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 }
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"); }