESUBDATANVPROC gl_CopyImageSubDataNV;
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extern PFNGLCREATEPROGRAMPROC gl_CreateProgram;
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extern PFNGLCREATESHADERPROC gl_CreateShader;
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extern PFNGLCREATESHADERPROGRAMVPROC gl_CreateShaderProgramv;
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extern PFNGLDELETEBUFFERSPROC gl_DeleteBuffers;
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extern PFNGLDELETEFRAMEBUFFERSPROC gl_DeleteFramebuffers;
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extern PFNGLDELETEPROGRAMPROC gl_DeleteProgram;
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extern PFNGLDELETEPROGRAMPIPELINESPROC gl_DeleteProgramPipelines;
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extern PFNGLDELETESAMPLERSPROC gl_DeleteSamplers;
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extern PFNGLDELETESHADERPROC gl_DeleteShader;
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extern PFNGLDELETEVERTEXARRAYSPROC gl_DeleteVertexArrays;
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extern PFNGLDETACHSHADERPROC gl_DetachShader;
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extern PFNGLDRAWBUFFERSPROC gl_DrawBuffers;
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extern PFNGLDRAWELEMENTSBASEVERTEXPROC gl_DrawElementsBaseVertex;
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extern PFNGLENABLEVERTEXATTRIBARRAYPROC gl_EnableVertexAttribArray;
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extern PFNGLFRAMEBUFFERRENDERBUFFERPROC gl_FramebufferRenderbuffer;
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extern PFNGLFRAMEBUFFERTEXTURE2DPROC gl_FramebufferTexture2D;
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extern PFNGLGENBUFFERSPROC gl_GenBuffers;
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extern PFNGLGENFRAMEBUFFERSPROC gl_GenFramebuffers;
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extern PFNGLGENPROGRAMPIPELINESPROC gl_GenProgramPipelines;
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extern PFNGLGENSAMPLERSPROC gl_GenSamplers;
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extern PFNGLGENVERTEXARRAYSPROC gl_GenVertexArrays;
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extern PFNGLGETBUFFERPARAMETERIVPROC gl_GetBufferParameteriv;
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extern PFNGLGETDEBUGMESSAGELOGARBPROC gl_GetDebugMessageLogARB;
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extern PFNGLGETFRAGDATAINDEXPROC gl_GetFragDataIndex;
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extern PFNGLGETFRAGDATALOCATIONPROC gl_GetFragDataLocation;
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extern PFNGLGETPROGRAMINFOLOGPROC gl_GetProgramInfoLog;
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extern PFNGLGETPROGRAMIVPROC gl_GetProgramiv;
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extern PFNGLGETSHADERIVPROC gl_GetShaderiv;
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extern PFNGLGETSTRINGIPROC gl_GetStringi;
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extern PFNGLISFRAMEBUFFERPROC gl_IsFramebuffer;
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extern PFNGLLINKPROGRAMPROC gl_LinkProgram;
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extern PFNGLMAPBUFFERPROC gl_MapBuffer;
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extern PFNGLMAPBUFFERRANGEPROC gl_MapBufferRange;
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extern PFNGLPROGRAMPARAMETERIPROC gl_ProgramParameteri;
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extern PFNGLSAMPLERPARAMETERFPROC gl_SamplerParameterf;
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extern PFNGLSAMPLERPARAMETERIPROC gl_SamplerParameteri;
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extern PFNGLSHADERSOURCEPROC gl_ShaderSource;
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extern PFNGLUNIFORM1IPROC gl_Uniform1i;
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extern PFNGLUNMAPBUFFERPROC gl_UnmapBuffer;
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extern PFNGLUSEPROGRAMSTAGESPROC gl_UseProgramStages;
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extern PFNGLVERTEXATTRIBIPOINTERPROC gl_VertexAttribIPointer;
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extern PFNGLVERTEXATTRIBPOINTERPROC gl_VertexAttribPointer;
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extern PFNGLTEXSTORAGE2DPROC gl_TexStorage2D;
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// NO GL4.1
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extern PFNGLUSEPROGRAMPROC gl_UseProgram;
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extern PFNGLGETSHADERINFOLOGPROC gl_GetShaderInfoLog;
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extern PFNGLPROGRAMUNIFORM1IPROC gl_ProgramUniform1i;
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// NO GL4.2
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extern PFNGLGETUNIFORMBLOCKINDEXPROC gl_GetUniformBlockIndex;
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extern PFNGLUNIFORMBLOCKBINDINGPROC gl_UniformBlockBinding;
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extern PFNGLGETUNIFORMLOCATIONPROC gl_GetUniformLocation;
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namespace GLLoader {
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bool check_gl_version(uint32 major, uint32 minor);
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void init_gl_function();
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bool check_gl_supported_extension();
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extern bool found_GL_ARB_separate_shader_objects;
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extern bool found_GL_ARB_shading_language_420pack;
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extern bool found_GL_ARB_texture_storage;
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extern bool found_GL_ARB_copy_image;
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extern bool found_GL_NV_copy_image;
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extern bool found_geometry_shader;
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extern bool fglrx_buggy_driver;
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extern bool found_only_gl30;
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}
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