Files
pcsx2/plugins/GSdx/GSWnd.cpp
T
Gregory Hainaut 0958b9db8e gsdx-ogl: use the standard openGL name
Function pointer was mangled to avoid any collision. Nowadays all symbols
are hidden so no risk of collision.

Syntax is nicer beside it would allow to put back GLES3.2. I think it
supports most of the used extension.

glActiveTexture & glBlendColor are provided without symbol query.
2015-10-17 17:05:15 +02:00

155 lines
9.2 KiB
C++

/*
* Copyright (C) 2011-2014 Gregory hainaut
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#include "stdafx.h"
#include "GSWnd.h"
void GSWndGL::PopulateGlFunction()
{
*(void**)&(glBlendEquationSeparate) = GetProcAddress("glBlendEquationSeparate");
*(void**)&(glBlendFuncSeparate) = GetProcAddress("glBlendFuncSeparate");
*(void**)&(glAttachShader) = GetProcAddress("glAttachShader");
*(void**)&(glBindBuffer) = GetProcAddress("glBindBuffer");
*(void**)&(glBindBufferBase) = GetProcAddress("glBindBufferBase");
*(void**)&(glBindBufferRange) = GetProcAddress("glBindBufferRange");
*(void**)&(glBindFramebuffer) = GetProcAddress("glBindFramebuffer");
*(void**)&(glBindSampler) = GetProcAddress("glBindSampler");
*(void**)&(glBindVertexArray) = GetProcAddress("glBindVertexArray");
*(void**)&(glBlitFramebuffer) = GetProcAddress("glBlitFramebuffer");
*(void**)&(glBufferData) = GetProcAddress("glBufferData");
*(void**)&(glCheckFramebufferStatus) = GetProcAddress("glCheckFramebufferStatus");
*(void**)&(glClearBufferfv) = GetProcAddress("glClearBufferfv");
*(void**)&(glClearBufferiv) = GetProcAddress("glClearBufferiv");
*(void**)&(glClearBufferuiv) = GetProcAddress("glClearBufferuiv");
*(void**)&(glColorMaski) = GetProcAddress("glColorMaski");
*(void**)&(glDeleteBuffers) = GetProcAddress("glDeleteBuffers");
*(void**)&(glDeleteFramebuffers) = GetProcAddress("glDeleteFramebuffers");
*(void**)&(glDeleteSamplers) = GetProcAddress("glDeleteSamplers");
*(void**)&(glDeleteVertexArrays) = GetProcAddress("glDeleteVertexArrays");
*(void**)&(glDetachShader) = GetProcAddress("glDetachShader");
*(void**)&(glDrawBuffers) = GetProcAddress("glDrawBuffers");
*(void**)&(glDrawElementsBaseVertex) = GetProcAddress("glDrawElementsBaseVertex");
*(void**)&(glEnableVertexAttribArray) = GetProcAddress("glEnableVertexAttribArray");
*(void**)&(glFramebufferRenderbuffer) = GetProcAddress("glFramebufferRenderbuffer");
*(void**)&(glFramebufferTexture2D) = GetProcAddress("glFramebufferTexture2D");
*(void**)&(glGenBuffers) = GetProcAddress("glGenBuffers");
*(void**)&(glGenFramebuffers) = GetProcAddress("glGenFramebuffers");
*(void**)&(glGenSamplers) = GetProcAddress("glGenSamplers");
*(void**)&(glGenVertexArrays) = GetProcAddress("glGenVertexArrays");
*(void**)&(glGetBufferParameteriv) = GetProcAddress("glGetBufferParameteriv");
*(void**)&(glGetDebugMessageLogARB) = GetProcAddress("glGetDebugMessageLogARB");
*(void**)&(glDebugMessageCallback) = GetProcAddress("glDebugMessageCallback", true);
*(void**)&(glGetProgramInfoLog) = GetProcAddress("glGetProgramInfoLog");
*(void**)&(glGetProgramiv) = GetProcAddress("glGetProgramiv");
*(void**)&(glGetShaderiv) = GetProcAddress("glGetShaderiv");
*(void**)&(glGetStringi) = GetProcAddress("glGetStringi");
*(void**)&(glIsFramebuffer) = GetProcAddress("glIsFramebuffer");
*(void**)&(glMapBuffer) = GetProcAddress("glMapBuffer");
*(void**)&(glMapBufferRange) = GetProcAddress("glMapBufferRange");
*(void**)&(glProgramParameteri) = GetProcAddress("glProgramParameteri");
*(void**)&(glSamplerParameterf) = GetProcAddress("glSamplerParameterf");
*(void**)&(glSamplerParameteri) = GetProcAddress("glSamplerParameteri");
*(void**)&(glShaderSource) = GetProcAddress("glShaderSource");
*(void**)&(glUniform1i) = GetProcAddress("glUniform1i");
*(void**)&(glUnmapBuffer) = GetProcAddress("glUnmapBuffer");
*(void**)&(glVertexAttribIPointer) = GetProcAddress("glVertexAttribIPointer");
*(void**)&(glVertexAttribPointer) = GetProcAddress("glVertexAttribPointer");
*(void**)&(glBufferSubData) = GetProcAddress("glBufferSubData");
*(void**)&(glFenceSync) = GetProcAddress("glFenceSync");
*(void**)&(glDeleteSync) = GetProcAddress("glDeleteSync");
*(void**)&(glClientWaitSync) = GetProcAddress("glClientWaitSync");
*(void**)&(glFlushMappedBufferRange) = GetProcAddress("glFlushMappedBufferRange");
// GL4.0
*(void**)&(glBlendEquationSeparateiARB) = GetProcAddress("glBlendEquationSeparateiARB", true);
*(void**)&(glBlendFuncSeparateiARB) = GetProcAddress("glBlendFuncSeparateiARB", true);
// GL4.1
*(void**)&(glCreateShaderProgramv) = GetProcAddress("glCreateShaderProgramv", true);
*(void**)&(glBindProgramPipeline) = GetProcAddress("glBindProgramPipeline", true);
*(void**)&(glDeleteProgramPipelines) = GetProcAddress("glDeleteProgramPipelines", true);
*(void**)&(glGenProgramPipelines) = GetProcAddress("glGenProgramPipelines", true);
*(void**)&(glGetProgramPipelineiv) = GetProcAddress("glGetProgramPipelineiv", true);
*(void**)&(glGetProgramPipelineInfoLog) = GetProcAddress("glGetProgramPipelineInfoLog", true);
*(void**)&(glValidateProgramPipeline) = GetProcAddress("glValidateProgramPipeline", true);
*(void**)&(glUseProgramStages) = GetProcAddress("glUseProgramStages", true);
*(void**)&(glProgramUniform1i) = GetProcAddress("glProgramUniform1i", true); // but no GL4.2
*(void**)&(glGetProgramBinary) = GetProcAddress("glGetProgramBinary", true);
// NO GL4.1
*(void**)&(glDeleteProgram) = GetProcAddress("glDeleteProgram");
*(void**)&(glDeleteShader) = GetProcAddress("glDeleteShader");
*(void**)&(glCompileShader) = GetProcAddress("glCompileShader");
*(void**)&(glCreateProgram) = GetProcAddress("glCreateProgram");
*(void**)&(glCreateShader) = GetProcAddress("glCreateShader");
*(void**)&(glUseProgram) = GetProcAddress("glUseProgram");
*(void**)&(glGetShaderInfoLog) = GetProcAddress("glGetShaderInfoLog");
*(void**)&(glLinkProgram) = GetProcAddress("glLinkProgram");
// GL4.2
*(void**)&(glBindImageTexture) = GetProcAddress("glBindImageTexture", true);
*(void**)&(glMemoryBarrier) = GetProcAddress("glMemoryBarrier", true);
*(void**)&(glTexStorage2D) = GetProcAddress("glTexStorage2D");
// GL4.3
*(void**)&(glCopyImageSubData) = GetProcAddress("glCopyImageSubData", true);
*(void**)&(glInvalidateTexImage) = GetProcAddress("glInvalidateTexImage", true);
*(void**)&(glPushDebugGroup) = GetProcAddress("glPushDebugGroup", true);
*(void**)&(glPopDebugGroup) = GetProcAddress("glPopDebugGroup", true);
*(void**)&(glDebugMessageInsert) = GetProcAddress("glDebugMessageInsert", true);
// GL4.4
*(void**)&(glClearTexImage) = GetProcAddress("glClearTexImage", true);
*(void**)&(glBufferStorage) = GetProcAddress("glBufferStorage", true);
// GL4.5
*(void**)&(glCreateTextures) = GetProcAddress("glCreateTextures", true);
*(void**)&(glTextureStorage2D) = GetProcAddress("glTextureStorage2D", true);
*(void**)&(glTextureSubImage2D) = GetProcAddress("glTextureSubImage2D", true);
*(void**)&(glCopyTextureSubImage2D) = GetProcAddress("glCopyTextureSubImage2D", true);
*(void**)&(glBindTextureUnit) = GetProcAddress("glBindTextureUnit", true);
*(void**)&(glGetTextureImage) = GetProcAddress("glGetTextureImage", true);
*(void**)&(glTextureParameteri) = GetProcAddress("glTextureParameteri", true);
*(void**)&(glCreateFramebuffers) = GetProcAddress("glCreateFramebuffers", true);
*(void**)&(glClearNamedFramebufferfv) = GetProcAddress("glClearNamedFramebufferfv", true);
*(void**)&(glClearNamedFramebufferuiv) = GetProcAddress("glClearNamedFramebufferuiv", true);
*(void**)&(glClearNamedFramebufferiv) = GetProcAddress("glClearNamedFramebufferiv", true);
*(void**)&(glNamedFramebufferTexture) = GetProcAddress("glNamedFramebufferTexture", true);
*(void**)&(glNamedFramebufferDrawBuffers) = GetProcAddress("glNamedFramebufferDrawBuffers", true);
*(void**)&(glNamedFramebufferReadBuffer) = GetProcAddress("glNamedFramebufferReadBuffer", true);
*(void**)&(glCheckNamedFramebufferStatus) = GetProcAddress("glCheckNamedFramebufferStatus", true);
*(void**)&(glCreateBuffers) = GetProcAddress("glCreateBuffers", true);
*(void**)&(glNamedBufferStorage) = GetProcAddress("glNamedBufferStorage", true);
*(void**)&(glNamedBufferData) = GetProcAddress("glNamedBufferData", true);
*(void**)&(glNamedBufferSubData) = GetProcAddress("glNamedBufferSubData", true);
*(void**)&(glMapNamedBuffer) = GetProcAddress("glMapNamedBuffer", true);
*(void**)&(glMapNamedBufferRange) = GetProcAddress("glMapNamedBufferRange", true);
*(void**)&(glUnmapNamedBuffer) = GetProcAddress("glUnmapNamedBuffer", true);
*(void**)&(glFlushMappedNamedBufferRange) = GetProcAddress("glFlushMappedNamedBufferRange", true);
*(void**)&(glCreateSamplers) = GetProcAddress("glCreateSamplers", true);
*(void**)&(glCreateProgramPipelines) = GetProcAddress("glCreateProgramPipelines", true);
*(void**)&(glClipControl) = GetProcAddress("glClipControl", true);
*(void**)&(glTextureBarrier) = GetProcAddress("glTextureBarrier", true);
if (glCreateFramebuffers == NULL) {
Emulate_DSA::Init();
}
}