internal static void LoadEntryPoints() { if (Viewport == null) { Viewport = LoadFunction <ViewportDelegate>("glViewport"); } if (Scissor == null) { Scissor = LoadFunction <ScissorDelegate>("glScissor"); } //if (MakeCurrent == null) // MakeCurrent = LoadFunction<MakeCurrentDelegate>("glMakeCurrent"); GetError = LoadFunction <GetErrorDelegate>("glGetError"); EnableVertexAttribArray = LoadFunction <EnableVertexAttribArrayDelegate>("glEnableVertexAttribArray"); DisableVertexAttribArray = LoadFunction <DisableVertexAttribArrayDelegate>("glDisableVertexAttribArray"); _getStringInternal = LoadFunction <GetStringDelegate>("glGetString"); ClearDepth = LoadFunction <ClearDepthDelegate>("glClearDepth") ?? LoadFunction <ClearDepthDelegate>("glClearDepthf"); Clear = LoadFunction <ClearDelegate>("glClear"); ClearColor = LoadFunction <ClearColorDelegate>("glClearColor"); ClearStencil = LoadFunction <ClearStencilDelegate>("glClearStencil"); Enable = LoadFunction <EnableDelegate>("glEnable"); Disable = LoadFunction <DisableDelegate>("glDisable"); BindBuffer = LoadFunction <BindBufferDelegate>("glBindBuffer"); //DrawBuffers = LoadFunction<DrawBuffersDelegate>("glDrawBuffers"); //DrawElements = LoadFunction<DrawElementsDelegate>("glDrawElements"); DrawArrays = LoadFunction <DrawArraysDelegate>("glDrawArrays"); //Uniform1i = LoadFunction<Uniform1iDelegate>("glUniform1i"); //Uniform4fv = LoadFunction<Uniform4fvDelegate>("glUniform4fv"); //ReadPixelsInternal = LoadFunction<ReadPixelsDelegate>("glReadPixels"); CreateShader = LoadFunction <CreateShaderDelegate>("glCreateShader"); ShaderSourceInternal = LoadFunction <ShaderSourceDelegate>("glShaderSource"); CompileShader = LoadFunction <CompileShaderDelegate>("glCompileShader"); ColorMask = LoadFunction <ColorMaskDelegate>("glColorMask"); //TODO: DepthFunc = LoadFunction<DepthFuncDelegate>("glDepthFunc"); DepthMask = LoadFunction <DepthMaskDelegate>("glDepthMask"); StencilMask = LoadFunction <StencilMaskDelegate>("glStencilMask"); GenBuffers = LoadFunction <GenBuffersDelegate>("glGenBuffers"); BufferData = LoadFunction <BufferDataDelegate>("glBufferData"); //MapBuffer = LoadFunction<MapBufferDelegate>("glMapBuffer"); //UnmapBuffer = LoadFunction<UnmapBufferDelegate>("glUnmapBuffer"); BufferSubData = LoadFunction <BufferSubDataDelegate>("glBufferSubData"); //DeleteBuffers = LoadFunction<DeleteBuffersDelegate>("glDeleteBuffers"); VertexAttribPointer = LoadFunction <VertexAttribPointerDelegate>("glVertexAttribPointer"); }
static void OpenGLNativeVERSION_2_0Init() { _BlendEquationSeparate = GetProcAdress< BlendEquationSeparateDelegate >( "glBlendEquationSeparate" ); _DrawBuffers = GetProcAdress< DrawBuffersDelegate >( "glDrawBuffers" ); _StencilOpSeparate = GetProcAdress< StencilOpSeparateDelegate >( "glStencilOpSeparate" ); _StencilFuncSeparate = GetProcAdress< StencilFuncSeparateDelegate >( "glStencilFuncSeparate" ); _StencilMaskSeparate = GetProcAdress< StencilMaskSeparateDelegate >( "glStencilMaskSeparate" ); _AttachShader = GetProcAdress< AttachShaderDelegate >( "glAttachShader" ); _BindAttribLocation = GetProcAdress< BindAttribLocationDelegate >( "glBindAttribLocation" ); _CompileShader = GetProcAdress< CompileShaderDelegate >( "glCompileShader" ); _CreateProgram = GetProcAdress< CreateProgramDelegate >( "glCreateProgram" ); _CreateShader = GetProcAdress< CreateShaderDelegate >( "glCreateShader" ); _DeleteProgram = GetProcAdress< DeleteProgramDelegate >( "glDeleteProgram" ); _DeleteShader = GetProcAdress< DeleteShaderDelegate >( "glDeleteShader" ); _DetachShader = GetProcAdress< DetachShaderDelegate >( "glDetachShader" ); _DisableVertexAttribArray = GetProcAdress< DisableVertexAttribArrayDelegate >( "glDisableVertexAttribArray" ); _EnableVertexAttribArray = GetProcAdress< EnableVertexAttribArrayDelegate >( "glEnableVertexAttribArray" ); _GetActiveAttrib = GetProcAdress< GetActiveAttribDelegate >( "glGetActiveAttrib" ); _GetActiveUniform = GetProcAdress< GetActiveUniformDelegate >( "glGetActiveUniform" ); _GetAttachedShaders = GetProcAdress< GetAttachedShadersDelegate >( "glGetAttachedShaders" ); _GetAttribLocation = GetProcAdress< GetAttribLocationDelegate >( "glGetAttribLocation" ); _GetProgramiv = GetProcAdress< GetProgramivDelegate >( "glGetProgramiv" ); _GetProgramInfoLog = GetProcAdress< GetProgramInfoLogDelegate >( "glGetProgramInfoLog" ); _GetShaderiv = GetProcAdress< GetShaderivDelegate >( "glGetShaderiv" ); _GetShaderInfoLog = GetProcAdress< GetShaderInfoLogDelegate >( "glGetShaderInfoLog" ); _GetShaderSource = GetProcAdress< GetShaderSourceDelegate >( "glGetShaderSource" ); _GetUniformLocation = GetProcAdress< GetUniformLocationDelegate >( "glGetUniformLocation" ); _GetUniformfv = GetProcAdress< GetUniformfvDelegate >( "glGetUniformfv" ); _GetUniformiv = GetProcAdress< GetUniformivDelegate >( "glGetUniformiv" ); _GetVertexAttribdv = GetProcAdress< GetVertexAttribdvDelegate >( "glGetVertexAttribdv" ); _GetVertexAttribfv = GetProcAdress< GetVertexAttribfvDelegate >( "glGetVertexAttribfv" ); _GetVertexAttribiv = GetProcAdress< GetVertexAttribivDelegate >( "glGetVertexAttribiv" ); _GetVertexAttribPointerv = GetProcAdress< GetVertexAttribPointervDelegate >( "glGetVertexAttribPointerv" ); _IsProgram = GetProcAdress< IsProgramDelegate >( "glIsProgram" ); _IsShader = GetProcAdress< IsShaderDelegate >( "glIsShader" ); _LinkProgram = GetProcAdress< LinkProgramDelegate >( "glLinkProgram" ); _ShaderSource = GetProcAdress< ShaderSourceDelegate >( "glShaderSource" ); _UseProgram = GetProcAdress< UseProgramDelegate >( "glUseProgram" ); _Uniform1f = GetProcAdress< Uniform1fDelegate >( "glUniform1f" ); _Uniform2f = GetProcAdress< Uniform2fDelegate >( "glUniform2f" ); _Uniform3f = GetProcAdress< Uniform3fDelegate >( "glUniform3f" ); _Uniform4f = GetProcAdress< Uniform4fDelegate >( "glUniform4f" ); _Uniform1i = GetProcAdress< Uniform1iDelegate >( "glUniform1i" ); _Uniform2i = GetProcAdress< Uniform2iDelegate >( "glUniform2i" ); _Uniform3i = GetProcAdress< Uniform3iDelegate >( "glUniform3i" ); _Uniform4i = GetProcAdress< Uniform4iDelegate >( "glUniform4i" ); _Uniform1fv = GetProcAdress< Uniform1fvDelegate >( "glUniform1fv" ); _Uniform2fv = GetProcAdress< Uniform2fvDelegate >( "glUniform2fv" ); _Uniform3fv = GetProcAdress< Uniform3fvDelegate >( "glUniform3fv" ); _Uniform4fv = GetProcAdress< Uniform4fvDelegate >( "glUniform4fv" ); _Uniform1iv = GetProcAdress< Uniform1ivDelegate >( "glUniform1iv" ); _Uniform2iv = GetProcAdress< Uniform2ivDelegate >( "glUniform2iv" ); _Uniform3iv = GetProcAdress< Uniform3ivDelegate >( "glUniform3iv" ); _Uniform4iv = GetProcAdress< Uniform4ivDelegate >( "glUniform4iv" ); _UniformMatrix2fv = GetProcAdress< UniformMatrix2fvDelegate >( "glUniformMatrix2fv" ); _UniformMatrix3fv = GetProcAdress< UniformMatrix3fvDelegate >( "glUniformMatrix3fv" ); _UniformMatrix4fv = GetProcAdress< UniformMatrix4fvDelegate >( "glUniformMatrix4fv" ); _ValidateProgram = GetProcAdress< ValidateProgramDelegate >( "glValidateProgram" ); _VertexAttrib1d = GetProcAdress< VertexAttrib1dDelegate >( "glVertexAttrib1d" ); _VertexAttrib1dv = GetProcAdress< VertexAttrib1dvDelegate >( "glVertexAttrib1dv" ); _VertexAttrib1f = GetProcAdress< VertexAttrib1fDelegate >( "glVertexAttrib1f" ); _VertexAttrib1fv = GetProcAdress< VertexAttrib1fvDelegate >( "glVertexAttrib1fv" ); _VertexAttrib1s = GetProcAdress< VertexAttrib1sDelegate >( "glVertexAttrib1s" ); _VertexAttrib1sv = GetProcAdress< VertexAttrib1svDelegate >( "glVertexAttrib1sv" ); _VertexAttrib2d = GetProcAdress< VertexAttrib2dDelegate >( "glVertexAttrib2d" ); _VertexAttrib2dv = GetProcAdress< VertexAttrib2dvDelegate >( "glVertexAttrib2dv" ); _VertexAttrib2f = GetProcAdress< VertexAttrib2fDelegate >( "glVertexAttrib2f" ); _VertexAttrib2fv = GetProcAdress< VertexAttrib2fvDelegate >( "glVertexAttrib2fv" ); _VertexAttrib2s = GetProcAdress< VertexAttrib2sDelegate >( "glVertexAttrib2s" ); _VertexAttrib2sv = GetProcAdress< VertexAttrib2svDelegate >( "glVertexAttrib2sv" ); _VertexAttrib3d = GetProcAdress< VertexAttrib3dDelegate >( "glVertexAttrib3d" ); _VertexAttrib3dv = GetProcAdress< VertexAttrib3dvDelegate >( "glVertexAttrib3dv" ); _VertexAttrib3f = GetProcAdress< VertexAttrib3fDelegate >( "glVertexAttrib3f" ); _VertexAttrib3fv = GetProcAdress< VertexAttrib3fvDelegate >( "glVertexAttrib3fv" ); _VertexAttrib3s = GetProcAdress< VertexAttrib3sDelegate >( "glVertexAttrib3s" ); _VertexAttrib3sv = GetProcAdress< VertexAttrib3svDelegate >( "glVertexAttrib3sv" ); _VertexAttrib4Nbv = GetProcAdress< VertexAttrib4NbvDelegate >( "glVertexAttrib4Nbv" ); _VertexAttrib4Niv = GetProcAdress< VertexAttrib4NivDelegate >( "glVertexAttrib4Niv" ); _VertexAttrib4Nsv = GetProcAdress< VertexAttrib4NsvDelegate >( "glVertexAttrib4Nsv" ); _VertexAttrib4Nub = GetProcAdress< VertexAttrib4NubDelegate >( "glVertexAttrib4Nub" ); _VertexAttrib4Nubv = GetProcAdress< VertexAttrib4NubvDelegate >( "glVertexAttrib4Nubv" ); _VertexAttrib4Nuiv = GetProcAdress< VertexAttrib4NuivDelegate >( "glVertexAttrib4Nuiv" ); _VertexAttrib4Nusv = GetProcAdress< VertexAttrib4NusvDelegate >( "glVertexAttrib4Nusv" ); _VertexAttrib4bv = GetProcAdress< VertexAttrib4bvDelegate >( "glVertexAttrib4bv" ); _VertexAttrib4d = GetProcAdress< VertexAttrib4dDelegate >( "glVertexAttrib4d" ); _VertexAttrib4dv = GetProcAdress< VertexAttrib4dvDelegate >( "glVertexAttrib4dv" ); _VertexAttrib4f = GetProcAdress< VertexAttrib4fDelegate >( "glVertexAttrib4f" ); _VertexAttrib4fv = GetProcAdress< VertexAttrib4fvDelegate >( "glVertexAttrib4fv" ); _VertexAttrib4iv = GetProcAdress< VertexAttrib4ivDelegate >( "glVertexAttrib4iv" ); _VertexAttrib4s = GetProcAdress< VertexAttrib4sDelegate >( "glVertexAttrib4s" ); _VertexAttrib4sv = GetProcAdress< VertexAttrib4svDelegate >( "glVertexAttrib4sv" ); _VertexAttrib4ubv = GetProcAdress< VertexAttrib4ubvDelegate >( "glVertexAttrib4ubv" ); _VertexAttrib4uiv = GetProcAdress< VertexAttrib4uivDelegate >( "glVertexAttrib4uiv" ); _VertexAttrib4usv = GetProcAdress< VertexAttrib4usvDelegate >( "glVertexAttrib4usv" ); _VertexAttribPointer = GetProcAdress< VertexAttribPointerDelegate >( "glVertexAttribPointer" ); }