#include #include #include #if defined(__APPLE__) #include #elif defined(__sgi) || defined (__sun) #include #include #elif defined(_WIN32) #include #elif defined(__ANDROID__) #include #else #include #endif namespace gl { namespace internal { #if defined(__APPLE__) static void * get_proc_address(const char *func) { static void * image = dlopen("/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL", RTLD_LAZY); if (!image) return nullptr; return dlsym(image, func); } #elif defined(__sgi) || defined (__sun) static void * get_proc_address(const char *func) { static void * image = dlopen(nullptr, RTLD_LAZY | RTLD_LOCAL); static void * gpa = image ? dlsym(image, "glXGetProcAddress") : nullptr; if (gpa) return reinterpret_cast(gpa)(reinterpret_cast(name)); else return dlsym(image, name); } #elif defined(_WIN32) #ifdef _MSC_VER #pragma warning(disable: 4055) #pragma warning(disable: 4054) #pragma warning(disable: 4996) #endif static int test_pointer(const PROC p) { ptrdiff_t i; if (!p) return 0; i = (ptrdiff_t)p; if(i == 1 || i == 2 || i == 3 || i == -1) return 0; return 1; } static void * get_proc_address(const char *name) { static HMODULE image = GetModuleHandleA("opengl32.dll"); PROC func = wglGetProcAddress(reinterpret_cast(name)); if (test_pointer(func)) { return reinterpret_cast(func); } return reinterpret_cast(GetProcAddress(image, reinterpret_cast(name))); } #elif defined(__ANDROID__) static void * get_proc_address(const char *func) { return reinterpret_cast(eglGetProcAddress(func)); } #else // GLX static void * get_proc_address(const char *func) { return reinterpret_cast(glXGetProcAddress(reinterpret_cast(func))); } #endif // OpenGL ES 2.0 void (*glActiveTexture)(GLenum texture) = nullptr; void (*glAttachShader)(GLuint program, GLuint shader) = nullptr; void (*glBindAttribLocation)(GLuint program, GLuint index, const GLchar *name) = nullptr; void (*glBindBuffer)(GLenum target, GLuint buffer) = nullptr; void (*glBindFramebuffer)(GLenum target, GLuint framebuffer) = nullptr; void (*glBindRenderbuffer)(GLenum target, GLuint renderbuffer) = nullptr; void (*glBindTexture)(GLenum target, GLuint texture) = nullptr; void (*glBlendColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) = nullptr; void (*glBlendEquation)(GLenum mode) = nullptr; void (*glBlendEquationSeparate)(GLenum modeRGB, GLenum modeAlpha) = nullptr; void (*glBlendFunc)(GLenum sfactor, GLenum dfactor) = nullptr; void (*glBlendFuncSeparate)(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) = nullptr; void (*glBufferData)(GLenum target, GLsizeiptr size, const void *data, GLenum usage) = nullptr; void (*glBufferSubData)(GLenum target, GLintptr offset, GLsizeiptr size, const void *data) = nullptr; GLenum (*glCheckFramebufferStatus)(GLenum target) = nullptr; void (*glClear)(GLbitfield mask) = nullptr; void (*glClearColor)(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha) = nullptr; void (*glClearDepthf)(GLfloat d) = nullptr; void (*glClearStencil)(GLint s) = nullptr; void (*glColorMask)(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha) = nullptr; void (*glCompileShader)(GLuint shader) = nullptr; void (*glCompressedTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data) = nullptr; void (*glCompressedTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data) = nullptr; void (*glCopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border) = nullptr; void (*glCopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) = nullptr; GLuint (*glCreateProgram)() = nullptr; GLuint (*glCreateShader)(GLenum type) = nullptr; void (*glCullFace)(GLenum mode) = nullptr; void (*glDeleteBuffers)(GLsizei n, const GLuint *buffers) = nullptr; void (*glDeleteFramebuffers)(GLsizei n, const GLuint *framebuffers) = nullptr; void (*glDeleteProgram)(GLuint program) = nullptr; void (*glDeleteRenderbuffers)(GLsizei n, const GLuint *renderbuffers) = nullptr; void (*glDeleteShader)(GLuint shader) = nullptr; void (*glDeleteTextures)(GLsizei n, const GLuint *textures) = nullptr; void (*glDepthFunc)(GLenum func) = nullptr; void (*glDepthMask)(GLboolean flag) = nullptr; void (*glDepthRangef)(GLfloat n, GLfloat f) = nullptr; void (*glDetachShader)(GLuint program, GLuint shader) = nullptr; void (*glDisable)(GLenum cap) = nullptr; void (*glDisableVertexAttribArray)(GLuint index) = nullptr; void (*glDrawArrays)(GLenum mode, GLint first, GLsizei count) = nullptr; void (*glDrawElements)(GLenum mode, GLsizei count, GLenum type, const void *indices) = nullptr; void (*glEnable)(GLenum cap) = nullptr; void (*glEnableVertexAttribArray)(GLuint index) = nullptr; void (*glFinish)() = nullptr; void (*glFlush)() = nullptr; void (*glFramebufferRenderbuffer)(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) = nullptr; void (*glFramebufferTexture2D)(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) = nullptr; void (*glFrontFace)(GLenum mode) = nullptr; void (*glGenBuffers)(GLsizei n, GLuint *buffers) = nullptr; void (*glGenerateMipmap)(GLenum target) = nullptr; void (*glGenFramebuffers)(GLsizei n, GLuint *framebuffers) = nullptr; void (*glGenRenderbuffers)(GLsizei n, GLuint *renderbuffers) = nullptr; void (*glGenTextures)(GLsizei n, GLuint *textures) = nullptr; void (*glGetActiveAttrib)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) = nullptr; void (*glGetActiveUniform)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) = nullptr; void (*glGetAttachedShaders)(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) = nullptr; GLint (*glGetAttribLocation)(GLuint program, const GLchar *name) = nullptr; void (*glGetBooleanv)(GLenum pname, GLboolean *data) = nullptr; void (*glGetBufferParameteriv)(GLenum target, GLenum pname, GLint *params) = nullptr; GLenum (*glGetError)() = nullptr; void (*glGetFloatv)(GLenum pname, GLfloat *data) = nullptr; void (*glGetFramebufferAttachmentParameteriv)(GLenum target, GLenum attachment, GLenum pname, GLint *params) = nullptr; void (*glGetIntegerv)(GLenum pname, GLint *data) = nullptr; void (*glGetProgramiv)(GLuint program, GLenum pname, GLint *params) = nullptr; void (*glGetProgramInfoLog)(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) = nullptr; void (*glGetRenderbufferParameteriv)(GLenum target, GLenum pname, GLint *params) = nullptr; void (*glGetShaderiv)(GLuint shader, GLenum pname, GLint *params) = nullptr; void (*glGetShaderInfoLog)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) = nullptr; void (*glGetShaderPrecisionFormat)(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision) = nullptr; void (*glGetShaderSource)(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) = nullptr; const GLubyte *(*glGetString)(GLenum name) = nullptr; void (*glGetTexParameterfv)(GLenum target, GLenum pname, GLfloat *params) = nullptr; void (*glGetTexParameteriv)(GLenum target, GLenum pname, GLint *params) = nullptr; void (*glGetUniformfv)(GLuint program, GLint location, GLfloat *params) = nullptr; void (*glGetUniformiv)(GLuint program, GLint location, GLint *params) = nullptr; GLint (*glGetUniformLocation)(GLuint program, const GLchar *name) = nullptr; void (*glGetVertexAttribfv)(GLuint index, GLenum pname, GLfloat *params) = nullptr; void (*glGetVertexAttribiv)(GLuint index, GLenum pname, GLint *params) = nullptr; void (*glGetVertexAttribPointerv)(GLuint index, GLenum pname, void **pointer) = nullptr; void (*glHint)(GLenum target, GLenum mode) = nullptr; GLboolean (*glIsBuffer)(GLuint buffer) = nullptr; GLboolean (*glIsEnabled)(GLenum cap) = nullptr; GLboolean (*glIsFramebuffer)(GLuint framebuffer) = nullptr; GLboolean (*glIsProgram)(GLuint program) = nullptr; GLboolean (*glIsRenderbuffer)(GLuint renderbuffer) = nullptr; GLboolean (*glIsShader)(GLuint shader) = nullptr; GLboolean (*glIsTexture)(GLuint texture) = nullptr; void (*glLineWidth)(GLfloat width) = nullptr; void (*glLinkProgram)(GLuint program) = nullptr; void (*glPixelStorei)(GLenum pname, GLint param) = nullptr; void (*glPolygonOffset)(GLfloat factor, GLfloat units) = nullptr; void (*glReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels) = nullptr; void (*glReleaseShaderCompiler)() = nullptr; void (*glRenderbufferStorage)(GLenum target, GLenum internalformat, GLsizei width, GLsizei height) = nullptr; void (*glSampleCoverage)(GLfloat value, GLboolean invert) = nullptr; void (*glScissor)(GLint x, GLint y, GLsizei width, GLsizei height) = nullptr; void (*glShaderBinary)(GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length) = nullptr; void (*glShaderSource)(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) = nullptr; void (*glStencilFunc)(GLenum func, GLint ref, GLuint mask) = nullptr; void (*glStencilFuncSeparate)(GLenum face, GLenum func, GLint ref, GLuint mask) = nullptr; void (*glStencilMask)(GLuint mask) = nullptr; void (*glStencilMaskSeparate)(GLenum face, GLuint mask) = nullptr; void (*glStencilOp)(GLenum fail, GLenum zfail, GLenum zpass) = nullptr; void (*glStencilOpSeparate)(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass) = nullptr; void (*glTexImage2D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels) = nullptr; void (*glTexParameterf)(GLenum target, GLenum pname, GLfloat param) = nullptr; void (*glTexParameterfv)(GLenum target, GLenum pname, const GLfloat *params) = nullptr; void (*glTexParameteri)(GLenum target, GLenum pname, GLint param) = nullptr; void (*glTexParameteriv)(GLenum target, GLenum pname, const GLint *params) = nullptr; void (*glTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels) = nullptr; void (*glUniform1f)(GLint location, GLfloat v0) = nullptr; void (*glUniform1fv)(GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glUniform1i)(GLint location, GLint v0) = nullptr; void (*glUniform1iv)(GLint location, GLsizei count, const GLint *value) = nullptr; void (*glUniform2f)(GLint location, GLfloat v0, GLfloat v1) = nullptr; void (*glUniform2fv)(GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glUniform2i)(GLint location, GLint v0, GLint v1) = nullptr; void (*glUniform2iv)(GLint location, GLsizei count, const GLint *value) = nullptr; void (*glUniform3f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) = nullptr; void (*glUniform3fv)(GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glUniform3i)(GLint location, GLint v0, GLint v1, GLint v2) = nullptr; void (*glUniform3iv)(GLint location, GLsizei count, const GLint *value) = nullptr; void (*glUniform4f)(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) = nullptr; void (*glUniform4fv)(GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glUniform4i)(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) = nullptr; void (*glUniform4iv)(GLint location, GLsizei count, const GLint *value) = nullptr; void (*glUniformMatrix2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUniformMatrix3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUniformMatrix4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUseProgram)(GLuint program) = nullptr; void (*glValidateProgram)(GLuint program) = nullptr; void (*glVertexAttrib1f)(GLuint index, GLfloat x) = nullptr; void (*glVertexAttrib1fv)(GLuint index, const GLfloat *v) = nullptr; void (*glVertexAttrib2f)(GLuint index, GLfloat x, GLfloat y) = nullptr; void (*glVertexAttrib2fv)(GLuint index, const GLfloat *v) = nullptr; void (*glVertexAttrib3f)(GLuint index, GLfloat x, GLfloat y, GLfloat z) = nullptr; void (*glVertexAttrib3fv)(GLuint index, const GLfloat *v) = nullptr; void (*glVertexAttrib4f)(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) = nullptr; void (*glVertexAttrib4fv)(GLuint index, const GLfloat *v) = nullptr; void (*glVertexAttribPointer)(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer) = nullptr; void (*glViewport)(GLint x, GLint y, GLsizei width, GLsizei height) = nullptr; // OpenGL ES 3.0 void (*glReadBuffer)(GLenum src) = nullptr; void (*glDrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices) = nullptr; void (*glTexImage3D)(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels) = nullptr; void (*glTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels) = nullptr; void (*glCopyTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height) = nullptr; void (*glCompressedTexImage3D)(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data) = nullptr; void (*glCompressedTexSubImage3D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data) = nullptr; void (*glGenQueries)(GLsizei n, GLuint *ids) = nullptr; void (*glDeleteQueries)(GLsizei n, const GLuint *ids) = nullptr; GLboolean (*glIsQuery)(GLuint id) = nullptr; void (*glBeginQuery)(GLenum target, GLuint id) = nullptr; void (*glEndQuery)(GLenum target) = nullptr; void (*glGetQueryiv)(GLenum target, GLenum pname, GLint *params) = nullptr; void (*glGetQueryObjectuiv)(GLuint id, GLenum pname, GLuint *params) = nullptr; GLboolean (*glUnmapBuffer)(GLenum target) = nullptr; void (*glGetBufferPointerv)(GLenum target, GLenum pname, void **params) = nullptr; void (*glDrawBuffers)(GLsizei n, const GLenum *bufs) = nullptr; void (*glUniformMatrix2x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUniformMatrix3x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUniformMatrix2x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUniformMatrix4x2fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUniformMatrix3x4fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glUniformMatrix4x3fv)(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glBlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter) = nullptr; void (*glRenderbufferStorageMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height) = nullptr; void (*glFramebufferTextureLayer)(GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer) = nullptr; void *(*glMapBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access) = nullptr; void (*glFlushMappedBufferRange)(GLenum target, GLintptr offset, GLsizeiptr length) = nullptr; void (*glBindVertexArray)(GLuint array) = nullptr; void (*glDeleteVertexArrays)(GLsizei n, const GLuint *arrays) = nullptr; void (*glGenVertexArrays)(GLsizei n, GLuint *arrays) = nullptr; GLboolean (*glIsVertexArray)(GLuint array) = nullptr; void (*glGetIntegeri_v)(GLenum target, GLuint index, GLint *data) = nullptr; void (*glBeginTransformFeedback)(GLenum primitiveMode) = nullptr; void (*glEndTransformFeedback)() = nullptr; void (*glBindBufferRange)(GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size) = nullptr; void (*glBindBufferBase)(GLenum target, GLuint index, GLuint buffer) = nullptr; void (*glTransformFeedbackVaryings)(GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode) = nullptr; void (*glGetTransformFeedbackVarying)(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) = nullptr; void (*glVertexAttribIPointer)(GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer) = nullptr; void (*glGetVertexAttribIiv)(GLuint index, GLenum pname, GLint *params) = nullptr; void (*glGetVertexAttribIuiv)(GLuint index, GLenum pname, GLuint *params) = nullptr; void (*glVertexAttribI4i)(GLuint index, GLint x, GLint y, GLint z, GLint w) = nullptr; void (*glVertexAttribI4ui)(GLuint index, GLuint x, GLuint y, GLuint z, GLuint w) = nullptr; void (*glVertexAttribI4iv)(GLuint index, const GLint *v) = nullptr; void (*glVertexAttribI4uiv)(GLuint index, const GLuint *v) = nullptr; void (*glGetUniformuiv)(GLuint program, GLint location, GLuint *params) = nullptr; GLint (*glGetFragDataLocation)(GLuint program, const GLchar *name) = nullptr; void (*glUniform1ui)(GLint location, GLuint v0) = nullptr; void (*glUniform2ui)(GLint location, GLuint v0, GLuint v1) = nullptr; void (*glUniform3ui)(GLint location, GLuint v0, GLuint v1, GLuint v2) = nullptr; void (*glUniform4ui)(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) = nullptr; void (*glUniform1uiv)(GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glUniform2uiv)(GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glUniform3uiv)(GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glUniform4uiv)(GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint *value) = nullptr; void (*glClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint *value) = nullptr; void (*glClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat *value) = nullptr; void (*glClearBufferfi)(GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil) = nullptr; const GLubyte *(*glGetStringi)(GLenum name, GLuint index) = nullptr; void (*glCopyBufferSubData)(GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size) = nullptr; void (*glGetUniformIndices)(GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices) = nullptr; void (*glGetActiveUniformsiv)(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) = nullptr; GLuint (*glGetUniformBlockIndex)(GLuint program, const GLchar *uniformBlockName) = nullptr; void (*glGetActiveUniformBlockiv)(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params) = nullptr; void (*glGetActiveUniformBlockName)(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) = nullptr; void (*glUniformBlockBinding)(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) = nullptr; void (*glDrawArraysInstanced)(GLenum mode, GLint first, GLsizei count, GLsizei instancecount) = nullptr; void (*glDrawElementsInstanced)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount) = nullptr; GLsync (*glFenceSync)(GLenum condition, GLbitfield flags) = nullptr; GLboolean (*glIsSync)(GLsync sync) = nullptr; void (*glDeleteSync)(GLsync sync) = nullptr; GLenum (*glClientWaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout) = nullptr; void (*glWaitSync)(GLsync sync, GLbitfield flags, GLuint64 timeout) = nullptr; void (*glGetInteger64v)(GLenum pname, GLint64 *data) = nullptr; void (*glGetSynciv)(GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values) = nullptr; void (*glGetInteger64i_v)(GLenum target, GLuint index, GLint64 *data) = nullptr; void (*glGetBufferParameteri64v)(GLenum target, GLenum pname, GLint64 *params) = nullptr; void (*glGenSamplers)(GLsizei count, GLuint *samplers) = nullptr; void (*glDeleteSamplers)(GLsizei count, const GLuint *samplers) = nullptr; GLboolean (*glIsSampler)(GLuint sampler) = nullptr; void (*glBindSampler)(GLuint unit, GLuint sampler) = nullptr; void (*glSamplerParameteri)(GLuint sampler, GLenum pname, GLint param) = nullptr; void (*glSamplerParameteriv)(GLuint sampler, GLenum pname, const GLint *param) = nullptr; void (*glSamplerParameterf)(GLuint sampler, GLenum pname, GLfloat param) = nullptr; void (*glSamplerParameterfv)(GLuint sampler, GLenum pname, const GLfloat *param) = nullptr; void (*glGetSamplerParameteriv)(GLuint sampler, GLenum pname, GLint *params) = nullptr; void (*glGetSamplerParameterfv)(GLuint sampler, GLenum pname, GLfloat *params) = nullptr; void (*glVertexAttribDivisor)(GLuint index, GLuint divisor) = nullptr; void (*glBindTransformFeedback)(GLenum target, GLuint id) = nullptr; void (*glDeleteTransformFeedbacks)(GLsizei n, const GLuint *ids) = nullptr; void (*glGenTransformFeedbacks)(GLsizei n, GLuint *ids) = nullptr; GLboolean (*glIsTransformFeedback)(GLuint id) = nullptr; void (*glPauseTransformFeedback)() = nullptr; void (*glResumeTransformFeedback)() = nullptr; void (*glGetProgramBinary)(GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary) = nullptr; void (*glProgramBinary)(GLuint program, GLenum binaryFormat, const void *binary, GLsizei length) = nullptr; void (*glProgramParameteri)(GLuint program, GLenum pname, GLint value) = nullptr; void (*glInvalidateFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments) = nullptr; void (*glInvalidateSubFramebuffer)(GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height) = nullptr; void (*glTexStorage2D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height) = nullptr; void (*glTexStorage3D)(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = nullptr; void (*glGetInternalformativ)(GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params) = nullptr; // OpenGL ES 3.1 void (*glDispatchCompute)(GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z) = nullptr; void (*glDispatchComputeIndirect)(GLintptr indirect) = nullptr; void (*glDrawArraysIndirect)(GLenum mode, const void *indirect) = nullptr; void (*glDrawElementsIndirect)(GLenum mode, GLenum type, const void *indirect) = nullptr; void (*glFramebufferParameteri)(GLenum target, GLenum pname, GLint param) = nullptr; void (*glGetFramebufferParameteriv)(GLenum target, GLenum pname, GLint *params) = nullptr; void (*glGetProgramInterfaceiv)(GLuint program, GLenum programInterface, GLenum pname, GLint *params) = nullptr; GLuint (*glGetProgramResourceIndex)(GLuint program, GLenum programInterface, const GLchar *name) = nullptr; void (*glGetProgramResourceName)(GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) = nullptr; void (*glGetProgramResourceiv)(GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params) = nullptr; GLint (*glGetProgramResourceLocation)(GLuint program, GLenum programInterface, const GLchar *name) = nullptr; void (*glUseProgramStages)(GLuint pipeline, GLbitfield stages, GLuint program) = nullptr; void (*glActiveShaderProgram)(GLuint pipeline, GLuint program) = nullptr; GLuint (*glCreateShaderProgramv)(GLenum type, GLsizei count, const GLchar *const*strings) = nullptr; void (*glBindProgramPipeline)(GLuint pipeline) = nullptr; void (*glDeleteProgramPipelines)(GLsizei n, const GLuint *pipelines) = nullptr; void (*glGenProgramPipelines)(GLsizei n, GLuint *pipelines) = nullptr; GLboolean (*glIsProgramPipeline)(GLuint pipeline) = nullptr; void (*glGetProgramPipelineiv)(GLuint pipeline, GLenum pname, GLint *params) = nullptr; void (*glProgramUniform1i)(GLuint program, GLint location, GLint v0) = nullptr; void (*glProgramUniform2i)(GLuint program, GLint location, GLint v0, GLint v1) = nullptr; void (*glProgramUniform3i)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2) = nullptr; void (*glProgramUniform4i)(GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3) = nullptr; void (*glProgramUniform1ui)(GLuint program, GLint location, GLuint v0) = nullptr; void (*glProgramUniform2ui)(GLuint program, GLint location, GLuint v0, GLuint v1) = nullptr; void (*glProgramUniform3ui)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2) = nullptr; void (*glProgramUniform4ui)(GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) = nullptr; void (*glProgramUniform1f)(GLuint program, GLint location, GLfloat v0) = nullptr; void (*glProgramUniform2f)(GLuint program, GLint location, GLfloat v0, GLfloat v1) = nullptr; void (*glProgramUniform3f)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2) = nullptr; void (*glProgramUniform4f)(GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) = nullptr; void (*glProgramUniform1iv)(GLuint program, GLint location, GLsizei count, const GLint *value) = nullptr; void (*glProgramUniform2iv)(GLuint program, GLint location, GLsizei count, const GLint *value) = nullptr; void (*glProgramUniform3iv)(GLuint program, GLint location, GLsizei count, const GLint *value) = nullptr; void (*glProgramUniform4iv)(GLuint program, GLint location, GLsizei count, const GLint *value) = nullptr; void (*glProgramUniform1uiv)(GLuint program, GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glProgramUniform2uiv)(GLuint program, GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glProgramUniform3uiv)(GLuint program, GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glProgramUniform4uiv)(GLuint program, GLint location, GLsizei count, const GLuint *value) = nullptr; void (*glProgramUniform1fv)(GLuint program, GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glProgramUniform2fv)(GLuint program, GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glProgramUniform3fv)(GLuint program, GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glProgramUniform4fv)(GLuint program, GLint location, GLsizei count, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix2fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix3fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix4fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix2x3fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix3x2fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix2x4fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix4x2fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix3x4fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glProgramUniformMatrix4x3fv)(GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = nullptr; void (*glValidateProgramPipeline)(GLuint pipeline) = nullptr; void (*glGetProgramPipelineInfoLog)(GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog) = nullptr; void (*glBindImageTexture)(GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format) = nullptr; void (*glGetBooleani_v)(GLenum target, GLuint index, GLboolean *data) = nullptr; void (*glMemoryBarrier)(GLbitfield barriers) = nullptr; void (*glMemoryBarrierByRegion)(GLbitfield barriers) = nullptr; void (*glTexStorage2DMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations) = nullptr; void (*glGetMultisamplefv)(GLenum pname, GLuint index, GLfloat *val) = nullptr; void (*glSampleMaski)(GLuint maskNumber, GLbitfield mask) = nullptr; void (*glGetTexLevelParameteriv)(GLenum target, GLint level, GLenum pname, GLint *params) = nullptr; void (*glGetTexLevelParameterfv)(GLenum target, GLint level, GLenum pname, GLfloat *params) = nullptr; void (*glBindVertexBuffer)(GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride) = nullptr; void (*glVertexAttribFormat)(GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset) = nullptr; void (*glVertexAttribIFormat)(GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset) = nullptr; void (*glVertexAttribBinding)(GLuint attribindex, GLuint bindingindex) = nullptr; void (*glVertexBindingDivisor)(GLuint bindingindex, GLuint divisor) = nullptr; // OpenGL ES 3.2 void (*glBlendBarrier)() = nullptr; void (*glCopyImageSubData)(GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth) = nullptr; void (*glDebugMessageControl)(GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled) = nullptr; void (*glDebugMessageInsert)(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf) = nullptr; void (*glDebugMessageCallback)(GLDEBUGPROC callback, const void *userParam) = nullptr; GLuint (*glGetDebugMessageLog)(GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog) = nullptr; void (*glPushDebugGroup)(GLenum source, GLuint id, GLsizei length, const GLchar *message) = nullptr; void (*glPopDebugGroup)() = nullptr; void (*glObjectLabel)(GLenum identifier, GLuint name, GLsizei length, const GLchar *label) = nullptr; void (*glGetObjectLabel)(GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label) = nullptr; void (*glObjectPtrLabel)(const void *ptr, GLsizei length, const GLchar *label) = nullptr; void (*glGetObjectPtrLabel)(const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label) = nullptr; void (*glGetPointerv)(GLenum pname, void **params) = nullptr; void (*glEnablei)(GLenum target, GLuint index) = nullptr; void (*glDisablei)(GLenum target, GLuint index) = nullptr; void (*glBlendEquationi)(GLuint buf, GLenum mode) = nullptr; void (*glBlendEquationSeparatei)(GLuint buf, GLenum modeRGB, GLenum modeAlpha) = nullptr; void (*glBlendFunci)(GLuint buf, GLenum src, GLenum dst) = nullptr; void (*glBlendFuncSeparatei)(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) = nullptr; void (*glColorMaski)(GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a) = nullptr; GLboolean (*glIsEnabledi)(GLenum target, GLuint index) = nullptr; void (*glDrawElementsBaseVertex)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex) = nullptr; void (*glDrawRangeElementsBaseVertex)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex) = nullptr; void (*glDrawElementsInstancedBaseVertex)(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex) = nullptr; void (*glFramebufferTexture)(GLenum target, GLenum attachment, GLuint texture, GLint level) = nullptr; void (*glPrimitiveBoundingBox)(GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW) = nullptr; GLenum (*glGetGraphicsResetStatus)() = nullptr; void (*glReadnPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data) = nullptr; void (*glGetnUniformfv)(GLuint program, GLint location, GLsizei bufSize, GLfloat *params) = nullptr; void (*glGetnUniformiv)(GLuint program, GLint location, GLsizei bufSize, GLint *params) = nullptr; void (*glGetnUniformuiv)(GLuint program, GLint location, GLsizei bufSize, GLuint *params) = nullptr; void (*glMinSampleShading)(GLfloat value) = nullptr; void (*glPatchParameteri)(GLenum pname, GLint value) = nullptr; void (*glTexParameterIiv)(GLenum target, GLenum pname, const GLint *params) = nullptr; void (*glTexParameterIuiv)(GLenum target, GLenum pname, const GLuint *params) = nullptr; void (*glGetTexParameterIiv)(GLenum target, GLenum pname, GLint *params) = nullptr; void (*glGetTexParameterIuiv)(GLenum target, GLenum pname, GLuint *params) = nullptr; void (*glSamplerParameterIiv)(GLuint sampler, GLenum pname, const GLint *param) = nullptr; void (*glSamplerParameterIuiv)(GLuint sampler, GLenum pname, const GLuint *param) = nullptr; void (*glGetSamplerParameterIiv)(GLuint sampler, GLenum pname, GLint *params) = nullptr; void (*glGetSamplerParameterIuiv)(GLuint sampler, GLenum pname, GLuint *params) = nullptr; void (*glTexBuffer)(GLenum target, GLenum internalformat, GLuint buffer) = nullptr; void (*glTexBufferRange)(GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size) = nullptr; void (*glTexStorage3DMultisample)(GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations) = nullptr; // GL_ARB_compute_shader // GL_ARB_shader_image_load_store // GL_ARB_texture_filter_anisotropic } // namespace internal namespace sys { static bool ext_GL_ARB_compute_shader_loaded = false; static bool ext_GL_ARB_shader_image_load_store_loaded = false; static bool ext_GL_ARB_texture_filter_anisotropic_loaded = false; static bool load_core() { // OpenGL ES 2.0 internal::glActiveTexture = reinterpret_cast(internal::get_proc_address("glActiveTexture")); if (!internal::glActiveTexture) return false; internal::glAttachShader = reinterpret_cast(internal::get_proc_address("glAttachShader")); if (!internal::glAttachShader) return false; internal::glBindAttribLocation = reinterpret_cast(internal::get_proc_address("glBindAttribLocation")); if (!internal::glBindAttribLocation) return false; internal::glBindBuffer = reinterpret_cast(internal::get_proc_address("glBindBuffer")); if (!internal::glBindBuffer) return false; internal::glBindFramebuffer = reinterpret_cast(internal::get_proc_address("glBindFramebuffer")); if (!internal::glBindFramebuffer) return false; internal::glBindRenderbuffer = reinterpret_cast(internal::get_proc_address("glBindRenderbuffer")); if (!internal::glBindRenderbuffer) return false; internal::glBindTexture = reinterpret_cast(internal::get_proc_address("glBindTexture")); if (!internal::glBindTexture) return false; internal::glBlendColor = reinterpret_cast(internal::get_proc_address("glBlendColor")); if (!internal::glBlendColor) return false; internal::glBlendEquation = reinterpret_cast(internal::get_proc_address("glBlendEquation")); if (!internal::glBlendEquation) return false; internal::glBlendEquationSeparate = reinterpret_cast(internal::get_proc_address("glBlendEquationSeparate")); if (!internal::glBlendEquationSeparate) return false; internal::glBlendFunc = reinterpret_cast(internal::get_proc_address("glBlendFunc")); if (!internal::glBlendFunc) return false; internal::glBlendFuncSeparate = reinterpret_cast(internal::get_proc_address("glBlendFuncSeparate")); if (!internal::glBlendFuncSeparate) return false; internal::glBufferData = reinterpret_cast(internal::get_proc_address("glBufferData")); if (!internal::glBufferData) return false; internal::glBufferSubData = reinterpret_cast(internal::get_proc_address("glBufferSubData")); if (!internal::glBufferSubData) return false; internal::glCheckFramebufferStatus = reinterpret_cast(internal::get_proc_address("glCheckFramebufferStatus")); if (!internal::glCheckFramebufferStatus) return false; internal::glClear = reinterpret_cast(internal::get_proc_address("glClear")); if (!internal::glClear) return false; internal::glClearColor = reinterpret_cast(internal::get_proc_address("glClearColor")); if (!internal::glClearColor) return false; internal::glClearDepthf = reinterpret_cast(internal::get_proc_address("glClearDepthf")); if (!internal::glClearDepthf) return false; internal::glClearStencil = reinterpret_cast(internal::get_proc_address("glClearStencil")); if (!internal::glClearStencil) return false; internal::glColorMask = reinterpret_cast(internal::get_proc_address("glColorMask")); if (!internal::glColorMask) return false; internal::glCompileShader = reinterpret_cast(internal::get_proc_address("glCompileShader")); if (!internal::glCompileShader) return false; internal::glCompressedTexImage2D = reinterpret_cast(internal::get_proc_address("glCompressedTexImage2D")); if (!internal::glCompressedTexImage2D) return false; internal::glCompressedTexSubImage2D = reinterpret_cast(internal::get_proc_address("glCompressedTexSubImage2D")); if (!internal::glCompressedTexSubImage2D) return false; internal::glCopyTexImage2D = reinterpret_cast(internal::get_proc_address("glCopyTexImage2D")); if (!internal::glCopyTexImage2D) return false; internal::glCopyTexSubImage2D = reinterpret_cast(internal::get_proc_address("glCopyTexSubImage2D")); if (!internal::glCopyTexSubImage2D) return false; internal::glCreateProgram = reinterpret_cast(internal::get_proc_address("glCreateProgram")); if (!internal::glCreateProgram) return false; internal::glCreateShader = reinterpret_cast(internal::get_proc_address("glCreateShader")); if (!internal::glCreateShader) return false; internal::glCullFace = reinterpret_cast(internal::get_proc_address("glCullFace")); if (!internal::glCullFace) return false; internal::glDeleteBuffers = reinterpret_cast(internal::get_proc_address("glDeleteBuffers")); if (!internal::glDeleteBuffers) return false; internal::glDeleteFramebuffers = reinterpret_cast(internal::get_proc_address("glDeleteFramebuffers")); if (!internal::glDeleteFramebuffers) return false; internal::glDeleteProgram = reinterpret_cast(internal::get_proc_address("glDeleteProgram")); if (!internal::glDeleteProgram) return false; internal::glDeleteRenderbuffers = reinterpret_cast(internal::get_proc_address("glDeleteRenderbuffers")); if (!internal::glDeleteRenderbuffers) return false; internal::glDeleteShader = reinterpret_cast(internal::get_proc_address("glDeleteShader")); if (!internal::glDeleteShader) return false; internal::glDeleteTextures = reinterpret_cast(internal::get_proc_address("glDeleteTextures")); if (!internal::glDeleteTextures) return false; internal::glDepthFunc = reinterpret_cast(internal::get_proc_address("glDepthFunc")); if (!internal::glDepthFunc) return false; internal::glDepthMask = reinterpret_cast(internal::get_proc_address("glDepthMask")); if (!internal::glDepthMask) return false; internal::glDepthRangef = reinterpret_cast(internal::get_proc_address("glDepthRangef")); if (!internal::glDepthRangef) return false; internal::glDetachShader = reinterpret_cast(internal::get_proc_address("glDetachShader")); if (!internal::glDetachShader) return false; internal::glDisable = reinterpret_cast(internal::get_proc_address("glDisable")); if (!internal::glDisable) return false; internal::glDisableVertexAttribArray = reinterpret_cast(internal::get_proc_address("glDisableVertexAttribArray")); if (!internal::glDisableVertexAttribArray) return false; internal::glDrawArrays = reinterpret_cast(internal::get_proc_address("glDrawArrays")); if (!internal::glDrawArrays) return false; internal::glDrawElements = reinterpret_cast(internal::get_proc_address("glDrawElements")); if (!internal::glDrawElements) return false; internal::glEnable = reinterpret_cast(internal::get_proc_address("glEnable")); if (!internal::glEnable) return false; internal::glEnableVertexAttribArray = reinterpret_cast(internal::get_proc_address("glEnableVertexAttribArray")); if (!internal::glEnableVertexAttribArray) return false; internal::glFinish = reinterpret_cast(internal::get_proc_address("glFinish")); if (!internal::glFinish) return false; internal::glFlush = reinterpret_cast(internal::get_proc_address("glFlush")); if (!internal::glFlush) return false; internal::glFramebufferRenderbuffer = reinterpret_cast(internal::get_proc_address("glFramebufferRenderbuffer")); if (!internal::glFramebufferRenderbuffer) return false; internal::glFramebufferTexture2D = reinterpret_cast(internal::get_proc_address("glFramebufferTexture2D")); if (!internal::glFramebufferTexture2D) return false; internal::glFrontFace = reinterpret_cast(internal::get_proc_address("glFrontFace")); if (!internal::glFrontFace) return false; internal::glGenBuffers = reinterpret_cast(internal::get_proc_address("glGenBuffers")); if (!internal::glGenBuffers) return false; internal::glGenerateMipmap = reinterpret_cast(internal::get_proc_address("glGenerateMipmap")); if (!internal::glGenerateMipmap) return false; internal::glGenFramebuffers = reinterpret_cast(internal::get_proc_address("glGenFramebuffers")); if (!internal::glGenFramebuffers) return false; internal::glGenRenderbuffers = reinterpret_cast(internal::get_proc_address("glGenRenderbuffers")); if (!internal::glGenRenderbuffers) return false; internal::glGenTextures = reinterpret_cast(internal::get_proc_address("glGenTextures")); if (!internal::glGenTextures) return false; internal::glGetActiveAttrib = reinterpret_cast(internal::get_proc_address("glGetActiveAttrib")); if (!internal::glGetActiveAttrib) return false; internal::glGetActiveUniform = reinterpret_cast(internal::get_proc_address("glGetActiveUniform")); if (!internal::glGetActiveUniform) return false; internal::glGetAttachedShaders = reinterpret_cast(internal::get_proc_address("glGetAttachedShaders")); if (!internal::glGetAttachedShaders) return false; internal::glGetAttribLocation = reinterpret_cast(internal::get_proc_address("glGetAttribLocation")); if (!internal::glGetAttribLocation) return false; internal::glGetBooleanv = reinterpret_cast(internal::get_proc_address("glGetBooleanv")); if (!internal::glGetBooleanv) return false; internal::glGetBufferParameteriv = reinterpret_cast(internal::get_proc_address("glGetBufferParameteriv")); if (!internal::glGetBufferParameteriv) return false; internal::glGetError = reinterpret_cast(internal::get_proc_address("glGetError")); if (!internal::glGetError) return false; internal::glGetFloatv = reinterpret_cast(internal::get_proc_address("glGetFloatv")); if (!internal::glGetFloatv) return false; internal::glGetFramebufferAttachmentParameteriv = reinterpret_cast(internal::get_proc_address("glGetFramebufferAttachmentParameteriv")); if (!internal::glGetFramebufferAttachmentParameteriv) return false; internal::glGetIntegerv = reinterpret_cast(internal::get_proc_address("glGetIntegerv")); if (!internal::glGetIntegerv) return false; internal::glGetProgramiv = reinterpret_cast(internal::get_proc_address("glGetProgramiv")); if (!internal::glGetProgramiv) return false; internal::glGetProgramInfoLog = reinterpret_cast(internal::get_proc_address("glGetProgramInfoLog")); if (!internal::glGetProgramInfoLog) return false; internal::glGetRenderbufferParameteriv = reinterpret_cast(internal::get_proc_address("glGetRenderbufferParameteriv")); if (!internal::glGetRenderbufferParameteriv) return false; internal::glGetShaderiv = reinterpret_cast(internal::get_proc_address("glGetShaderiv")); if (!internal::glGetShaderiv) return false; internal::glGetShaderInfoLog = reinterpret_cast(internal::get_proc_address("glGetShaderInfoLog")); if (!internal::glGetShaderInfoLog) return false; internal::glGetShaderPrecisionFormat = reinterpret_cast(internal::get_proc_address("glGetShaderPrecisionFormat")); if (!internal::glGetShaderPrecisionFormat) return false; internal::glGetShaderSource = reinterpret_cast(internal::get_proc_address("glGetShaderSource")); if (!internal::glGetShaderSource) return false; internal::glGetString = reinterpret_cast(internal::get_proc_address("glGetString")); if (!internal::glGetString) return false; internal::glGetTexParameterfv = reinterpret_cast(internal::get_proc_address("glGetTexParameterfv")); if (!internal::glGetTexParameterfv) return false; internal::glGetTexParameteriv = reinterpret_cast(internal::get_proc_address("glGetTexParameteriv")); if (!internal::glGetTexParameteriv) return false; internal::glGetUniformfv = reinterpret_cast(internal::get_proc_address("glGetUniformfv")); if (!internal::glGetUniformfv) return false; internal::glGetUniformiv = reinterpret_cast(internal::get_proc_address("glGetUniformiv")); if (!internal::glGetUniformiv) return false; internal::glGetUniformLocation = reinterpret_cast(internal::get_proc_address("glGetUniformLocation")); if (!internal::glGetUniformLocation) return false; internal::glGetVertexAttribfv = reinterpret_cast(internal::get_proc_address("glGetVertexAttribfv")); if (!internal::glGetVertexAttribfv) return false; internal::glGetVertexAttribiv = reinterpret_cast(internal::get_proc_address("glGetVertexAttribiv")); if (!internal::glGetVertexAttribiv) return false; internal::glGetVertexAttribPointerv = reinterpret_cast(internal::get_proc_address("glGetVertexAttribPointerv")); if (!internal::glGetVertexAttribPointerv) return false; internal::glHint = reinterpret_cast(internal::get_proc_address("glHint")); if (!internal::glHint) return false; internal::glIsBuffer = reinterpret_cast(internal::get_proc_address("glIsBuffer")); if (!internal::glIsBuffer) return false; internal::glIsEnabled = reinterpret_cast(internal::get_proc_address("glIsEnabled")); if (!internal::glIsEnabled) return false; internal::glIsFramebuffer = reinterpret_cast(internal::get_proc_address("glIsFramebuffer")); if (!internal::glIsFramebuffer) return false; internal::glIsProgram = reinterpret_cast(internal::get_proc_address("glIsProgram")); if (!internal::glIsProgram) return false; internal::glIsRenderbuffer = reinterpret_cast(internal::get_proc_address("glIsRenderbuffer")); if (!internal::glIsRenderbuffer) return false; internal::glIsShader = reinterpret_cast(internal::get_proc_address("glIsShader")); if (!internal::glIsShader) return false; internal::glIsTexture = reinterpret_cast(internal::get_proc_address("glIsTexture")); if (!internal::glIsTexture) return false; internal::glLineWidth = reinterpret_cast(internal::get_proc_address("glLineWidth")); if (!internal::glLineWidth) return false; internal::glLinkProgram = reinterpret_cast(internal::get_proc_address("glLinkProgram")); if (!internal::glLinkProgram) return false; internal::glPixelStorei = reinterpret_cast(internal::get_proc_address("glPixelStorei")); if (!internal::glPixelStorei) return false; internal::glPolygonOffset = reinterpret_cast(internal::get_proc_address("glPolygonOffset")); if (!internal::glPolygonOffset) return false; internal::glReadPixels = reinterpret_cast(internal::get_proc_address("glReadPixels")); if (!internal::glReadPixels) return false; internal::glReleaseShaderCompiler = reinterpret_cast(internal::get_proc_address("glReleaseShaderCompiler")); if (!internal::glReleaseShaderCompiler) return false; internal::glRenderbufferStorage = reinterpret_cast(internal::get_proc_address("glRenderbufferStorage")); if (!internal::glRenderbufferStorage) return false; internal::glSampleCoverage = reinterpret_cast(internal::get_proc_address("glSampleCoverage")); if (!internal::glSampleCoverage) return false; internal::glScissor = reinterpret_cast(internal::get_proc_address("glScissor")); if (!internal::glScissor) return false; internal::glShaderBinary = reinterpret_cast(internal::get_proc_address("glShaderBinary")); if (!internal::glShaderBinary) return false; internal::glShaderSource = reinterpret_cast(internal::get_proc_address("glShaderSource")); if (!internal::glShaderSource) return false; internal::glStencilFunc = reinterpret_cast(internal::get_proc_address("glStencilFunc")); if (!internal::glStencilFunc) return false; internal::glStencilFuncSeparate = reinterpret_cast(internal::get_proc_address("glStencilFuncSeparate")); if (!internal::glStencilFuncSeparate) return false; internal::glStencilMask = reinterpret_cast(internal::get_proc_address("glStencilMask")); if (!internal::glStencilMask) return false; internal::glStencilMaskSeparate = reinterpret_cast(internal::get_proc_address("glStencilMaskSeparate")); if (!internal::glStencilMaskSeparate) return false; internal::glStencilOp = reinterpret_cast(internal::get_proc_address("glStencilOp")); if (!internal::glStencilOp) return false; internal::glStencilOpSeparate = reinterpret_cast(internal::get_proc_address("glStencilOpSeparate")); if (!internal::glStencilOpSeparate) return false; internal::glTexImage2D = reinterpret_cast(internal::get_proc_address("glTexImage2D")); if (!internal::glTexImage2D) return false; internal::glTexParameterf = reinterpret_cast(internal::get_proc_address("glTexParameterf")); if (!internal::glTexParameterf) return false; internal::glTexParameterfv = reinterpret_cast(internal::get_proc_address("glTexParameterfv")); if (!internal::glTexParameterfv) return false; internal::glTexParameteri = reinterpret_cast(internal::get_proc_address("glTexParameteri")); if (!internal::glTexParameteri) return false; internal::glTexParameteriv = reinterpret_cast(internal::get_proc_address("glTexParameteriv")); if (!internal::glTexParameteriv) return false; internal::glTexSubImage2D = reinterpret_cast(internal::get_proc_address("glTexSubImage2D")); if (!internal::glTexSubImage2D) return false; internal::glUniform1f = reinterpret_cast(internal::get_proc_address("glUniform1f")); if (!internal::glUniform1f) return false; internal::glUniform1fv = reinterpret_cast(internal::get_proc_address("glUniform1fv")); if (!internal::glUniform1fv) return false; internal::glUniform1i = reinterpret_cast(internal::get_proc_address("glUniform1i")); if (!internal::glUniform1i) return false; internal::glUniform1iv = reinterpret_cast(internal::get_proc_address("glUniform1iv")); if (!internal::glUniform1iv) return false; internal::glUniform2f = reinterpret_cast(internal::get_proc_address("glUniform2f")); if (!internal::glUniform2f) return false; internal::glUniform2fv = reinterpret_cast(internal::get_proc_address("glUniform2fv")); if (!internal::glUniform2fv) return false; internal::glUniform2i = reinterpret_cast(internal::get_proc_address("glUniform2i")); if (!internal::glUniform2i) return false; internal::glUniform2iv = reinterpret_cast(internal::get_proc_address("glUniform2iv")); if (!internal::glUniform2iv) return false; internal::glUniform3f = reinterpret_cast(internal::get_proc_address("glUniform3f")); if (!internal::glUniform3f) return false; internal::glUniform3fv = reinterpret_cast(internal::get_proc_address("glUniform3fv")); if (!internal::glUniform3fv) return false; internal::glUniform3i = reinterpret_cast(internal::get_proc_address("glUniform3i")); if (!internal::glUniform3i) return false; internal::glUniform3iv = reinterpret_cast(internal::get_proc_address("glUniform3iv")); if (!internal::glUniform3iv) return false; internal::glUniform4f = reinterpret_cast(internal::get_proc_address("glUniform4f")); if (!internal::glUniform4f) return false; internal::glUniform4fv = reinterpret_cast(internal::get_proc_address("glUniform4fv")); if (!internal::glUniform4fv) return false; internal::glUniform4i = reinterpret_cast(internal::get_proc_address("glUniform4i")); if (!internal::glUniform4i) return false; internal::glUniform4iv = reinterpret_cast(internal::get_proc_address("glUniform4iv")); if (!internal::glUniform4iv) return false; internal::glUniformMatrix2fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix2fv")); if (!internal::glUniformMatrix2fv) return false; internal::glUniformMatrix3fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix3fv")); if (!internal::glUniformMatrix3fv) return false; internal::glUniformMatrix4fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix4fv")); if (!internal::glUniformMatrix4fv) return false; internal::glUseProgram = reinterpret_cast(internal::get_proc_address("glUseProgram")); if (!internal::glUseProgram) return false; internal::glValidateProgram = reinterpret_cast(internal::get_proc_address("glValidateProgram")); if (!internal::glValidateProgram) return false; internal::glVertexAttrib1f = reinterpret_cast(internal::get_proc_address("glVertexAttrib1f")); if (!internal::glVertexAttrib1f) return false; internal::glVertexAttrib1fv = reinterpret_cast(internal::get_proc_address("glVertexAttrib1fv")); if (!internal::glVertexAttrib1fv) return false; internal::glVertexAttrib2f = reinterpret_cast(internal::get_proc_address("glVertexAttrib2f")); if (!internal::glVertexAttrib2f) return false; internal::glVertexAttrib2fv = reinterpret_cast(internal::get_proc_address("glVertexAttrib2fv")); if (!internal::glVertexAttrib2fv) return false; internal::glVertexAttrib3f = reinterpret_cast(internal::get_proc_address("glVertexAttrib3f")); if (!internal::glVertexAttrib3f) return false; internal::glVertexAttrib3fv = reinterpret_cast(internal::get_proc_address("glVertexAttrib3fv")); if (!internal::glVertexAttrib3fv) return false; internal::glVertexAttrib4f = reinterpret_cast(internal::get_proc_address("glVertexAttrib4f")); if (!internal::glVertexAttrib4f) return false; internal::glVertexAttrib4fv = reinterpret_cast(internal::get_proc_address("glVertexAttrib4fv")); if (!internal::glVertexAttrib4fv) return false; internal::glVertexAttribPointer = reinterpret_cast(internal::get_proc_address("glVertexAttribPointer")); if (!internal::glVertexAttribPointer) return false; internal::glViewport = reinterpret_cast(internal::get_proc_address("glViewport")); if (!internal::glViewport) return false; // OpenGL ES 3.0 internal::glReadBuffer = reinterpret_cast(internal::get_proc_address("glReadBuffer")); if (!internal::glReadBuffer) return false; internal::glDrawRangeElements = reinterpret_cast(internal::get_proc_address("glDrawRangeElements")); if (!internal::glDrawRangeElements) return false; internal::glTexImage3D = reinterpret_cast(internal::get_proc_address("glTexImage3D")); if (!internal::glTexImage3D) return false; internal::glTexSubImage3D = reinterpret_cast(internal::get_proc_address("glTexSubImage3D")); if (!internal::glTexSubImage3D) return false; internal::glCopyTexSubImage3D = reinterpret_cast(internal::get_proc_address("glCopyTexSubImage3D")); if (!internal::glCopyTexSubImage3D) return false; internal::glCompressedTexImage3D = reinterpret_cast(internal::get_proc_address("glCompressedTexImage3D")); if (!internal::glCompressedTexImage3D) return false; internal::glCompressedTexSubImage3D = reinterpret_cast(internal::get_proc_address("glCompressedTexSubImage3D")); if (!internal::glCompressedTexSubImage3D) return false; internal::glGenQueries = reinterpret_cast(internal::get_proc_address("glGenQueries")); if (!internal::glGenQueries) return false; internal::glDeleteQueries = reinterpret_cast(internal::get_proc_address("glDeleteQueries")); if (!internal::glDeleteQueries) return false; internal::glIsQuery = reinterpret_cast(internal::get_proc_address("glIsQuery")); if (!internal::glIsQuery) return false; internal::glBeginQuery = reinterpret_cast(internal::get_proc_address("glBeginQuery")); if (!internal::glBeginQuery) return false; internal::glEndQuery = reinterpret_cast(internal::get_proc_address("glEndQuery")); if (!internal::glEndQuery) return false; internal::glGetQueryiv = reinterpret_cast(internal::get_proc_address("glGetQueryiv")); if (!internal::glGetQueryiv) return false; internal::glGetQueryObjectuiv = reinterpret_cast(internal::get_proc_address("glGetQueryObjectuiv")); if (!internal::glGetQueryObjectuiv) return false; internal::glUnmapBuffer = reinterpret_cast(internal::get_proc_address("glUnmapBuffer")); if (!internal::glUnmapBuffer) return false; internal::glGetBufferPointerv = reinterpret_cast(internal::get_proc_address("glGetBufferPointerv")); if (!internal::glGetBufferPointerv) return false; internal::glDrawBuffers = reinterpret_cast(internal::get_proc_address("glDrawBuffers")); if (!internal::glDrawBuffers) return false; internal::glUniformMatrix2x3fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix2x3fv")); if (!internal::glUniformMatrix2x3fv) return false; internal::glUniformMatrix3x2fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix3x2fv")); if (!internal::glUniformMatrix3x2fv) return false; internal::glUniformMatrix2x4fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix2x4fv")); if (!internal::glUniformMatrix2x4fv) return false; internal::glUniformMatrix4x2fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix4x2fv")); if (!internal::glUniformMatrix4x2fv) return false; internal::glUniformMatrix3x4fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix3x4fv")); if (!internal::glUniformMatrix3x4fv) return false; internal::glUniformMatrix4x3fv = reinterpret_cast(internal::get_proc_address("glUniformMatrix4x3fv")); if (!internal::glUniformMatrix4x3fv) return false; internal::glBlitFramebuffer = reinterpret_cast(internal::get_proc_address("glBlitFramebuffer")); if (!internal::glBlitFramebuffer) return false; internal::glRenderbufferStorageMultisample = reinterpret_cast(internal::get_proc_address("glRenderbufferStorageMultisample")); if (!internal::glRenderbufferStorageMultisample) return false; internal::glFramebufferTextureLayer = reinterpret_cast(internal::get_proc_address("glFramebufferTextureLayer")); if (!internal::glFramebufferTextureLayer) return false; internal::glMapBufferRange = reinterpret_cast(internal::get_proc_address("glMapBufferRange")); if (!internal::glMapBufferRange) return false; internal::glFlushMappedBufferRange = reinterpret_cast(internal::get_proc_address("glFlushMappedBufferRange")); if (!internal::glFlushMappedBufferRange) return false; internal::glBindVertexArray = reinterpret_cast(internal::get_proc_address("glBindVertexArray")); if (!internal::glBindVertexArray) return false; internal::glDeleteVertexArrays = reinterpret_cast(internal::get_proc_address("glDeleteVertexArrays")); if (!internal::glDeleteVertexArrays) return false; internal::glGenVertexArrays = reinterpret_cast(internal::get_proc_address("glGenVertexArrays")); if (!internal::glGenVertexArrays) return false; internal::glIsVertexArray = reinterpret_cast(internal::get_proc_address("glIsVertexArray")); if (!internal::glIsVertexArray) return false; internal::glGetIntegeri_v = reinterpret_cast(internal::get_proc_address("glGetIntegeri_v")); if (!internal::glGetIntegeri_v) return false; internal::glBeginTransformFeedback = reinterpret_cast(internal::get_proc_address("glBeginTransformFeedback")); if (!internal::glBeginTransformFeedback) return false; internal::glEndTransformFeedback = reinterpret_cast(internal::get_proc_address("glEndTransformFeedback")); if (!internal::glEndTransformFeedback) return false; internal::glBindBufferRange = reinterpret_cast(internal::get_proc_address("glBindBufferRange")); if (!internal::glBindBufferRange) return false; internal::glBindBufferBase = reinterpret_cast(internal::get_proc_address("glBindBufferBase")); if (!internal::glBindBufferBase) return false; internal::glTransformFeedbackVaryings = reinterpret_cast(internal::get_proc_address("glTransformFeedbackVaryings")); if (!internal::glTransformFeedbackVaryings) return false; internal::glGetTransformFeedbackVarying = reinterpret_cast(internal::get_proc_address("glGetTransformFeedbackVarying")); if (!internal::glGetTransformFeedbackVarying) return false; internal::glVertexAttribIPointer = reinterpret_cast(internal::get_proc_address("glVertexAttribIPointer")); if (!internal::glVertexAttribIPointer) return false; internal::glGetVertexAttribIiv = reinterpret_cast(internal::get_proc_address("glGetVertexAttribIiv")); if (!internal::glGetVertexAttribIiv) return false; internal::glGetVertexAttribIuiv = reinterpret_cast(internal::get_proc_address("glGetVertexAttribIuiv")); if (!internal::glGetVertexAttribIuiv) return false; internal::glVertexAttribI4i = reinterpret_cast(internal::get_proc_address("glVertexAttribI4i")); if (!internal::glVertexAttribI4i) return false; internal::glVertexAttribI4ui = reinterpret_cast(internal::get_proc_address("glVertexAttribI4ui")); if (!internal::glVertexAttribI4ui) return false; internal::glVertexAttribI4iv = reinterpret_cast(internal::get_proc_address("glVertexAttribI4iv")); if (!internal::glVertexAttribI4iv) return false; internal::glVertexAttribI4uiv = reinterpret_cast(internal::get_proc_address("glVertexAttribI4uiv")); if (!internal::glVertexAttribI4uiv) return false; internal::glGetUniformuiv = reinterpret_cast(internal::get_proc_address("glGetUniformuiv")); if (!internal::glGetUniformuiv) return false; internal::glGetFragDataLocation = reinterpret_cast(internal::get_proc_address("glGetFragDataLocation")); if (!internal::glGetFragDataLocation) return false; internal::glUniform1ui = reinterpret_cast(internal::get_proc_address("glUniform1ui")); if (!internal::glUniform1ui) return false; internal::glUniform2ui = reinterpret_cast(internal::get_proc_address("glUniform2ui")); if (!internal::glUniform2ui) return false; internal::glUniform3ui = reinterpret_cast(internal::get_proc_address("glUniform3ui")); if (!internal::glUniform3ui) return false; internal::glUniform4ui = reinterpret_cast(internal::get_proc_address("glUniform4ui")); if (!internal::glUniform4ui) return false; internal::glUniform1uiv = reinterpret_cast(internal::get_proc_address("glUniform1uiv")); if (!internal::glUniform1uiv) return false; internal::glUniform2uiv = reinterpret_cast(internal::get_proc_address("glUniform2uiv")); if (!internal::glUniform2uiv) return false; internal::glUniform3uiv = reinterpret_cast(internal::get_proc_address("glUniform3uiv")); if (!internal::glUniform3uiv) return false; internal::glUniform4uiv = reinterpret_cast(internal::get_proc_address("glUniform4uiv")); if (!internal::glUniform4uiv) return false; internal::glClearBufferiv = reinterpret_cast(internal::get_proc_address("glClearBufferiv")); if (!internal::glClearBufferiv) return false; internal::glClearBufferuiv = reinterpret_cast(internal::get_proc_address("glClearBufferuiv")); if (!internal::glClearBufferuiv) return false; internal::glClearBufferfv = reinterpret_cast(internal::get_proc_address("glClearBufferfv")); if (!internal::glClearBufferfv) return false; internal::glClearBufferfi = reinterpret_cast(internal::get_proc_address("glClearBufferfi")); if (!internal::glClearBufferfi) return false; internal::glGetStringi = reinterpret_cast(internal::get_proc_address("glGetStringi")); if (!internal::glGetStringi) return false; internal::glCopyBufferSubData = reinterpret_cast(internal::get_proc_address("glCopyBufferSubData")); if (!internal::glCopyBufferSubData) return false; internal::glGetUniformIndices = reinterpret_cast(internal::get_proc_address("glGetUniformIndices")); if (!internal::glGetUniformIndices) return false; internal::glGetActiveUniformsiv = reinterpret_cast(internal::get_proc_address("glGetActiveUniformsiv")); if (!internal::glGetActiveUniformsiv) return false; internal::glGetUniformBlockIndex = reinterpret_cast(internal::get_proc_address("glGetUniformBlockIndex")); if (!internal::glGetUniformBlockIndex) return false; internal::glGetActiveUniformBlockiv = reinterpret_cast(internal::get_proc_address("glGetActiveUniformBlockiv")); if (!internal::glGetActiveUniformBlockiv) return false; internal::glGetActiveUniformBlockName = reinterpret_cast(internal::get_proc_address("glGetActiveUniformBlockName")); if (!internal::glGetActiveUniformBlockName) return false; internal::glUniformBlockBinding = reinterpret_cast(internal::get_proc_address("glUniformBlockBinding")); if (!internal::glUniformBlockBinding) return false; internal::glDrawArraysInstanced = reinterpret_cast(internal::get_proc_address("glDrawArraysInstanced")); if (!internal::glDrawArraysInstanced) return false; internal::glDrawElementsInstanced = reinterpret_cast(internal::get_proc_address("glDrawElementsInstanced")); if (!internal::glDrawElementsInstanced) return false; internal::glFenceSync = reinterpret_cast(internal::get_proc_address("glFenceSync")); if (!internal::glFenceSync) return false; internal::glIsSync = reinterpret_cast(internal::get_proc_address("glIsSync")); if (!internal::glIsSync) return false; internal::glDeleteSync = reinterpret_cast(internal::get_proc_address("glDeleteSync")); if (!internal::glDeleteSync) return false; internal::glClientWaitSync = reinterpret_cast(internal::get_proc_address("glClientWaitSync")); if (!internal::glClientWaitSync) return false; internal::glWaitSync = reinterpret_cast(internal::get_proc_address("glWaitSync")); if (!internal::glWaitSync) return false; internal::glGetInteger64v = reinterpret_cast(internal::get_proc_address("glGetInteger64v")); if (!internal::glGetInteger64v) return false; internal::glGetSynciv = reinterpret_cast(internal::get_proc_address("glGetSynciv")); if (!internal::glGetSynciv) return false; internal::glGetInteger64i_v = reinterpret_cast(internal::get_proc_address("glGetInteger64i_v")); if (!internal::glGetInteger64i_v) return false; internal::glGetBufferParameteri64v = reinterpret_cast(internal::get_proc_address("glGetBufferParameteri64v")); if (!internal::glGetBufferParameteri64v) return false; internal::glGenSamplers = reinterpret_cast(internal::get_proc_address("glGenSamplers")); if (!internal::glGenSamplers) return false; internal::glDeleteSamplers = reinterpret_cast(internal::get_proc_address("glDeleteSamplers")); if (!internal::glDeleteSamplers) return false; internal::glIsSampler = reinterpret_cast(internal::get_proc_address("glIsSampler")); if (!internal::glIsSampler) return false; internal::glBindSampler = reinterpret_cast(internal::get_proc_address("glBindSampler")); if (!internal::glBindSampler) return false; internal::glSamplerParameteri = reinterpret_cast(internal::get_proc_address("glSamplerParameteri")); if (!internal::glSamplerParameteri) return false; internal::glSamplerParameteriv = reinterpret_cast(internal::get_proc_address("glSamplerParameteriv")); if (!internal::glSamplerParameteriv) return false; internal::glSamplerParameterf = reinterpret_cast(internal::get_proc_address("glSamplerParameterf")); if (!internal::glSamplerParameterf) return false; internal::glSamplerParameterfv = reinterpret_cast(internal::get_proc_address("glSamplerParameterfv")); if (!internal::glSamplerParameterfv) return false; internal::glGetSamplerParameteriv = reinterpret_cast(internal::get_proc_address("glGetSamplerParameteriv")); if (!internal::glGetSamplerParameteriv) return false; internal::glGetSamplerParameterfv = reinterpret_cast(internal::get_proc_address("glGetSamplerParameterfv")); if (!internal::glGetSamplerParameterfv) return false; internal::glVertexAttribDivisor = reinterpret_cast(internal::get_proc_address("glVertexAttribDivisor")); if (!internal::glVertexAttribDivisor) return false; internal::glBindTransformFeedback = reinterpret_cast(internal::get_proc_address("glBindTransformFeedback")); if (!internal::glBindTransformFeedback) return false; internal::glDeleteTransformFeedbacks = reinterpret_cast(internal::get_proc_address("glDeleteTransformFeedbacks")); if (!internal::glDeleteTransformFeedbacks) return false; internal::glGenTransformFeedbacks = reinterpret_cast(internal::get_proc_address("glGenTransformFeedbacks")); if (!internal::glGenTransformFeedbacks) return false; internal::glIsTransformFeedback = reinterpret_cast(internal::get_proc_address("glIsTransformFeedback")); if (!internal::glIsTransformFeedback) return false; internal::glPauseTransformFeedback = reinterpret_cast(internal::get_proc_address("glPauseTransformFeedback")); if (!internal::glPauseTransformFeedback) return false; internal::glResumeTransformFeedback = reinterpret_cast(internal::get_proc_address("glResumeTransformFeedback")); if (!internal::glResumeTransformFeedback) return false; internal::glGetProgramBinary = reinterpret_cast(internal::get_proc_address("glGetProgramBinary")); if (!internal::glGetProgramBinary) return false; internal::glProgramBinary = reinterpret_cast(internal::get_proc_address("glProgramBinary")); if (!internal::glProgramBinary) return false; internal::glProgramParameteri = reinterpret_cast(internal::get_proc_address("glProgramParameteri")); if (!internal::glProgramParameteri) return false; internal::glInvalidateFramebuffer = reinterpret_cast(internal::get_proc_address("glInvalidateFramebuffer")); if (!internal::glInvalidateFramebuffer) return false; internal::glInvalidateSubFramebuffer = reinterpret_cast(internal::get_proc_address("glInvalidateSubFramebuffer")); if (!internal::glInvalidateSubFramebuffer) return false; internal::glTexStorage2D = reinterpret_cast(internal::get_proc_address("glTexStorage2D")); if (!internal::glTexStorage2D) return false; internal::glTexStorage3D = reinterpret_cast(internal::get_proc_address("glTexStorage3D")); if (!internal::glTexStorage3D) return false; internal::glGetInternalformativ = reinterpret_cast(internal::get_proc_address("glGetInternalformativ")); if (!internal::glGetInternalformativ) return false; // OpenGL ES 3.1 internal::glDispatchCompute = reinterpret_cast(internal::get_proc_address("glDispatchCompute")); if (!internal::glDispatchCompute) return false; internal::glDispatchComputeIndirect = reinterpret_cast(internal::get_proc_address("glDispatchComputeIndirect")); if (!internal::glDispatchComputeIndirect) return false; internal::glDrawArraysIndirect = reinterpret_cast(internal::get_proc_address("glDrawArraysIndirect")); if (!internal::glDrawArraysIndirect) return false; internal::glDrawElementsIndirect = reinterpret_cast(internal::get_proc_address("glDrawElementsIndirect")); if (!internal::glDrawElementsIndirect) return false; internal::glFramebufferParameteri = reinterpret_cast(internal::get_proc_address("glFramebufferParameteri")); if (!internal::glFramebufferParameteri) return false; internal::glGetFramebufferParameteriv = reinterpret_cast(internal::get_proc_address("glGetFramebufferParameteriv")); if (!internal::glGetFramebufferParameteriv) return false; internal::glGetProgramInterfaceiv = reinterpret_cast(internal::get_proc_address("glGetProgramInterfaceiv")); if (!internal::glGetProgramInterfaceiv) return false; internal::glGetProgramResourceIndex = reinterpret_cast(internal::get_proc_address("glGetProgramResourceIndex")); if (!internal::glGetProgramResourceIndex) return false; internal::glGetProgramResourceName = reinterpret_cast(internal::get_proc_address("glGetProgramResourceName")); if (!internal::glGetProgramResourceName) return false; internal::glGetProgramResourceiv = reinterpret_cast(internal::get_proc_address("glGetProgramResourceiv")); if (!internal::glGetProgramResourceiv) return false; internal::glGetProgramResourceLocation = reinterpret_cast(internal::get_proc_address("glGetProgramResourceLocation")); if (!internal::glGetProgramResourceLocation) return false; internal::glUseProgramStages = reinterpret_cast(internal::get_proc_address("glUseProgramStages")); if (!internal::glUseProgramStages) return false; internal::glActiveShaderProgram = reinterpret_cast(internal::get_proc_address("glActiveShaderProgram")); if (!internal::glActiveShaderProgram) return false; internal::glCreateShaderProgramv = reinterpret_cast(internal::get_proc_address("glCreateShaderProgramv")); if (!internal::glCreateShaderProgramv) return false; internal::glBindProgramPipeline = reinterpret_cast(internal::get_proc_address("glBindProgramPipeline")); if (!internal::glBindProgramPipeline) return false; internal::glDeleteProgramPipelines = reinterpret_cast(internal::get_proc_address("glDeleteProgramPipelines")); if (!internal::glDeleteProgramPipelines) return false; internal::glGenProgramPipelines = reinterpret_cast(internal::get_proc_address("glGenProgramPipelines")); if (!internal::glGenProgramPipelines) return false; internal::glIsProgramPipeline = reinterpret_cast(internal::get_proc_address("glIsProgramPipeline")); if (!internal::glIsProgramPipeline) return false; internal::glGetProgramPipelineiv = reinterpret_cast(internal::get_proc_address("glGetProgramPipelineiv")); if (!internal::glGetProgramPipelineiv) return false; internal::glProgramUniform1i = reinterpret_cast(internal::get_proc_address("glProgramUniform1i")); if (!internal::glProgramUniform1i) return false; internal::glProgramUniform2i = reinterpret_cast(internal::get_proc_address("glProgramUniform2i")); if (!internal::glProgramUniform2i) return false; internal::glProgramUniform3i = reinterpret_cast(internal::get_proc_address("glProgramUniform3i")); if (!internal::glProgramUniform3i) return false; internal::glProgramUniform4i = reinterpret_cast(internal::get_proc_address("glProgramUniform4i")); if (!internal::glProgramUniform4i) return false; internal::glProgramUniform1ui = reinterpret_cast(internal::get_proc_address("glProgramUniform1ui")); if (!internal::glProgramUniform1ui) return false; internal::glProgramUniform2ui = reinterpret_cast(internal::get_proc_address("glProgramUniform2ui")); if (!internal::glProgramUniform2ui) return false; internal::glProgramUniform3ui = reinterpret_cast(internal::get_proc_address("glProgramUniform3ui")); if (!internal::glProgramUniform3ui) return false; internal::glProgramUniform4ui = reinterpret_cast(internal::get_proc_address("glProgramUniform4ui")); if (!internal::glProgramUniform4ui) return false; internal::glProgramUniform1f = reinterpret_cast(internal::get_proc_address("glProgramUniform1f")); if (!internal::glProgramUniform1f) return false; internal::glProgramUniform2f = reinterpret_cast(internal::get_proc_address("glProgramUniform2f")); if (!internal::glProgramUniform2f) return false; internal::glProgramUniform3f = reinterpret_cast(internal::get_proc_address("glProgramUniform3f")); if (!internal::glProgramUniform3f) return false; internal::glProgramUniform4f = reinterpret_cast(internal::get_proc_address("glProgramUniform4f")); if (!internal::glProgramUniform4f) return false; internal::glProgramUniform1iv = reinterpret_cast(internal::get_proc_address("glProgramUniform1iv")); if (!internal::glProgramUniform1iv) return false; internal::glProgramUniform2iv = reinterpret_cast(internal::get_proc_address("glProgramUniform2iv")); if (!internal::glProgramUniform2iv) return false; internal::glProgramUniform3iv = reinterpret_cast(internal::get_proc_address("glProgramUniform3iv")); if (!internal::glProgramUniform3iv) return false; internal::glProgramUniform4iv = reinterpret_cast(internal::get_proc_address("glProgramUniform4iv")); if (!internal::glProgramUniform4iv) return false; internal::glProgramUniform1uiv = reinterpret_cast(internal::get_proc_address("glProgramUniform1uiv")); if (!internal::glProgramUniform1uiv) return false; internal::glProgramUniform2uiv = reinterpret_cast(internal::get_proc_address("glProgramUniform2uiv")); if (!internal::glProgramUniform2uiv) return false; internal::glProgramUniform3uiv = reinterpret_cast(internal::get_proc_address("glProgramUniform3uiv")); if (!internal::glProgramUniform3uiv) return false; internal::glProgramUniform4uiv = reinterpret_cast(internal::get_proc_address("glProgramUniform4uiv")); if (!internal::glProgramUniform4uiv) return false; internal::glProgramUniform1fv = reinterpret_cast(internal::get_proc_address("glProgramUniform1fv")); if (!internal::glProgramUniform1fv) return false; internal::glProgramUniform2fv = reinterpret_cast(internal::get_proc_address("glProgramUniform2fv")); if (!internal::glProgramUniform2fv) return false; internal::glProgramUniform3fv = reinterpret_cast(internal::get_proc_address("glProgramUniform3fv")); if (!internal::glProgramUniform3fv) return false; internal::glProgramUniform4fv = reinterpret_cast(internal::get_proc_address("glProgramUniform4fv")); if (!internal::glProgramUniform4fv) return false; internal::glProgramUniformMatrix2fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix2fv")); if (!internal::glProgramUniformMatrix2fv) return false; internal::glProgramUniformMatrix3fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix3fv")); if (!internal::glProgramUniformMatrix3fv) return false; internal::glProgramUniformMatrix4fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix4fv")); if (!internal::glProgramUniformMatrix4fv) return false; internal::glProgramUniformMatrix2x3fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix2x3fv")); if (!internal::glProgramUniformMatrix2x3fv) return false; internal::glProgramUniformMatrix3x2fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix3x2fv")); if (!internal::glProgramUniformMatrix3x2fv) return false; internal::glProgramUniformMatrix2x4fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix2x4fv")); if (!internal::glProgramUniformMatrix2x4fv) return false; internal::glProgramUniformMatrix4x2fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix4x2fv")); if (!internal::glProgramUniformMatrix4x2fv) return false; internal::glProgramUniformMatrix3x4fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix3x4fv")); if (!internal::glProgramUniformMatrix3x4fv) return false; internal::glProgramUniformMatrix4x3fv = reinterpret_cast(internal::get_proc_address("glProgramUniformMatrix4x3fv")); if (!internal::glProgramUniformMatrix4x3fv) return false; internal::glValidateProgramPipeline = reinterpret_cast(internal::get_proc_address("glValidateProgramPipeline")); if (!internal::glValidateProgramPipeline) return false; internal::glGetProgramPipelineInfoLog = reinterpret_cast(internal::get_proc_address("glGetProgramPipelineInfoLog")); if (!internal::glGetProgramPipelineInfoLog) return false; internal::glBindImageTexture = reinterpret_cast(internal::get_proc_address("glBindImageTexture")); if (!internal::glBindImageTexture) return false; internal::glGetBooleani_v = reinterpret_cast(internal::get_proc_address("glGetBooleani_v")); if (!internal::glGetBooleani_v) return false; internal::glMemoryBarrier = reinterpret_cast(internal::get_proc_address("glMemoryBarrier")); if (!internal::glMemoryBarrier) return false; internal::glMemoryBarrierByRegion = reinterpret_cast(internal::get_proc_address("glMemoryBarrierByRegion")); if (!internal::glMemoryBarrierByRegion) return false; internal::glTexStorage2DMultisample = reinterpret_cast(internal::get_proc_address("glTexStorage2DMultisample")); if (!internal::glTexStorage2DMultisample) return false; internal::glGetMultisamplefv = reinterpret_cast(internal::get_proc_address("glGetMultisamplefv")); if (!internal::glGetMultisamplefv) return false; internal::glSampleMaski = reinterpret_cast(internal::get_proc_address("glSampleMaski")); if (!internal::glSampleMaski) return false; internal::glGetTexLevelParameteriv = reinterpret_cast(internal::get_proc_address("glGetTexLevelParameteriv")); if (!internal::glGetTexLevelParameteriv) return false; internal::glGetTexLevelParameterfv = reinterpret_cast(internal::get_proc_address("glGetTexLevelParameterfv")); if (!internal::glGetTexLevelParameterfv) return false; internal::glBindVertexBuffer = reinterpret_cast(internal::get_proc_address("glBindVertexBuffer")); if (!internal::glBindVertexBuffer) return false; internal::glVertexAttribFormat = reinterpret_cast(internal::get_proc_address("glVertexAttribFormat")); if (!internal::glVertexAttribFormat) return false; internal::glVertexAttribIFormat = reinterpret_cast(internal::get_proc_address("glVertexAttribIFormat")); if (!internal::glVertexAttribIFormat) return false; internal::glVertexAttribBinding = reinterpret_cast(internal::get_proc_address("glVertexAttribBinding")); if (!internal::glVertexAttribBinding) return false; internal::glVertexBindingDivisor = reinterpret_cast(internal::get_proc_address("glVertexBindingDivisor")); if (!internal::glVertexBindingDivisor) return false; // OpenGL ES 3.2 internal::glBlendBarrier = reinterpret_cast(internal::get_proc_address("glBlendBarrier")); if (!internal::glBlendBarrier) return false; internal::glCopyImageSubData = reinterpret_cast(internal::get_proc_address("glCopyImageSubData")); if (!internal::glCopyImageSubData) return false; internal::glDebugMessageControl = reinterpret_cast(internal::get_proc_address("glDebugMessageControl")); if (!internal::glDebugMessageControl) return false; internal::glDebugMessageInsert = reinterpret_cast(internal::get_proc_address("glDebugMessageInsert")); if (!internal::glDebugMessageInsert) return false; internal::glDebugMessageCallback = reinterpret_cast(internal::get_proc_address("glDebugMessageCallback")); if (!internal::glDebugMessageCallback) return false; internal::glGetDebugMessageLog = reinterpret_cast(internal::get_proc_address("glGetDebugMessageLog")); if (!internal::glGetDebugMessageLog) return false; internal::glPushDebugGroup = reinterpret_cast(internal::get_proc_address("glPushDebugGroup")); if (!internal::glPushDebugGroup) return false; internal::glPopDebugGroup = reinterpret_cast(internal::get_proc_address("glPopDebugGroup")); if (!internal::glPopDebugGroup) return false; internal::glObjectLabel = reinterpret_cast(internal::get_proc_address("glObjectLabel")); if (!internal::glObjectLabel) return false; internal::glGetObjectLabel = reinterpret_cast(internal::get_proc_address("glGetObjectLabel")); if (!internal::glGetObjectLabel) return false; internal::glObjectPtrLabel = reinterpret_cast(internal::get_proc_address("glObjectPtrLabel")); if (!internal::glObjectPtrLabel) return false; internal::glGetObjectPtrLabel = reinterpret_cast(internal::get_proc_address("glGetObjectPtrLabel")); if (!internal::glGetObjectPtrLabel) return false; internal::glGetPointerv = reinterpret_cast(internal::get_proc_address("glGetPointerv")); if (!internal::glGetPointerv) return false; internal::glEnablei = reinterpret_cast(internal::get_proc_address("glEnablei")); if (!internal::glEnablei) return false; internal::glDisablei = reinterpret_cast(internal::get_proc_address("glDisablei")); if (!internal::glDisablei) return false; internal::glBlendEquationi = reinterpret_cast(internal::get_proc_address("glBlendEquationi")); if (!internal::glBlendEquationi) return false; internal::glBlendEquationSeparatei = reinterpret_cast(internal::get_proc_address("glBlendEquationSeparatei")); if (!internal::glBlendEquationSeparatei) return false; internal::glBlendFunci = reinterpret_cast(internal::get_proc_address("glBlendFunci")); if (!internal::glBlendFunci) return false; internal::glBlendFuncSeparatei = reinterpret_cast(internal::get_proc_address("glBlendFuncSeparatei")); if (!internal::glBlendFuncSeparatei) return false; internal::glColorMaski = reinterpret_cast(internal::get_proc_address("glColorMaski")); if (!internal::glColorMaski) return false; internal::glIsEnabledi = reinterpret_cast(internal::get_proc_address("glIsEnabledi")); if (!internal::glIsEnabledi) return false; internal::glDrawElementsBaseVertex = reinterpret_cast(internal::get_proc_address("glDrawElementsBaseVertex")); if (!internal::glDrawElementsBaseVertex) return false; internal::glDrawRangeElementsBaseVertex = reinterpret_cast(internal::get_proc_address("glDrawRangeElementsBaseVertex")); if (!internal::glDrawRangeElementsBaseVertex) return false; internal::glDrawElementsInstancedBaseVertex = reinterpret_cast(internal::get_proc_address("glDrawElementsInstancedBaseVertex")); if (!internal::glDrawElementsInstancedBaseVertex) return false; internal::glFramebufferTexture = reinterpret_cast(internal::get_proc_address("glFramebufferTexture")); if (!internal::glFramebufferTexture) return false; internal::glPrimitiveBoundingBox = reinterpret_cast(internal::get_proc_address("glPrimitiveBoundingBox")); if (!internal::glPrimitiveBoundingBox) return false; internal::glGetGraphicsResetStatus = reinterpret_cast(internal::get_proc_address("glGetGraphicsResetStatus")); if (!internal::glGetGraphicsResetStatus) return false; internal::glReadnPixels = reinterpret_cast(internal::get_proc_address("glReadnPixels")); if (!internal::glReadnPixels) return false; internal::glGetnUniformfv = reinterpret_cast(internal::get_proc_address("glGetnUniformfv")); if (!internal::glGetnUniformfv) return false; internal::glGetnUniformiv = reinterpret_cast(internal::get_proc_address("glGetnUniformiv")); if (!internal::glGetnUniformiv) return false; internal::glGetnUniformuiv = reinterpret_cast(internal::get_proc_address("glGetnUniformuiv")); if (!internal::glGetnUniformuiv) return false; internal::glMinSampleShading = reinterpret_cast(internal::get_proc_address("glMinSampleShading")); if (!internal::glMinSampleShading) return false; internal::glPatchParameteri = reinterpret_cast(internal::get_proc_address("glPatchParameteri")); if (!internal::glPatchParameteri) return false; internal::glTexParameterIiv = reinterpret_cast(internal::get_proc_address("glTexParameterIiv")); if (!internal::glTexParameterIiv) return false; internal::glTexParameterIuiv = reinterpret_cast(internal::get_proc_address("glTexParameterIuiv")); if (!internal::glTexParameterIuiv) return false; internal::glGetTexParameterIiv = reinterpret_cast(internal::get_proc_address("glGetTexParameterIiv")); if (!internal::glGetTexParameterIiv) return false; internal::glGetTexParameterIuiv = reinterpret_cast(internal::get_proc_address("glGetTexParameterIuiv")); if (!internal::glGetTexParameterIuiv) return false; internal::glSamplerParameterIiv = reinterpret_cast(internal::get_proc_address("glSamplerParameterIiv")); if (!internal::glSamplerParameterIiv) return false; internal::glSamplerParameterIuiv = reinterpret_cast(internal::get_proc_address("glSamplerParameterIuiv")); if (!internal::glSamplerParameterIuiv) return false; internal::glGetSamplerParameterIiv = reinterpret_cast(internal::get_proc_address("glGetSamplerParameterIiv")); if (!internal::glGetSamplerParameterIiv) return false; internal::glGetSamplerParameterIuiv = reinterpret_cast(internal::get_proc_address("glGetSamplerParameterIuiv")); if (!internal::glGetSamplerParameterIuiv) return false; internal::glTexBuffer = reinterpret_cast(internal::get_proc_address("glTexBuffer")); if (!internal::glTexBuffer) return false; internal::glTexBufferRange = reinterpret_cast(internal::get_proc_address("glTexBufferRange")); if (!internal::glTexBufferRange) return false; internal::glTexStorage3DMultisample = reinterpret_cast(internal::get_proc_address("glTexStorage3DMultisample")); if (!internal::glTexStorage3DMultisample) return false; return true; } static bool load_ext_GL_ARB_compute_shader() { return true; } static bool load_ext_GL_ARB_shader_image_load_store() { return true; } static bool load_ext_GL_ARB_texture_filter_anisotropic() { return true; } static std::unordered_set extensions; bool initialize() { if (!load_core()) return false; GLint num_extensions; internal::glGetIntegerv(0x821D, &num_extensions); for (GLint i = 0; i < num_extensions; ++i) extensions.insert(reinterpret_cast(internal::glGetStringi(0x1F03, i))); if (extensions.count("GL_ARB_compute_shader") > 0) ext_GL_ARB_compute_shader_loaded = load_ext_GL_ARB_compute_shader(); if (extensions.count("GL_ARB_shader_image_load_store") > 0) ext_GL_ARB_shader_image_load_store_loaded = load_ext_GL_ARB_shader_image_load_store(); if (extensions.count("GL_ARB_texture_filter_anisotropic") > 0) ext_GL_ARB_texture_filter_anisotropic_loaded = load_ext_GL_ARB_texture_filter_anisotropic(); return true; } const char * api(){ return "OpenGL ES"; } int major_version(){ return 3; } int minor_version(){ return 2; } bool has_extension(const char * name){ return extensions.contains(name); } bool ext_ARB_compute_shader(){ return ext_GL_ARB_compute_shader_loaded; } bool ext_ARB_shader_image_load_store(){ return ext_GL_ARB_shader_image_load_store_loaded; } bool ext_ARB_texture_filter_anisotropic(){ return ext_GL_ARB_texture_filter_anisotropic_loaded; } const char * shader_prefix() { return R"(#version 320 es precision highp int; precision highp float; precision highp sampler2D; precision highp usampler2D; )"; } } // namespace sys } // namespace gl