Esempio n. 1
0
        public void LoadGLEntryPoints()
        {
            /* Basic entry points. If you don't have these, you're screwed. */
            try
            {
                INTERNAL_glGetString = (GetString) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetString"),
                    typeof(GetString)
                );
                glGetIntegerv = (GetIntegerv) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetIntegerv"),
                    typeof(GetIntegerv)
                );
                glEnable = (Enable) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glEnable"),
                    typeof(Enable)
                );
                glDisable = (Disable) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDisable"),
                    typeof(Disable)
                );
                glViewport = (G_Viewport) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glViewport"),
                    typeof(G_Viewport)
                );
                glDepthRange = (DepthRange) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDepthRange"),
                    typeof(DepthRange)
                );
                glScissor = (Scissor) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glScissor"),
                    typeof(Scissor)
                );
                glBlendColor = (BlendColor) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBlendColor"),
                    typeof(BlendColor)
                );
                glBlendFuncSeparate = (BlendFuncSeparate) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBlendFuncSeparate"),
                    typeof(BlendFuncSeparate)
                );
                glBlendEquationSeparate = (BlendEquationSeparate) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBlendEquationSeparate"),
                    typeof(BlendEquationSeparate)
                );
                glColorMask = (ColorMask) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glColorMask"),
                    typeof(ColorMask)
                );
                glDepthMask = (DepthMask) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDepthMask"),
                    typeof(DepthMask)
                );
                glDepthFunc = (DepthFunc) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDepthFunc"),
                    typeof(DepthFunc)
                );
                glStencilMask = (StencilMask) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glStencilMask"),
                    typeof(StencilMask)
                );
                glStencilFuncSeparate = (StencilFuncSeparate) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glStencilFuncSeparate"),
                    typeof(StencilFuncSeparate)
                );
                glStencilOpSeparate = (StencilOpSeparate) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glStencilOpSeparate"),
                    typeof(StencilOpSeparate)
                );
                glStencilFunc = (StencilFunc) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glStencilFunc"),
                    typeof(StencilFunc)
                );
                glStencilOp = (StencilOp) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glStencilOp"),
                    typeof(StencilOp)
                );
                glCullFace = (CullFace) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glCullFace"),
                    typeof(CullFace)
                );
                glFrontFace = (FrontFace) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glFrontFace"),
                    typeof(FrontFace)
                );
                glPolygonMode = (PolygonMode) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glPolygonMode"),
                    typeof(PolygonMode)
                );
                glPolygonOffset = (PolygonOffset) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glPolygonOffset"),
                    typeof(PolygonOffset)
                );
                glGenTextures = (GenTextures) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGenTextures"),
                    typeof(GenTextures)
                );
                glDeleteTextures = (DeleteTextures) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDeleteTextures"),
                    typeof(DeleteTextures)
                );
                glBindTexture = (G_BindTexture) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBindTexture"),
                    typeof(G_BindTexture)
                );
                glTexImage2D = (TexImage2D) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glTexImage2D"),
                    typeof(TexImage2D)
                );
                glTexSubImage2D = (TexSubImage2D) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glTexSubImage2D"),
                    typeof(TexSubImage2D)
                );
                glCompressedTexImage2D = (CompressedTexImage2D) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glCompressedTexImage2D"),
                    typeof(CompressedTexImage2D)
                );
                glCompressedTexSubImage2D = (CompressedTexSubImage2D) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glCompressedTexSubImage2D"),
                    typeof(CompressedTexSubImage2D)
                );
                glTexImage3D = (TexImage3D) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glTexImage3D"),
                    typeof(TexImage3D)
                );
                glTexSubImage3D = (TexSubImage3D) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glTexSubImage3D"),
                    typeof(TexSubImage3D)
                );
                glGetTexImage = (GetTexImage) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetTexImage"),
                    typeof(GetTexImage)
                );
                glTexParameteri = (TexParameteri) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glTexParameteri"),
                    typeof(TexParameteri)
                );
                glTexParameterf = (TexParameterf) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glTexParameterf"),
                    typeof(TexParameterf)
                );
                glActiveTexture = (ActiveTexture) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glActiveTexture"),
                    typeof(ActiveTexture)
                );
                glGetTexLevelParameteriv = (GetTexLevelParameteriv) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetTexLevelParameteriv"),
                    typeof(GetTexLevelParameteriv)
                );
                glPixelStorei = (PixelStorei) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glPixelStorei"),
                    typeof(PixelStorei)
                );
                glGenBuffers = (GenBuffers) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGenBuffers"),
                    typeof(GenBuffers)
                );
                glDeleteBuffers = (DeleteBuffers) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDeleteBuffers"),
                    typeof(DeleteBuffers)
                );
                glBindBuffer = (BindBuffer) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBindBuffer"),
                    typeof(BindBuffer)
                );
                glBufferData = (BufferData) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBufferData"),
                    typeof(BufferData)
                );
                glBufferSubData = (BufferSubData) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBufferSubData"),
                    typeof(BufferSubData)
                );
                glMapBuffer = (MapBuffer) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glMapBuffer"),
                    typeof(MapBuffer)
                );
                glUnmapBuffer = (UnmapBuffer) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glUnmapBuffer"),
                    typeof(UnmapBuffer)
                );
                glEnableVertexAttribArray = (EnableVertexAttribArray) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glEnableVertexAttribArray"),
                    typeof(EnableVertexAttribArray)
                );
                glDisableVertexAttribArray = (DisableVertexAttribArray) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDisableVertexAttribArray"),
                    typeof(DisableVertexAttribArray)
                );
                glVertexAttribPointer = (G_VertexAttribPointer) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glVertexAttribPointer"),
                    typeof(G_VertexAttribPointer)
                );
                glClearColor = (ClearColor) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glClearColor"),
                    typeof(ClearColor)
                );
                glClearDepth = (ClearDepth) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glClearDepth"),
                    typeof(ClearDepth)
                );
                glClearStencil = (ClearStencil) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glClearStencil"),
                    typeof(ClearStencil)
                );
                glClear = (G_Clear) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glClear"),
                    typeof(G_Clear)
                );
                glDrawBuffers = (DrawBuffers) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDrawBuffers"),
                    typeof(DrawBuffers)
                );
                glReadPixels = (ReadPixels) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glReadPixels"),
                    typeof(ReadPixels)
                );
                glDrawRangeElements = (DrawRangeElements) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDrawRangeElements"),
                    typeof(DrawRangeElements)
                );
                glDrawArrays = (DrawArrays) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDrawArrays"),
                    typeof(DrawArrays)
                );
                glGenQueries = (GenQueries) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGenQueries"),
                    typeof(GenQueries)
                );
                glDeleteQueries = (DeleteQueries) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDeleteQueries"),
                    typeof(DeleteQueries)
                );
                glBeginQuery = (BeginQuery) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBeginQuery"),
                    typeof(BeginQuery)
                );
                glEndQuery = (EndQuery) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glEndQuery"),
                    typeof(EndQuery)
                );
                glGetQueryObjectiv = (GetQueryObjectiv) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetQueryObjectiv"),
                    typeof(GetQueryObjectiv)
                );
                glCreateShader = (CreateShader) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glCreateShader"),
                    typeof(CreateShader)
                );
                glDeleteShader = (DeleteShader) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDeleteShader"),
                    typeof(DeleteShader)
                );
                glShaderSource = (ShaderSource) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glShaderSource"),
                    typeof(ShaderSource)
                );
                glCompileShader = (CompileShader) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glCompileShader"),
                    typeof(CompileShader)
                );
                glCreateProgram = (CreateProgram) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glCreateProgram"),
                    typeof(CreateProgram)
                );
                glDeleteProgram = (DeleteProgram) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDeleteProgram"),
                    typeof(DeleteProgram)
                );
                glAttachShader = (AttachShader) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glAttachShader"),
                    typeof(AttachShader)
                );
                glDetachShader = (DetachShader) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDetachShader"),
                    typeof(DetachShader)
                );
                glLinkProgram = (LinkProgram) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glLinkProgram"),
                    typeof(LinkProgram)
                );
                glUseProgram = (UseProgram) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glUseProgram"),
                    typeof(UseProgram)
                );
                glUniform1i = (Uniform1i) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glUniform1i"),
                    typeof(Uniform1i)
                );
                glUniform4fv = (Uniform4fv) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glUniform4fv"),
                    typeof(Uniform4fv)
                );
                glGetShaderiv = (GetShaderiv) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetShaderiv"),
                    typeof(GetShaderiv)
                );
                glGetProgramiv = (GetProgramiv) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetProgramiv"),
                    typeof(GetProgramiv)
                );
                glGetUniformLocation = (GetUniformLocation) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetUniformLocation"),
                    typeof(GetUniformLocation)
                );
                glGetAttribLocation = (GetAttribLocation) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetAttribLocation"),
                    typeof(GetAttribLocation)
                );
                glBindAttribLocation = (BindAttribLocation) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glBindAttribLocation"),
                    typeof(BindAttribLocation)
                );
                glIsShader = (IsShader) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glIsShader"),
                    typeof(IsShader)
                );
                glIsProgram = (IsProgram) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glIsProgram"),
                    typeof(IsProgram)
                );
                glGetShaderInfoLog = (GetShaderInfoLog) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetShaderInfoLog"),
                    typeof(GetShaderInfoLog)
                );
                glGetProgramInfoLog = (GetProgramInfoLog) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glGetProgramInfoLog"),
                    typeof(GetProgramInfoLog)
                );
                glFlush = (Flush) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glFlush"),
                    typeof(Flush)
                );
            }
            catch
            {
                throw new NoSuitableGraphicsDeviceException("OpenGL 2.1 support is required!");
            }

            /* ARB_framebuffer_object. We're flexible, but not _that_ flexible. */
            try
            {
                glGenFramebuffers = (GenFramebuffers) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glGenFramebuffers"),
                    typeof(GenFramebuffers)
                );
                glDeleteFramebuffers = (DeleteFramebuffers) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glDeleteFramebuffers"),
                    typeof(DeleteFramebuffers)
                );
                glBindFramebuffer = (G_BindFramebuffer) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glBindFramebuffer"),
                    typeof(G_BindFramebuffer)
                );
                glFramebufferTexture2D = (FramebufferTexture2D) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glFramebufferTexture2D"),
                    typeof(FramebufferTexture2D)
                );
                glFramebufferRenderbuffer = (FramebufferRenderbuffer) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glFramebufferRenderbuffer"),
                    typeof(FramebufferRenderbuffer)
                );
            #if !DISABLE_FAUXBACKBUFFER
                glBlitFramebuffer = (BlitFramebuffer) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glBlitFramebuffer"),
                    typeof(BlitFramebuffer)
                );
            #endif
                glGenRenderbuffers = (GenRenderbuffers) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glGenRenderbuffers"),
                    typeof(GenRenderbuffers)
                );
                glDeleteRenderbuffers = (DeleteRenderbuffers) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glDeleteRenderbuffers"),
                    typeof(DeleteRenderbuffers)
                );
                glBindRenderbuffer = (BindRenderbuffer) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glBindRenderbuffer"),
                    typeof(BindRenderbuffer)
                );
                glRenderbufferStorage = (RenderbufferStorage) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glRenderbufferStorage"),
                    typeof(RenderbufferStorage)
                );
            }
            catch
            {
                throw new NoSuitableGraphicsDeviceException("OpenGL framebuffer support is required!");
            }

            /* ARB_instanced_arrays/ARB_draw_instanced are almost optional. */
            SupportsHardwareInstancing = true;
            try
            {
                glVertexAttribDivisor = (VertexAttribDivisor) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glVertexAttribDivisor"),
                    typeof(VertexAttribDivisor)
                );
                glDrawElementsInstanced = (DrawElementsInstanced) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDrawElementsInstanced"),
                    typeof(DrawElementsInstanced)
                );
            }
            catch
            {
                SupportsHardwareInstancing = false;
            }

            #if DEBUG
            /* ARB_debug_output, for debug contexts */
            IntPtr messageCallback = SDL.SDL_GL_GetProcAddress("glDebugMessageCallbackARB");
            IntPtr messageControl = SDL.SDL_GL_GetProcAddress("glDebugMessageControlARB");
            if (messageCallback == IntPtr.Zero || messageControl == IntPtr.Zero)
            {
                System.Console.WriteLine("ARB_debug_output not supported!");
            }
            else
            {
                glDebugMessageCallbackARB = (DebugMessageCallback) Marshal.GetDelegateForFunctionPointer(
                    messageCallback,
                    typeof(DebugMessageCallback)
                );
                glDebugMessageControlARB = (DebugMessageControl) Marshal.GetDelegateForFunctionPointer(
                    messageControl,
                    typeof(DebugMessageControl)
                );
                glDebugMessageCallbackARB(DebugCall, IntPtr.Zero);
                glDebugMessageControlARB(
                    GLenum.GL_DONT_CARE,
                    GLenum.GL_DONT_CARE,
                    GLenum.GL_DONT_CARE,
                    0,
                    IntPtr.Zero,
                    true
                );
                glDebugMessageControlARB(
                    GLenum.GL_DONT_CARE,
                    GLenum.GL_DEBUG_TYPE_OTHER_ARB,
                    GLenum.GL_DEBUG_SEVERITY_LOW_ARB,
                    0,
                    IntPtr.Zero,
                    false
                );
            }

            /* GREMEDY_string_marker, for apitrace */
            IntPtr stringMarkerCallback = SDL.SDL_GL_GetProcAddress("glStringMarkerGREMEDY");
            if (stringMarkerCallback == IntPtr.Zero)
            {
                System.Console.WriteLine("GREMEDY_string_marker not supported!");
            }
            else
            {
                glStringMarkerGREMEDY = (StringMarkerGREMEDY) Marshal.GetDelegateForFunctionPointer(
                    stringMarkerCallback,
                    typeof(StringMarkerGREMEDY)
                );
            }
            #endif
        }
Esempio n. 2
0
 public static void InitGL_2_0(OpenGLContext ctx)
 {
     glBlendEquationSeparate = ctx.GetProc<BlendEquationSeparate>("glBlendEquationSeparate");
     glDrawBuffers = ctx.GetProc<DrawBuffers>("glDrawBuffers");
     glStencilOpSeparate = ctx.GetProc<StencilOpSeparate>("glStencilOpSeparate");
     glStencilFuncSeparate = ctx.GetProc<StencilFuncSeparate>("glStencilFuncSeparate");
     glStencilMaskSeparate = ctx.GetProc<StencilMaskSeparate>("glStencilMaskSeparate");
     glAttachShader = ctx.GetProc<AttachShader>("glAttachShader");
     glBindAttribLocation = ctx.GetProc<BindAttribLocation>("glBindAttribLocation");
     glCompileShader = ctx.GetProc<CompileShader>("glCompileShader");
     glCreateProgram = ctx.GetProc<CreateProgram>("glCreateProgram");
     glCreateShader = ctx.GetProc<CreateShader>("glCreateShader");
     glDeleteProgram = ctx.GetProc<DeleteProgram>("glDeleteProgram");
     glDeleteShader = ctx.GetProc<DeleteShader>("glDeleteShader");
     glDetachShader = ctx.GetProc<DetachShader>("glDetachShader");
     glDisableVertexAttribArray = ctx.GetProc<DisableVertexAttribArray>("glDisableVertexAttribArray");
     glEnableVertexAttribArray = ctx.GetProc<EnableVertexAttribArray>("glEnableVertexAttribArray");
     glGetActiveAttrib = ctx.GetProc<GetActiveAttrib>("glGetActiveAttrib");
     glGetActiveUniform = ctx.GetProc<GetActiveUniform>("glGetActiveUniform");
     glGetAttachedShaders = ctx.GetProc<GetAttachedShaders>("glGetAttachedShaders");
     glGetAttribLocation = ctx.GetProc<GetAttribLocation>("glGetAttribLocation");
     glGetProgramiv = ctx.GetProc<GetProgramiv>("glGetProgramiv");
     glGetProgramInfoLog = ctx.GetProc<GetProgramInfoLog>("glGetProgramInfoLog");
     glGetShaderiv = ctx.GetProc<GetShaderiv>("glGetShaderiv");
     glGetShaderInfoLog = ctx.GetProc<GetShaderInfoLog>("glGetShaderInfoLog");
     glGetShaderSource = ctx.GetProc<GetShaderSource>("glGetShaderSource");
     glGetUniformLocation = ctx.GetProc<GetUniformLocation>("glGetUniformLocation");
     glGetUniformfv = ctx.GetProc<GetUniformfv>("glGetUniformfv");
     glGetUniformiv = ctx.GetProc<GetUniformiv>("glGetUniformiv");
     glGetVertexAttribdv = ctx.GetProc<GetVertexAttribdv>("glGetVertexAttribdv");
     glGetVertexAttribfv = ctx.GetProc<GetVertexAttribfv>("glGetVertexAttribfv");
     glGetVertexAttribiv = ctx.GetProc<GetVertexAttribiv>("glGetVertexAttribiv");
     glGetVertexAttribPointerv = ctx.GetProc<GetVertexAttribPointerv>("glGetVertexAttribPointerv");
     glIsProgram = ctx.GetProc<IsProgram>("glIsProgram");
     glIsShader = ctx.GetProc<IsShader>("glIsShader");
     glLinkProgram = ctx.GetProc<LinkProgram>("glLinkProgram");
     glShaderSource = ctx.GetProc<ShaderSource>("glShaderSource");
     glUseProgram = ctx.GetProc<UseProgram>("glUseProgram");
     glUniform1f = ctx.GetProc<Uniform1f>("glUniform1f");
     glUniform2f = ctx.GetProc<Uniform2f>("glUniform2f");
     glUniform3f = ctx.GetProc<Uniform3f>("glUniform3f");
     glUniform4f = ctx.GetProc<Uniform4f>("glUniform4f");
     glUniform1i = ctx.GetProc<Uniform1i>("glUniform1i");
     glUniform2i = ctx.GetProc<Uniform2i>("glUniform2i");
     glUniform3i = ctx.GetProc<Uniform3i>("glUniform3i");
     glUniform4i = ctx.GetProc<Uniform4i>("glUniform4i");
     glUniform1fv = ctx.GetProc<Uniform1fv>("glUniform1fv");
     glUniform2fv = ctx.GetProc<Uniform2fv>("glUniform2fv");
     glUniform3fv = ctx.GetProc<Uniform3fv>("glUniform3fv");
     glUniform4fv = ctx.GetProc<Uniform4fv>("glUniform4fv");
     glUniform1iv = ctx.GetProc<Uniform1iv>("glUniform1iv");
     glUniform2iv = ctx.GetProc<Uniform2iv>("glUniform2iv");
     glUniform3iv = ctx.GetProc<Uniform3iv>("glUniform3iv");
     glUniform4iv = ctx.GetProc<Uniform4iv>("glUniform4iv");
     glUniformMatrix2fv = ctx.GetProc<UniformMatrix2fv>("glUniformMatrix2fv");
     glUniformMatrix3fv = ctx.GetProc<UniformMatrix3fv>("glUniformMatrix3fv");
     glUniformMatrix4fv = ctx.GetProc<UniformMatrix4fv>("glUniformMatrix4fv");
     glValidateProgram = ctx.GetProc<ValidateProgram>("glValidateProgram");
     glVertexAttrib1d = ctx.GetProc<VertexAttrib1d>("glVertexAttrib1d");
     glVertexAttrib1dv = ctx.GetProc<VertexAttrib1dv>("glVertexAttrib1dv");
     glVertexAttrib1f = ctx.GetProc<VertexAttrib1f>("glVertexAttrib1f");
     glVertexAttrib1fv = ctx.GetProc<VertexAttrib1fv>("glVertexAttrib1fv");
     glVertexAttrib1s = ctx.GetProc<VertexAttrib1s>("glVertexAttrib1s");
     glVertexAttrib1sv = ctx.GetProc<VertexAttrib1sv>("glVertexAttrib1sv");
     glVertexAttrib2d = ctx.GetProc<VertexAttrib2d>("glVertexAttrib2d");
     glVertexAttrib2dv = ctx.GetProc<VertexAttrib2dv>("glVertexAttrib2dv");
     glVertexAttrib2f = ctx.GetProc<VertexAttrib2f>("glVertexAttrib2f");
     glVertexAttrib2fv = ctx.GetProc<VertexAttrib2fv>("glVertexAttrib2fv");
     glVertexAttrib2s = ctx.GetProc<VertexAttrib2s>("glVertexAttrib2s");
     glVertexAttrib2sv = ctx.GetProc<VertexAttrib2sv>("glVertexAttrib2sv");
     glVertexAttrib3d = ctx.GetProc<VertexAttrib3d>("glVertexAttrib3d");
     glVertexAttrib3dv = ctx.GetProc<VertexAttrib3dv>("glVertexAttrib3dv");
     glVertexAttrib3f = ctx.GetProc<VertexAttrib3f>("glVertexAttrib3f");
     glVertexAttrib3fv = ctx.GetProc<VertexAttrib3fv>("glVertexAttrib3fv");
     glVertexAttrib3s = ctx.GetProc<VertexAttrib3s>("glVertexAttrib3s");
     glVertexAttrib3sv = ctx.GetProc<VertexAttrib3sv>("glVertexAttrib3sv");
     glVertexAttrib4Nbv = ctx.GetProc<VertexAttrib4Nbv>("glVertexAttrib4Nbv");
     glVertexAttrib4Niv = ctx.GetProc<VertexAttrib4Niv>("glVertexAttrib4Niv");
     glVertexAttrib4Nsv = ctx.GetProc<VertexAttrib4Nsv>("glVertexAttrib4Nsv");
     glVertexAttrib4Nub = ctx.GetProc<VertexAttrib4Nub>("glVertexAttrib4Nub");
     glVertexAttrib4Nubv = ctx.GetProc<VertexAttrib4Nubv>("glVertexAttrib4Nubv");
     glVertexAttrib4Nuiv = ctx.GetProc<VertexAttrib4Nuiv>("glVertexAttrib4Nuiv");
     glVertexAttrib4Nusv = ctx.GetProc<VertexAttrib4Nusv>("glVertexAttrib4Nusv");
     glVertexAttrib4bv = ctx.GetProc<VertexAttrib4bv>("glVertexAttrib4bv");
     glVertexAttrib4d = ctx.GetProc<VertexAttrib4d>("glVertexAttrib4d");
     glVertexAttrib4dv = ctx.GetProc<VertexAttrib4dv>("glVertexAttrib4dv");
     glVertexAttrib4f = ctx.GetProc<VertexAttrib4f>("glVertexAttrib4f");
     glVertexAttrib4fv = ctx.GetProc<VertexAttrib4fv>("glVertexAttrib4fv");
     glVertexAttrib4iv = ctx.GetProc<VertexAttrib4iv>("glVertexAttrib4iv");
     glVertexAttrib4s = ctx.GetProc<VertexAttrib4s>("glVertexAttrib4s");
     glVertexAttrib4sv = ctx.GetProc<VertexAttrib4sv>("glVertexAttrib4sv");
     glVertexAttrib4ubv = ctx.GetProc<VertexAttrib4ubv>("glVertexAttrib4ubv");
     glVertexAttrib4uiv = ctx.GetProc<VertexAttrib4uiv>("glVertexAttrib4uiv");
     glVertexAttrib4usv = ctx.GetProc<VertexAttrib4usv>("glVertexAttrib4usv");
     glVertexAttribPointer = ctx.GetProc<VertexAttribPointer>("glVertexAttribPointer");
 }