/// <summary>
        /// Calls glBindBuffer.
        /// </summary>
        /// <param name="gl"></param>
        public virtual void BindBuffer(OpenGL gl, OGLBindBufferTarget target, VertexAttribPointer pointer = null)
        {
            gl.BindBuffer((uint)target, BufferId.Value);
            VertexAttribPointer pointerToUse = null;

            if (pointer != null)
            {
                pointerToUse = pointer;
            }
            else if (VertexAttribPointer != null)
            {
                pointerToUse = VertexAttribPointer;
            }

            if (pointerToUse != null)
            {
                pointerToUse.Invoke(gl);
                gl.EnableVertexAttribArray(pointerToUse.Index);
            }
        }
Пример #2
0
        private 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)
                );
                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)
                );
                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)
                );
                glVertexAttribPointer = (VertexAttribPointer) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glVertexAttribPointer"),
                    typeof(VertexAttribPointer)
                );
                glEnableVertexAttribArray = (EnableVertexAttribArray) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glEnableVertexAttribArray"),
                    typeof(EnableVertexAttribArray)
                );
                glDisableVertexAttribArray = (DisableVertexAttribArray) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glDisableVertexAttribArray"),
                    typeof(DisableVertexAttribArray)
                );
                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)
                );
            }
            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)
                );
                glGenerateMipmap = (GenerateMipmap) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glGenerateMipmap"),
                    typeof(GenerateMipmap)
                );
            #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;
            }

            /* EXT_draw_buffers2 is probably used by nobody. */
            try
            {
                glColorMaskIndexedEXT = (ColorMaskIndexedEXT) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glColorMaskIndexedEXT"),
                    typeof(ColorMaskIndexedEXT)
                );
            }
            catch
            {
                // FIXME: SupportsIndependentWriteMasks? -flibit
            }

            /* EXT_framebuffer_multisample/ARB_texture_multisample is glitter -flibit */
            supportsMultisampling = true;
            try
            {
                glRenderbufferStorageMultisample = (RenderbufferStorageMultisample) Marshal.GetDelegateForFunctionPointer(
                    TryGetFramebufferEP("glRenderbufferStorageMultisample"),
                    typeof(RenderbufferStorageMultisample)
                );
                glSampleMaski = (SampleMaski) Marshal.GetDelegateForFunctionPointer(
                    SDL.SDL_GL_GetProcAddress("glSampleMaski"),
                    typeof(SampleMaski)
                );
            }
            catch
            {
                supportsMultisampling = false;
            }

            if (useCoreProfile)
            {
                try
                {
                    INTERNAL_glGetStringi = (GetStringi) Marshal.GetDelegateForFunctionPointer(
                        SDL.SDL_GL_GetProcAddress("glGetStringi"),
                        typeof(GetStringi)
                    );
                    glGenVertexArrays = (GenVertexArrays) Marshal.GetDelegateForFunctionPointer(
                        SDL.SDL_GL_GetProcAddress("glGenVertexArrays"),
                        typeof(GenVertexArrays)
                    );
                    glDeleteVertexArrays = (DeleteVertexArrays) Marshal.GetDelegateForFunctionPointer(
                        SDL.SDL_GL_GetProcAddress("glDeleteVertexArrays"),
                        typeof(DeleteVertexArrays)
                    );
                    glBindVertexArray = (BindVertexArray) Marshal.GetDelegateForFunctionPointer(
                        SDL.SDL_GL_GetProcAddress("glBindVertexArray"),
                        typeof(BindVertexArray)
                    );
                }
                catch
                {
                    throw new NoSuitableGraphicsDeviceException("OpenGL 3.2 support is required!");
                }
            }

            #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)
                );
                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
                );
                glDebugMessageControlARB(
                    GLenum.GL_DONT_CARE,
                    GLenum.GL_DEBUG_TYPE_OTHER_ARB,
                    GLenum.GL_DEBUG_SEVERITY_NOTIFICATION_ARB,
                    0,
                    IntPtr.Zero,
                    false
                );
                glDebugMessageCallbackARB(DebugCall, IntPtr.Zero);
            }

            /* 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
        }
Пример #3
0
		/* END STRING MARKER FUNCTIONS */
#endif

		private void LoadGLEntryPoints()
		{
			string baseErrorString;
			if (useES2)
			{
				baseErrorString = "OpenGL ES 2.0";
			}
			else
			{
				baseErrorString = "OpenGL 2.1";
			}
			baseErrorString += " support is required!";

			/* 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)
				);
				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)
				);
				glFrontFace = (FrontFace) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glFrontFace"),
					typeof(FrontFace)
				);
				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)
				);
				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)
				);
				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)
				);
				glClearColor = (ClearColor) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glClearColor"),
					typeof(ClearColor)
				);
				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)
				);
				glVertexAttribPointer = (VertexAttribPointer) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glVertexAttribPointer"),
					typeof(VertexAttribPointer)
				);
				glEnableVertexAttribArray = (EnableVertexAttribArray) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glEnableVertexAttribArray"),
					typeof(EnableVertexAttribArray)
				);
				glDisableVertexAttribArray = (DisableVertexAttribArray) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glDisableVertexAttribArray"),
					typeof(DisableVertexAttribArray)
				);
				glDrawArrays = (DrawArrays) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glDrawArrays"),
					typeof(DrawArrays)
				);
			}
			catch
			{
				throw new NoSuitableGraphicsDeviceException(baseErrorString);
			}

			/* ARB_draw_elements_base_vertex is ideal! */
			IntPtr ep = SDL.SDL_GL_GetProcAddress("glDrawRangeElementsBaseVertex");
			supportsBaseVertex = ep != IntPtr.Zero;
			if (supportsBaseVertex)
			{
				glDrawRangeElementsBaseVertex = (DrawRangeElementsBaseVertex) Marshal.GetDelegateForFunctionPointer(
					ep,
					typeof(DrawRangeElementsBaseVertex)
				);
				glDrawRangeElements = (DrawRangeElements) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glDrawRangeElements"),
					typeof(DrawRangeElements)
				);
			}
			else
			{
				/* DrawRangeElements is better, but some ES2 targets don't have it. */
				ep = SDL.SDL_GL_GetProcAddress("glDrawRangeElements");
				if (ep != IntPtr.Zero)
				{
					glDrawRangeElements = (DrawRangeElements) Marshal.GetDelegateForFunctionPointer(
						ep,
						typeof(DrawRangeElements)
					);
					glDrawRangeElementsBaseVertex = DrawRangeElementsNoBase;
				}
				else
				{
					ep = SDL.SDL_GL_GetProcAddress("glDrawElements");
					if (ep == IntPtr.Zero)
					{
						throw new NoSuitableGraphicsDeviceException(baseErrorString);
					}
					glDrawElements = (DrawElements) Marshal.GetDelegateForFunctionPointer(
						ep,
						typeof(DrawElements)
					);
					glDrawRangeElements = DrawRangeElementsUnchecked;
					glDrawRangeElementsBaseVertex = DrawRangeElementsNoBaseUnchecked;
				}
			}

			/* These functions are NOT supported in ES.
			 * NVIDIA or desktop ES might, but real scenarios where you need ES
			 * will certainly not have these.
			 * -flibit
			 */
			if (useES2)
			{
				ep = SDL.SDL_GL_GetProcAddress("glPolygonMode");
				if (ep != IntPtr.Zero)
				{
					glPolygonMode = (PolygonMode) Marshal.GetDelegateForFunctionPointer(
						ep,
						typeof(PolygonMode)
					);
				}
				else
				{
					glPolygonMode = PolygonModeESError;
				}
				ep = SDL.SDL_GL_GetProcAddress("glGetTexImage");
				if (ep != IntPtr.Zero)
				{
					glGetTexImage = (GetTexImage) Marshal.GetDelegateForFunctionPointer(
						ep,
						typeof(GetTexImage)
					);
				}
				else
				{
					glGetTexImage = GetTexImageESError;
				}
				ep = SDL.SDL_GL_GetProcAddress("glGetBufferSubData");
				if (ep != IntPtr.Zero)
				{
					glGetBufferSubData = (GetBufferSubData) Marshal.GetDelegateForFunctionPointer(
						ep,
						typeof(GetBufferSubData)
					);
				}
				else
				{
					glGetBufferSubData = GetBufferSubDataESError;
				}
			}
			else
			{
				try
				{
					glPolygonMode = (PolygonMode) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glPolygonMode"),
						typeof(PolygonMode)
					);
					glGetTexImage = (GetTexImage) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glGetTexImage"),
						typeof(GetTexImage)
					);
					glGetBufferSubData = (GetBufferSubData) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glGetBufferSubData"),
						typeof(GetBufferSubData)
					);
				}
				catch
				{
					throw new NoSuitableGraphicsDeviceException(baseErrorString);
				}
			}

			/* We need _some_ form of depth range, ES... */
			IntPtr drPtr = SDL.SDL_GL_GetProcAddress("glDepthRange");
			if (drPtr != IntPtr.Zero)
			{
				glDepthRange = (DepthRange) Marshal.GetDelegateForFunctionPointer(
					drPtr,
					typeof(DepthRange)
				);
			}
			else
			{
				drPtr = SDL.SDL_GL_GetProcAddress("glDepthRangef");
				if (drPtr == IntPtr.Zero)
				{
					throw new NoSuitableGraphicsDeviceException(baseErrorString);
				}
				glDepthRangef = (DepthRangef) Marshal.GetDelegateForFunctionPointer(
					drPtr,
					typeof(DepthRangef)
				);
				glDepthRange = DepthRangeFloat;
			}
			drPtr = SDL.SDL_GL_GetProcAddress("glClearDepth");
			if (drPtr != IntPtr.Zero)
			{
				glClearDepth = (ClearDepth) Marshal.GetDelegateForFunctionPointer(
					drPtr,
					typeof(ClearDepth)
				);
			}
			else
			{
				drPtr = SDL.SDL_GL_GetProcAddress("glClearDepthf");
				if (drPtr == IntPtr.Zero)
				{
					throw new NoSuitableGraphicsDeviceException(baseErrorString);
				}
				glClearDepthf = (ClearDepthf) Marshal.GetDelegateForFunctionPointer(
					drPtr,
					typeof(ClearDepthf)
				);
				glClearDepth = ClearDepthFloat;
			}

			/* Silently fail if using GLES. You didn't need these, right...? >_> */
			try
			{
				glTexImage3D = (TexImage3D) Marshal.GetDelegateForFunctionPointer(
					TryGetEPEXT("glTexImage3D", "OES"),
					typeof(TexImage3D)
				);
				glTexSubImage3D = (TexSubImage3D) Marshal.GetDelegateForFunctionPointer(
					TryGetEPEXT("glTexSubImage3D", "OES"),
					typeof(TexSubImage3D)
				);
				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)
				);
				glGetQueryObjectuiv = (GetQueryObjectuiv) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glGetQueryObjectuiv"),
					typeof(GetQueryObjectuiv)
				);
			}
			catch
			{
				if (useES2)
				{
					FNAPlatform.Log("Some non-ES functions failed to load. Beware...");
				}
				else
				{
					throw new NoSuitableGraphicsDeviceException(baseErrorString);
				}
			}

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

			/* EXT_framebuffer_blit (or ARB_framebuffer_object) is needed by the faux-backbuffer. */
			supportsFauxBackbuffer = true;
			try
			{
				glBlitFramebuffer = (BlitFramebuffer) Marshal.GetDelegateForFunctionPointer(
					TryGetEPEXT("glBlitFramebuffer"),
					typeof(BlitFramebuffer)
				);
			}
			catch
			{
				supportsFauxBackbuffer = false;
			}

			/* ARB_instanced_arrays/ARB_draw_instanced are almost optional. */
			SupportsHardwareInstancing = true;
			try
			{
				glVertexAttribDivisor = (VertexAttribDivisor) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glVertexAttribDivisor"),
					typeof(VertexAttribDivisor)
				);
				/* The likelihood of someone having BaseVertex but not Instanced is 0...? */
				if (supportsBaseVertex)
				{
					glDrawElementsInstancedBaseVertex = (DrawElementsInstancedBaseVertex) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glDrawElementsInstancedBaseVertex"),
						typeof(DrawElementsInstancedBaseVertex)
					);
				}
				else
				{
					glDrawElementsInstanced = (DrawElementsInstanced) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glDrawElementsInstanced"),
						typeof(DrawElementsInstanced)
					);
					glDrawElementsInstancedBaseVertex = DrawElementsInstancedNoBase;
				}
			}
			catch
			{
				SupportsHardwareInstancing = false;
			}

			/* EXT_draw_buffers2 is probably used by nobody. */
			try
			{
				glColorMaskIndexedEXT = (ColorMaskIndexedEXT) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glColorMaskIndexedEXT"),
					typeof(ColorMaskIndexedEXT)
				);
			}
			catch
			{
				// FIXME: SupportsIndependentWriteMasks? -flibit
			}

			/* EXT_framebuffer_multisample/ARB_texture_multisample is glitter -flibit */
			supportsMultisampling = true;
			try
			{
				glRenderbufferStorageMultisample = (RenderbufferStorageMultisample) Marshal.GetDelegateForFunctionPointer(
					TryGetEPEXT("glRenderbufferStorageMultisample"),
					typeof(RenderbufferStorageMultisample)
				);
				glSampleMaski = (SampleMaski) Marshal.GetDelegateForFunctionPointer(
					SDL.SDL_GL_GetProcAddress("glSampleMaski"),
					typeof(SampleMaski)
				);
			}
			catch
			{
				supportsMultisampling = false;
			}

			if (useCoreProfile)
			{
				try
				{
					INTERNAL_glGetStringi = (GetStringi) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glGetStringi"),
						typeof(GetStringi)
					);
					glGenVertexArrays = (GenVertexArrays) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glGenVertexArrays"),
						typeof(GenVertexArrays)
					);
					glDeleteVertexArrays = (DeleteVertexArrays) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glDeleteVertexArrays"),
						typeof(DeleteVertexArrays)
					);
					glBindVertexArray = (BindVertexArray) Marshal.GetDelegateForFunctionPointer(
						SDL.SDL_GL_GetProcAddress("glBindVertexArray"),
						typeof(BindVertexArray)
					);
				}
				catch
				{
					throw new NoSuitableGraphicsDeviceException("OpenGL 3.2 support is required!");
				}
			}

#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)
			{
				FNAPlatform.Log("ARB_debug_output not supported!");
			}
			else
			{
				glDebugMessageCallbackARB = (DebugMessageCallback) Marshal.GetDelegateForFunctionPointer(
					messageCallback,
					typeof(DebugMessageCallback)
				);
				glDebugMessageControlARB = (DebugMessageControl) Marshal.GetDelegateForFunctionPointer(
					messageControl,
					typeof(DebugMessageControl)
				);
				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
				);
				glDebugMessageControlARB(
					GLenum.GL_DONT_CARE,
					GLenum.GL_DEBUG_TYPE_OTHER_ARB,
					GLenum.GL_DEBUG_SEVERITY_NOTIFICATION_ARB,
					0,
					IntPtr.Zero,
					false
				);
				glDebugMessageCallbackARB(DebugCall, IntPtr.Zero);
			}

			/* GREMEDY_string_marker, for apitrace */
			IntPtr stringMarkerCallback = SDL.SDL_GL_GetProcAddress("glStringMarkerGREMEDY");
			if (stringMarkerCallback == IntPtr.Zero)
			{
				FNAPlatform.Log("GREMEDY_string_marker not supported!");
			}
			else
			{
				glStringMarkerGREMEDY = (StringMarkerGREMEDY) Marshal.GetDelegateForFunctionPointer(
					stringMarkerCallback,
					typeof(StringMarkerGREMEDY)
				);
			}
#endif
		}
 /// <summary>
 ///
 /// </summary>
 /// <param name="buffer"></param>
 /// <param name="pointer">Usually used to provide information about how the shader accepts this buffer as input parameter. </param>
 public OGLBufferObject(OGLBufferId buffer, VertexAttribPointer pointer = null)
 {
     BufferId            = buffer;
     VertexAttribPointer = pointer;
 }
Пример #5
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");
 }