[win32, gl canvas] persistently map input buffers

This commit is contained in:
martinfouilleul 2023-07-12 15:06:20 +02:00
parent 6944325014
commit 660ad33ddc
6 changed files with 3644 additions and 3042 deletions

View File

@ -44,10 +44,11 @@ tree = et.parse(args.spec)
gl41 = gather_api(tree, 'gl', 4.1)
gl43 = gather_api(tree, 'gl', 4.3)
gl44 = gather_api(tree, 'gl', 4.4)
gles30 = gather_api(tree, 'gles2', 3.1)
gles31 = gather_api(tree, 'gles2', 3.2)
glall = list(set().union(gl41, gl43, gles30, gles31))
glall = list(set().union(gl41, gl43, gl44, gles30, gles31))
#---------------------------------------------------------------
@ -122,6 +123,7 @@ f.write("typedef void*(*mg_gl_load_proc)(const char* name);\n\n")
f.write("void mg_gl_load_gl41(mg_gl_api* api, mg_gl_load_proc loadProc);\n")
f.write("void mg_gl_load_gl43(mg_gl_api* api, mg_gl_load_proc loadProc);\n")
f.write("void mg_gl_load_gl44(mg_gl_api* api, mg_gl_load_proc loadProc);\n")
f.write("void mg_gl_load_gles30(mg_gl_api* api, mg_gl_load_proc loadProc);\n")
f.write("void mg_gl_load_gles31(mg_gl_api* api, mg_gl_load_proc loadProc);\n\n")
@ -152,6 +154,7 @@ f.write("mp_thread_local mg_gl_api* __mgGLAPI = 0;\n\n")
emit_loader(f, 'gl41', gl41)
emit_loader(f, 'gl43', gl43)
emit_loader(f, 'gl44', gl44)
emit_loader(f, 'gles30', gles30)
emit_loader(f, 'gles31', gles31)

File diff suppressed because it is too large Load Diff

View File

@ -98,24 +98,19 @@ typedef struct mg_gl_tile_queue
////////////////////////////////////////////////////////////
typedef struct mg_gl_encoding_context
{
int glEltCount;
mg_gl_path* pathBufferData;
mg_gl_path_elt* elementBufferData;
int pathIndex;
mg_primitive* primitive;
vec4 pathScreenExtents;
vec4 pathUserExtents;
} mg_gl_encoding_context;
enum {
MG_GL_INPUT_BUFFERS_COUNT = 3,
MG_GL_TILE_SIZE = 16,
MG_GL_MSAA_COUNT = 8,
};
typedef struct mg_gl_mapped_buffer
{
GLuint buffer;
int size;
char* contents;
} mg_gl_mapped_buffer;
typedef struct mg_gl_canvas_backend
{
mg_canvas_backend interface;
@ -134,8 +129,8 @@ typedef struct mg_gl_canvas_backend
int bufferIndex;
GLsync bufferSync[MG_GL_INPUT_BUFFERS_COUNT];
GLuint pathBuffer[MG_GL_INPUT_BUFFERS_COUNT];
GLuint elementBuffer[MG_GL_INPUT_BUFFERS_COUNT];
mg_gl_mapped_buffer pathBuffer[MG_GL_INPUT_BUFFERS_COUNT];
mg_gl_mapped_buffer elementBuffer[MG_GL_INPUT_BUFFERS_COUNT];
GLuint segmentBuffer;
GLuint segmentCountBuffer;
@ -148,12 +143,21 @@ typedef struct mg_gl_canvas_backend
GLuint dummyVertexBuffer;
mg_gl_path* pathBufferData;
mg_gl_path_elt* elementBufferData;
int msaaCount;
vec2 frameSize;
//encoding context
int pathCount;
int eltCount;
/////////////////
int pathBatchStart;
int eltBatchStart;
mg_primitive* primitive;
vec4 pathScreenExtents;
vec4 pathUserExtents;
} mg_gl_canvas_backend;
static void mg_update_path_extents(vec4* extents, vec2 p)
@ -164,27 +168,28 @@ static void mg_update_path_extents(vec4* extents, vec2 p)
extents->w = maximum(extents->w, p.y);
}
void mg_gl_canvas_encode_element(mg_gl_encoding_context* context, mg_path_elt_type kind, vec2* p)
void mg_gl_canvas_encode_element(mg_gl_canvas_backend* backend, mg_path_elt_type kind, vec2* p)
{
mg_gl_path_elt* glElt = &context->elementBufferData[context->glEltCount];
context->glEltCount++;
mg_gl_path_elt* elementData = (mg_gl_path_elt*)backend->elementBuffer[backend->bufferIndex].contents;
mg_gl_path_elt* elt = &elementData[backend->eltCount];
backend->eltCount++;
glElt->pathIndex = context->pathIndex;
elt->pathIndex = backend->pathCount - backend->pathBatchStart;
int count = 0;
switch(kind)
{
case MG_PATH_LINE:
glElt->kind = MG_GL_LINE;
elt->kind = MG_GL_LINE;
count = 2;
break;
case MG_PATH_QUADRATIC:
glElt->kind = MG_GL_QUADRATIC;
elt->kind = MG_GL_QUADRATIC;
count = 3;
break;
case MG_PATH_CUBIC:
glElt->kind = MG_GL_CUBIC;
elt->kind = MG_GL_CUBIC;
count = 4;
break;
@ -194,12 +199,85 @@ void mg_gl_canvas_encode_element(mg_gl_encoding_context* context, mg_path_elt_ty
for(int i=0; i<count; i++)
{
mg_update_path_extents(&context->pathUserExtents, p[i]);
mg_update_path_extents(&backend->pathUserExtents, p[i]);
vec2 screenP = mg_mat2x3_mul(context->primitive->attributes.transform, p[i]);
glElt->p[i] = (vec2){screenP.x, screenP.y};
vec2 screenP = mg_mat2x3_mul(backend->primitive->attributes.transform, p[i]);
elt->p[i] = (vec2){screenP.x, screenP.y};
mg_update_path_extents(&context->pathScreenExtents, screenP);
mg_update_path_extents(&backend->pathScreenExtents, screenP);
}
}
void mg_gl_canvas_encode_path(mg_gl_canvas_backend* backend, mg_primitive* primitive, f32 scale)
{
mg_gl_path* pathData = (mg_gl_path*)backend->pathBuffer[backend->bufferIndex].contents;
mg_gl_path* path = &pathData[backend->pathCount];
backend->pathCount++;
path->cmd = (mg_gl_cmd)primitive->cmd;
path->box = (vec4){
backend->pathScreenExtents.x,
backend->pathScreenExtents.y,
backend->pathScreenExtents.z,
backend->pathScreenExtents.w};
path->clip = (vec4){
primitive->attributes.clip.x,
primitive->attributes.clip.y,
primitive->attributes.clip.x + primitive->attributes.clip.w,
primitive->attributes.clip.y + primitive->attributes.clip.h};
path->color = (vec4){
primitive->attributes.color.r,
primitive->attributes.color.g,
primitive->attributes.color.b,
primitive->attributes.color.a};
mp_rect srcRegion = primitive->attributes.srcRegion;
mp_rect destRegion = {
backend->pathUserExtents.x,
backend->pathUserExtents.y,
backend->pathUserExtents.z - backend->pathUserExtents.x,
backend->pathUserExtents.w - backend->pathUserExtents.y};
if(!mg_image_is_nil(primitive->attributes.image))
{
vec2 texSize = mg_image_size(primitive->attributes.image);
mg_mat2x3 srcRegionToImage = {
1/texSize.x, 0, srcRegion.x/texSize.x,
0, 1/texSize.y, srcRegion.y/texSize.y};
mg_mat2x3 destRegionToSrcRegion = {
srcRegion.w/destRegion.w, 0, 0,
0, srcRegion.h/destRegion.h, 0};
mg_mat2x3 userToDestRegion = {
1, 0, -destRegion.x,
0, 1, -destRegion.y};
mg_mat2x3 screenToUser = mg_mat2x3_inv(primitive->attributes.transform);
mg_mat2x3 uvTransform = srcRegionToImage;
uvTransform = mg_mat2x3_mul_m(uvTransform, destRegionToSrcRegion);
uvTransform = mg_mat2x3_mul_m(uvTransform, userToDestRegion);
uvTransform = mg_mat2x3_mul_m(uvTransform, screenToUser);
//NOTE: mat3 std430 layout is an array of vec3, which are padded to _vec4_ alignment
path->uvTransform[0] = uvTransform.m[0]/scale;
path->uvTransform[1] = uvTransform.m[3]/scale;
path->uvTransform[2] = 0;
path->uvTransform[3] = 0;
path->uvTransform[4] = uvTransform.m[1]/scale;
path->uvTransform[5] = uvTransform.m[4]/scale;
path->uvTransform[6] = 0;
path->uvTransform[7] = 0;
path->uvTransform[8] = uvTransform.m[2];
path->uvTransform[9] = uvTransform.m[5];
path->uvTransform[10] = 1;
path->uvTransform[11] = 0;
}
}
@ -391,9 +469,9 @@ void mg_cubic_split(vec2 p[4], f32 t, vec2 outLeft[4], vec2 outRight[4])
outRight[3] = p[3];
}
void mg_gl_encode_stroke_line(mg_gl_encoding_context* context, vec2* p)
void mg_gl_encode_stroke_line(mg_gl_canvas_backend* backend, vec2* p)
{
f32 width = context->primitive->attributes.width;
f32 width = backend->primitive->attributes.width;
vec2 v = {p[1].x-p[0].x, p[1].y-p[0].y};
vec2 n = {v.y, -v.x};
@ -405,30 +483,30 @@ void mg_gl_encode_stroke_line(mg_gl_encoding_context* context, vec2* p)
vec2 joint0[2] = {vec2_add(p[0], vec2_mul(-1, offset)), vec2_add(p[0], offset)};
vec2 joint1[2] = {vec2_add(p[1], offset), vec2_add(p[1], vec2_mul(-1, offset))};
mg_gl_canvas_encode_element(context, MG_PATH_LINE, right);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, right);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, left);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, joint0);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, joint1);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, left);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, joint0);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, joint1);
}
enum { MG_HULL_CHECK_SAMPLE_COUNT = 5 };
void mg_gl_encode_stroke_quadratic(mg_gl_encoding_context* context, vec2* p)
void mg_gl_encode_stroke_quadratic(mg_gl_canvas_backend* backend, vec2* p)
{
f32 width = context->primitive->attributes.width;
f32 tolerance = minimum(context->primitive->attributes.tolerance, 0.5 * width);
f32 width = backend->primitive->attributes.width;
f32 tolerance = minimum(backend->primitive->attributes.tolerance, 0.5 * width);
//NOTE: check for degenerate line case
const f32 equalEps = 1e-3;
if(vec2_close(p[0], p[1], equalEps))
{
mg_gl_encode_stroke_line(context, p+1);
mg_gl_encode_stroke_line(backend, p+1);
return;
}
else if(vec2_close(p[1], p[2], equalEps))
{
mg_gl_encode_stroke_line(context, p);
mg_gl_encode_stroke_line(backend, p);
return;
}
@ -443,8 +521,8 @@ void mg_gl_encode_stroke_quadratic(mg_gl_encoding_context* context, vec2* p)
vec2 splitLeft[3];
vec2 splitRight[3];
mg_quadratic_split(p, 0.5, splitLeft, splitRight);
mg_gl_encode_stroke_quadratic(context, splitLeft);
mg_gl_encode_stroke_quadratic(context, splitRight);
mg_gl_encode_stroke_quadratic(backend, splitLeft);
mg_gl_encode_stroke_quadratic(backend, splitRight);
}
else
{
@ -484,8 +562,8 @@ void mg_gl_encode_stroke_quadratic(mg_gl_encoding_context* context, vec2* p)
vec2 splitLeft[3];
vec2 splitRight[3];
mg_quadratic_split(p, maxOvershootParameter, splitLeft, splitRight);
mg_gl_encode_stroke_quadratic(context, splitLeft);
mg_gl_encode_stroke_quadratic(context, splitRight);
mg_gl_encode_stroke_quadratic(backend, splitLeft);
mg_gl_encode_stroke_quadratic(backend, splitRight);
}
else
{
@ -493,21 +571,21 @@ void mg_gl_encode_stroke_quadratic(mg_gl_encoding_context* context, vec2* p)
leftHull[0] = leftHull[2];
leftHull[2] = tmp;
mg_gl_canvas_encode_element(context, MG_PATH_QUADRATIC, rightHull);
mg_gl_canvas_encode_element(context, MG_PATH_QUADRATIC, leftHull);
mg_gl_canvas_encode_element(backend, MG_PATH_QUADRATIC, rightHull);
mg_gl_canvas_encode_element(backend, MG_PATH_QUADRATIC, leftHull);
vec2 joint0[2] = {rightHull[2], leftHull[0]};
vec2 joint1[2] = {leftHull[2], rightHull[0]};
mg_gl_canvas_encode_element(context, MG_PATH_LINE, joint0);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, joint1);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, joint0);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, joint1);
}
}
}
void mg_gl_encode_stroke_cubic(mg_gl_encoding_context* context, vec2* p)
void mg_gl_encode_stroke_cubic(mg_gl_canvas_backend* backend, vec2* p)
{
f32 width = context->primitive->attributes.width;
f32 tolerance = minimum(context->primitive->attributes.tolerance, 0.5 * width);
f32 width = backend->primitive->attributes.width;
f32 tolerance = minimum(backend->primitive->attributes.tolerance, 0.5 * width);
//NOTE: check degenerate line cases
f32 equalEps = 1e-3;
@ -517,19 +595,19 @@ void mg_gl_encode_stroke_cubic(mg_gl_encoding_context* context, vec2* p)
||(vec2_close(p[1], p[2], equalEps) && vec2_close(p[2], p[3], equalEps)))
{
vec2 line[2] = {p[0], p[3]};
mg_gl_encode_stroke_line(context, line);
mg_gl_encode_stroke_line(backend, line);
return;
}
else if(vec2_close(p[0], p[1], equalEps) && vec2_close(p[1], p[3], equalEps))
{
vec2 line[2] = {p[0], vec2_add(vec2_mul(5./9, p[0]), vec2_mul(4./9, p[2]))};
mg_gl_encode_stroke_line(context, line);
mg_gl_encode_stroke_line(backend, line);
return;
}
else if(vec2_close(p[0], p[2], equalEps) && vec2_close(p[2], p[3], equalEps))
{
vec2 line[2] = {p[0], vec2_add(vec2_mul(5./9, p[0]), vec2_mul(4./9, p[1]))};
mg_gl_encode_stroke_line(context, line);
mg_gl_encode_stroke_line(backend, line);
return;
}
@ -544,8 +622,8 @@ void mg_gl_encode_stroke_cubic(mg_gl_encoding_context* context, vec2* p)
vec2 splitLeft[4];
vec2 splitRight[4];
mg_cubic_split(p, 0.5, splitLeft, splitRight);
mg_gl_encode_stroke_cubic(context, splitLeft);
mg_gl_encode_stroke_cubic(context, splitRight);
mg_gl_encode_stroke_cubic(backend, splitLeft);
mg_gl_encode_stroke_cubic(backend, splitRight);
}
else
{
@ -585,8 +663,8 @@ void mg_gl_encode_stroke_cubic(mg_gl_encoding_context* context, vec2* p)
vec2 splitLeft[4];
vec2 splitRight[4];
mg_cubic_split(p, maxOvershootParameter, splitLeft, splitRight);
mg_gl_encode_stroke_cubic(context, splitLeft);
mg_gl_encode_stroke_cubic(context, splitRight);
mg_gl_encode_stroke_cubic(backend, splitLeft);
mg_gl_encode_stroke_cubic(backend, splitRight);
}
else
{
@ -597,18 +675,18 @@ void mg_gl_encode_stroke_cubic(mg_gl_encoding_context* context, vec2* p)
leftHull[1] = leftHull[2];
leftHull[2] = tmp;
mg_gl_canvas_encode_element(context, MG_PATH_CUBIC, rightHull);
mg_gl_canvas_encode_element(context, MG_PATH_CUBIC, leftHull);
mg_gl_canvas_encode_element(backend, MG_PATH_CUBIC, rightHull);
mg_gl_canvas_encode_element(backend, MG_PATH_CUBIC, leftHull);
vec2 joint0[2] = {rightHull[3], leftHull[0]};
vec2 joint1[2] = {leftHull[3], rightHull[0]};
mg_gl_canvas_encode_element(context, MG_PATH_LINE, joint0);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, joint1);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, joint0);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, joint1);
}
}
}
void mg_gl_encode_stroke_element(mg_gl_encoding_context* context,
void mg_gl_encode_stroke_element(mg_gl_canvas_backend* backend,
mg_path_elt* element,
vec2 currentPoint,
vec2* startTangent,
@ -621,17 +699,17 @@ void mg_gl_encode_stroke_element(mg_gl_encoding_context* context,
switch(element->type)
{
case MG_PATH_LINE:
mg_gl_encode_stroke_line(context, controlPoints);
mg_gl_encode_stroke_line(backend, controlPoints);
endPointIndex = 1;
break;
case MG_PATH_QUADRATIC:
mg_gl_encode_stroke_quadratic(context, controlPoints);
mg_gl_encode_stroke_quadratic(backend, controlPoints);
endPointIndex = 2;
break;
case MG_PATH_CUBIC:
mg_gl_encode_stroke_cubic(context, controlPoints);
mg_gl_encode_stroke_cubic(backend, controlPoints);
endPointIndex = 3;
break;
@ -668,11 +746,11 @@ void mg_gl_encode_stroke_element(mg_gl_encoding_context* context,
DEBUG_ASSERT(startTangent->x != 0 || startTangent->y != 0);
}
void mg_gl_stroke_cap(mg_gl_encoding_context* context,
void mg_gl_stroke_cap(mg_gl_canvas_backend* backend,
vec2 p0,
vec2 direction)
{
mg_attributes* attributes = &context->primitive->attributes;
mg_attributes* attributes = &backend->primitive->attributes;
//NOTE(martin): compute the tangent and normal vectors (multiplied by half width) at the cap point
f32 dn = sqrt(Square(direction.x) + Square(direction.y));
@ -690,18 +768,18 @@ void mg_gl_stroke_cap(mg_gl_encoding_context* context,
{p0.x - n0.x, p0.y - n0.y},
{p0.x + n0.x, p0.y + n0.y}};
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+1);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+2);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+3);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+1);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+2);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+3);
}
void mg_gl_stroke_joint(mg_gl_encoding_context* context,
void mg_gl_stroke_joint(mg_gl_canvas_backend* backend,
vec2 p0,
vec2 t0,
vec2 t1)
{
mg_attributes* attributes = &context->primitive->attributes;
mg_attributes* attributes = &backend->primitive->attributes;
//NOTE(martin): compute the normals at the joint point
f32 norm_t0 = sqrt(Square(t0.x) + Square(t0.y));
@ -749,10 +827,10 @@ void mg_gl_stroke_joint(mg_gl_encoding_context* context,
{p0.x + n1.x*halfW, p0.y + n1.y*halfW},
p0};
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+1);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+2);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+3);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+1);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+2);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+3);
}
else
{
@ -762,13 +840,13 @@ void mg_gl_stroke_joint(mg_gl_encoding_context* context,
{p0.x + n1.x*halfW, p0.y + n1.y*halfW},
p0};
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+1);
mg_gl_canvas_encode_element(context, MG_PATH_LINE, points+2);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+1);
mg_gl_canvas_encode_element(backend, MG_PATH_LINE, points+2);
}
}
u32 mg_gl_encode_stroke_subpath(mg_gl_encoding_context* context,
u32 mg_gl_encode_stroke_subpath(mg_gl_canvas_backend* backend,
mg_path_elt* elements,
mg_path_descriptor* path,
u32 startIndex,
@ -785,7 +863,7 @@ u32 mg_gl_encode_stroke_subpath(mg_gl_encoding_context* context,
vec2 endTangent = {0, 0};
//NOTE(martin): encode first element and compute first tangent
mg_gl_encode_stroke_element(context, elements + startIndex, currentPoint, &startTangent, &endTangent, &endPoint);
mg_gl_encode_stroke_element(backend, elements + startIndex, currentPoint, &startTangent, &endTangent, &endPoint);
firstTangent = startTangent;
previousEndTangent = endTangent;
@ -793,18 +871,18 @@ u32 mg_gl_encode_stroke_subpath(mg_gl_encoding_context* context,
//NOTE(martin): encode subsequent elements along with their joints
mg_attributes* attributes = &context->primitive->attributes;
mg_attributes* attributes = &backend->primitive->attributes;
u32 eltIndex = startIndex + 1;
for(;
eltIndex<eltCount && elements[eltIndex].type != MG_PATH_MOVE;
eltIndex++)
{
mg_gl_encode_stroke_element(context, elements + eltIndex, currentPoint, &startTangent, &endTangent, &endPoint);
mg_gl_encode_stroke_element(backend, elements + eltIndex, currentPoint, &startTangent, &endTangent, &endPoint);
if(attributes->joint != MG_JOINT_NONE)
{
mg_gl_stroke_joint(context, currentPoint, previousEndTangent, startTangent);
mg_gl_stroke_joint(backend, currentPoint, previousEndTangent, startTangent);
}
previousEndTangent = endTangent;
currentPoint = endPoint;
@ -819,19 +897,19 @@ u32 mg_gl_encode_stroke_subpath(mg_gl_encoding_context* context,
if(attributes->joint != MG_JOINT_NONE)
{
//NOTE(martin): add a closing joint if the path is closed
mg_gl_stroke_joint(context, endPoint, endTangent, firstTangent);
mg_gl_stroke_joint(backend, endPoint, endTangent, firstTangent);
}
}
else if(attributes->cap == MG_CAP_SQUARE)
{
//NOTE(martin): add start and end cap
mg_gl_stroke_cap(context, startPoint, (vec2){-startTangent.x, -startTangent.y});
mg_gl_stroke_cap(context, endPoint, endTangent);
mg_gl_stroke_cap(backend, startPoint, (vec2){-startTangent.x, -startTangent.y});
mg_gl_stroke_cap(backend, endPoint, endTangent);
}
return(eltIndex);
}
void mg_gl_encode_stroke(mg_gl_encoding_context* context,
void mg_gl_encode_stroke(mg_gl_canvas_backend* backend,
mg_path_elt* elements,
mg_path_descriptor* path)
{
@ -851,15 +929,13 @@ void mg_gl_encode_stroke(mg_gl_encoding_context* context,
}
if(startIndex < eltCount)
{
startIndex = mg_gl_encode_stroke_subpath(context, elements, path, startIndex, startPoint);
startIndex = mg_gl_encode_stroke_subpath(backend, elements, path, startIndex, startPoint);
}
}
}
void mg_gl_render_batch(mg_gl_canvas_backend* backend,
mg_wgl_surface* surface,
int pathCount,
int eltCount,
mg_image_data* image,
int tileSize,
int nTilesX,
@ -867,15 +943,20 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
vec2 viewportSize,
f32 scale)
{
//NOTE: send the buffers
GLuint pathBuffer = backend->pathBuffer[backend->bufferIndex];
GLuint elementBuffer = backend->elementBuffer[backend->bufferIndex];
//NOTE: make the buffers visible to gl
GLuint pathBuffer = backend->pathBuffer[backend->bufferIndex].buffer;
GLuint elementBuffer = backend->elementBuffer[backend->bufferIndex].buffer;
int pathBufferOffset = backend->pathBatchStart * sizeof(mg_gl_path);
int elementBufferOffset = backend->eltBatchStart * sizeof(mg_gl_path_elt);
int pathCount = backend->pathCount - backend->pathBatchStart;
int eltCount = backend->eltCount - backend->eltBatchStart;
glBindBuffer(GL_SHADER_STORAGE_BUFFER, pathBuffer);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, LAYOUT_PATH_SIZE*pathCount, backend->pathBufferData);
glFlushMappedBufferRange(GL_SHADER_STORAGE_BUFFER, pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementBuffer);
glBufferSubData(GL_SHADER_STORAGE_BUFFER, 0, LAYOUT_PATH_ELT_SIZE*eltCount, backend->elementBufferData);
glFlushMappedBufferRange(GL_SHADER_STORAGE_BUFFER, elementBufferOffset, eltCount*sizeof(mg_gl_path_elt));
//NOTE: clear counters
int zero = 0;
@ -907,7 +988,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
for(int i=0; i<pathCount; i += maxWorkGroupCount)
{
int pathOffset = i*sizeof(mg_gl_path);
int pathOffset = pathBufferOffset + i*sizeof(mg_gl_path);
int pathQueueOffset = i*sizeof(mg_gl_path_queue);
int count = minimum(maxWorkGroupCount, pathCount-i);
@ -933,7 +1014,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
for(int i=0; i<eltCount; i += maxWorkGroupCount)
{
int offset = i*sizeof(mg_gl_path_elt);
int offset = elementBufferOffset + i*sizeof(mg_gl_path_elt);
int count = minimum(maxWorkGroupCount, eltCount-i);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, elementBuffer, offset, count*sizeof(mg_gl_path_elt));
@ -961,7 +1042,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
//NOTE: merge pass
glUseProgram(backend->merge);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer, pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->pathQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileQueueBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->tileOpCountBuffer);
@ -988,7 +1069,7 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
//NOTE: raster pass
glUseProgram(backend->raster);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer);
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, 0, pathBuffer, pathBufferOffset, pathCount*sizeof(mg_gl_path));
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, backend->segmentBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, backend->tileOpBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, backend->screenTilesBuffer);
@ -1025,6 +1106,9 @@ void mg_gl_render_batch(mg_gl_canvas_backend* backend,
{
log_error("gl error %i\n", err);
}
backend->pathBatchStart = backend->pathCount;
backend->eltBatchStart = backend->eltCount;
}
/////////////////////////////////////////////////////////////////////////
@ -1074,14 +1158,16 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
glClearColor(clearColor.r, clearColor.g, clearColor.b, clearColor.a);
glClear(GL_COLOR_BUFFER_BIT);
backend->pathCount = 0;
backend->pathBatchStart = 0;
backend->eltCount = 0;
backend->eltBatchStart = 0;
//NOTE: encode and render batches
int pathCount = 0;
vec2 currentPos = {0};
mg_image currentImage = mg_image_nil();
mg_gl_encoding_context context = {.glEltCount = 0,
.elementBufferData = backend->elementBufferData,
.pathBufferData = backend->pathBufferData };
backend->eltCount = 0;
for(int primitiveIndex = 0; primitiveIndex < primitiveCount; primitiveIndex++)
{
@ -1093,30 +1179,24 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
mg_gl_render_batch(backend,
surface,
pathCount,
context.glEltCount,
imageData,
tileSize,
nTilesX,
nTilesY,
viewportSize,
scale);
pathCount = 0;
context.glEltCount = 0;
}
currentImage = primitive->attributes.image;
if(primitive->path.count)
{
context.primitive = primitive;
context.pathIndex = pathCount;
context.pathScreenExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX};
context.pathUserExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX};
backend->primitive = primitive;
backend->pathScreenExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX};
backend->pathUserExtents = (vec4){FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX};
if(primitive->cmd == MG_CMD_STROKE)
{
mg_gl_encode_stroke(&context, pathElements + primitive->path.startIndex, &primitive->path);
mg_gl_encode_stroke(backend, pathElements + primitive->path.startIndex, &primitive->path);
}
else
{
@ -1130,7 +1210,7 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
if(elt->type != MG_PATH_MOVE)
{
vec2 p[4] = {currentPos, elt->p[0], elt->p[1], elt->p[2]};
mg_gl_canvas_encode_element(&context, elt->type, p);
mg_gl_canvas_encode_element(backend, elt->type, p);
segCount++;
}
switch(elt->type)
@ -1154,75 +1234,13 @@ void mg_gl_canvas_render(mg_canvas_backend* interface,
}
}
//NOTE: push path
mg_gl_path* path = &context.pathBufferData[pathCount];
pathCount++;
path->cmd = (mg_gl_cmd)primitive->cmd;
path->box = (vec4){context.pathScreenExtents.x,
context.pathScreenExtents.y,
context.pathScreenExtents.z,
context.pathScreenExtents.w};
path->clip = (vec4){primitive->attributes.clip.x,
primitive->attributes.clip.y,
primitive->attributes.clip.x + primitive->attributes.clip.w,
primitive->attributes.clip.y + primitive->attributes.clip.h};
path->color = (vec4){primitive->attributes.color.r,
primitive->attributes.color.g,
primitive->attributes.color.b,
primitive->attributes.color.a};
mp_rect srcRegion = primitive->attributes.srcRegion;
mp_rect destRegion = {context.pathUserExtents.x,
context.pathUserExtents.y,
context.pathUserExtents.z - context.pathUserExtents.x,
context.pathUserExtents.w - context.pathUserExtents.y};
if(!mg_image_is_nil(primitive->attributes.image))
{
vec2 texSize = mg_image_size(primitive->attributes.image);
mg_mat2x3 srcRegionToImage = {1/texSize.x, 0, srcRegion.x/texSize.x,
0, 1/texSize.y, srcRegion.y/texSize.y};
mg_mat2x3 destRegionToSrcRegion = {srcRegion.w/destRegion.w, 0, 0,
0, srcRegion.h/destRegion.h, 0};
mg_mat2x3 userToDestRegion = {1, 0, -destRegion.x,
0, 1, -destRegion.y};
mg_mat2x3 screenToUser = mg_mat2x3_inv(primitive->attributes.transform);
mg_mat2x3 uvTransform = srcRegionToImage;
uvTransform = mg_mat2x3_mul_m(uvTransform, destRegionToSrcRegion);
uvTransform = mg_mat2x3_mul_m(uvTransform, userToDestRegion);
uvTransform = mg_mat2x3_mul_m(uvTransform, screenToUser);
//NOTE: mat3 std430 layout is an array of vec3, which are padded to _vec4_ alignment
path->uvTransform[0] = uvTransform.m[0]/scale;
path->uvTransform[1] = uvTransform.m[3]/scale;
path->uvTransform[2] = 0;
path->uvTransform[3] = 0;
path->uvTransform[4] = uvTransform.m[1]/scale;
path->uvTransform[5] = uvTransform.m[4]/scale;
path->uvTransform[6] = 0;
path->uvTransform[7] = 0;
path->uvTransform[8] = uvTransform.m[2];
path->uvTransform[9] = uvTransform.m[5];
path->uvTransform[10] = 1;
path->uvTransform[11] = 0;
}
mg_gl_canvas_encode_path(backend, primitive, scale);
}
}
mg_image_data* imageData = mg_image_data_from_handle(currentImage);
mg_gl_render_batch(backend,
surface,
pathCount,
context.glEltCount,
imageData,
tileSize,
nTilesX,
@ -1257,7 +1275,7 @@ mg_image_data* mg_gl_canvas_image_create(mg_canvas_backend* interface, vec2 size
void mg_gl_canvas_image_destroy(mg_canvas_backend* interface, mg_image_data* imageInterface)
{
//TODO: check that this image belongs to this context
//TODO: check that this image belongs to this backend
mg_gl_image* image = (mg_gl_image*)imageInterface;
glDeleteTextures(1, &image->texture);
free(image);
@ -1268,7 +1286,7 @@ void mg_gl_canvas_image_upload_region(mg_canvas_backend* interface,
mp_rect region,
u8* pixels)
{
//TODO: check that this image belongs to this context
//TODO: check that this image belongs to this backend
mg_gl_image* image = (mg_gl_image*)imageInterface;
glBindTexture(GL_TEXTURE_2D, image->texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, region.x, region.y, region.w, region.h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
@ -1451,13 +1469,27 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
for(int i=0; i<MG_GL_INPUT_BUFFERS_COUNT; i++)
{
glGenBuffers(1, &backend->pathBuffer[i]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer[i]);
glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_BUFFER_SIZE, 0, GL_STREAM_DRAW);
glGenBuffers(1, &backend->pathBuffer[i].buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->pathBuffer[i].buffer);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, MG_GL_PATH_BUFFER_SIZE, 0, GL_MAP_WRITE_BIT|GL_MAP_PERSISTENT_BIT);
backend->pathBuffer[i].size = MG_GL_PATH_BUFFER_SIZE;
backend->pathBuffer[i].contents = glMapBufferRange(GL_SHADER_STORAGE_BUFFER,
0,
MG_GL_PATH_BUFFER_SIZE,
GL_MAP_WRITE_BIT
|GL_MAP_PERSISTENT_BIT
|GL_MAP_FLUSH_EXPLICIT_BIT);
glGenBuffers(1, &backend->elementBuffer[i]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer[i]);
glBufferData(GL_SHADER_STORAGE_BUFFER, MG_GL_ELEMENT_BUFFER_SIZE, 0, GL_STREAM_DRAW);
glGenBuffers(1, &backend->elementBuffer[i].buffer);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->elementBuffer[i].buffer);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, MG_GL_ELEMENT_BUFFER_SIZE, 0, GL_MAP_WRITE_BIT|GL_MAP_PERSISTENT_BIT);
backend->elementBuffer[i].size = MG_GL_ELEMENT_BUFFER_SIZE;
backend->elementBuffer[i].contents = glMapBufferRange(GL_SHADER_STORAGE_BUFFER,
0,
MG_GL_ELEMENT_BUFFER_SIZE,
GL_MAP_WRITE_BIT
|GL_MAP_PERSISTENT_BIT
|GL_MAP_FLUSH_EXPLICIT_BIT);
}
glGenBuffers(1, &backend->segmentBuffer);
@ -1496,9 +1528,6 @@ mg_canvas_backend* gl_canvas_backend_create(mg_wgl_surface* surface)
glBindBuffer(GL_SHADER_STORAGE_BUFFER, backend->screenTilesBuffer);
glBufferData(GL_SHADER_STORAGE_BUFFER, nTilesX*nTilesY*sizeof(int), 0, GL_DYNAMIC_COPY);
backend->pathBufferData = malloc(MG_GL_PATH_BUFFER_SIZE);
backend->elementBufferData = malloc(MG_GL_ELEMENT_BUFFER_SIZE);
if(err)
{
mg_gl_canvas_destroy((mg_canvas_backend*)backend);

View File

@ -2,7 +2,7 @@
*
* @file: gl_loader.c
* @note: auto-generated by glapi.py from gl.xml
* @date: 22/022023
* @date: 12/072023
*
*********************************************************/
#include"gl_loader.h"
@ -1038,6 +1038,557 @@ void mg_gl_load_gl43(mg_gl_api* api, mg_gl_load_proc loadProc)
api->GetPointerv = loadProc("glGetPointerv");
}
void mg_gl_load_gl44(mg_gl_api* api, mg_gl_load_proc loadProc)
{
api->CullFace = loadProc("glCullFace");
api->FrontFace = loadProc("glFrontFace");
api->Hint = loadProc("glHint");
api->LineWidth = loadProc("glLineWidth");
api->PointSize = loadProc("glPointSize");
api->PolygonMode = loadProc("glPolygonMode");
api->Scissor = loadProc("glScissor");
api->TexParameterf = loadProc("glTexParameterf");
api->TexParameterfv = loadProc("glTexParameterfv");
api->TexParameteri = loadProc("glTexParameteri");
api->TexParameteriv = loadProc("glTexParameteriv");
api->TexImage1D = loadProc("glTexImage1D");
api->TexImage2D = loadProc("glTexImage2D");
api->DrawBuffer = loadProc("glDrawBuffer");
api->Clear = loadProc("glClear");
api->ClearColor = loadProc("glClearColor");
api->ClearStencil = loadProc("glClearStencil");
api->ClearDepth = loadProc("glClearDepth");
api->StencilMask = loadProc("glStencilMask");
api->ColorMask = loadProc("glColorMask");
api->DepthMask = loadProc("glDepthMask");
api->Disable = loadProc("glDisable");
api->Enable = loadProc("glEnable");
api->Finish = loadProc("glFinish");
api->Flush = loadProc("glFlush");
api->BlendFunc = loadProc("glBlendFunc");
api->LogicOp = loadProc("glLogicOp");
api->StencilFunc = loadProc("glStencilFunc");
api->StencilOp = loadProc("glStencilOp");
api->DepthFunc = loadProc("glDepthFunc");
api->PixelStoref = loadProc("glPixelStoref");
api->PixelStorei = loadProc("glPixelStorei");
api->ReadBuffer = loadProc("glReadBuffer");
api->ReadPixels = loadProc("glReadPixels");
api->GetBooleanv = loadProc("glGetBooleanv");
api->GetDoublev = loadProc("glGetDoublev");
api->GetError = loadProc("glGetError");
api->GetFloatv = loadProc("glGetFloatv");
api->GetIntegerv = loadProc("glGetIntegerv");
api->GetString = loadProc("glGetString");
api->GetTexImage = loadProc("glGetTexImage");
api->GetTexParameterfv = loadProc("glGetTexParameterfv");
api->GetTexParameteriv = loadProc("glGetTexParameteriv");
api->GetTexLevelParameterfv = loadProc("glGetTexLevelParameterfv");
api->GetTexLevelParameteriv = loadProc("glGetTexLevelParameteriv");
api->IsEnabled = loadProc("glIsEnabled");
api->DepthRange = loadProc("glDepthRange");
api->Viewport = loadProc("glViewport");
api->DrawArrays = loadProc("glDrawArrays");
api->DrawElements = loadProc("glDrawElements");
api->PolygonOffset = loadProc("glPolygonOffset");
api->CopyTexImage1D = loadProc("glCopyTexImage1D");
api->CopyTexImage2D = loadProc("glCopyTexImage2D");
api->CopyTexSubImage1D = loadProc("glCopyTexSubImage1D");
api->CopyTexSubImage2D = loadProc("glCopyTexSubImage2D");
api->TexSubImage1D = loadProc("glTexSubImage1D");
api->TexSubImage2D = loadProc("glTexSubImage2D");
api->BindTexture = loadProc("glBindTexture");
api->DeleteTextures = loadProc("glDeleteTextures");
api->GenTextures = loadProc("glGenTextures");
api->IsTexture = loadProc("glIsTexture");
api->DrawRangeElements = loadProc("glDrawRangeElements");
api->TexImage3D = loadProc("glTexImage3D");
api->TexSubImage3D = loadProc("glTexSubImage3D");
api->CopyTexSubImage3D = loadProc("glCopyTexSubImage3D");
api->ActiveTexture = loadProc("glActiveTexture");
api->SampleCoverage = loadProc("glSampleCoverage");
api->CompressedTexImage3D = loadProc("glCompressedTexImage3D");
api->CompressedTexImage2D = loadProc("glCompressedTexImage2D");
api->CompressedTexImage1D = loadProc("glCompressedTexImage1D");
api->CompressedTexSubImage3D = loadProc("glCompressedTexSubImage3D");
api->CompressedTexSubImage2D = loadProc("glCompressedTexSubImage2D");
api->CompressedTexSubImage1D = loadProc("glCompressedTexSubImage1D");
api->GetCompressedTexImage = loadProc("glGetCompressedTexImage");
api->BlendFuncSeparate = loadProc("glBlendFuncSeparate");
api->MultiDrawArrays = loadProc("glMultiDrawArrays");
api->MultiDrawElements = loadProc("glMultiDrawElements");
api->PointParameterf = loadProc("glPointParameterf");
api->PointParameterfv = loadProc("glPointParameterfv");
api->PointParameteri = loadProc("glPointParameteri");
api->PointParameteriv = loadProc("glPointParameteriv");
api->BlendColor = loadProc("glBlendColor");
api->BlendEquation = loadProc("glBlendEquation");
api->GenQueries = loadProc("glGenQueries");
api->DeleteQueries = loadProc("glDeleteQueries");
api->IsQuery = loadProc("glIsQuery");
api->BeginQuery = loadProc("glBeginQuery");
api->EndQuery = loadProc("glEndQuery");
api->GetQueryiv = loadProc("glGetQueryiv");
api->GetQueryObjectiv = loadProc("glGetQueryObjectiv");
api->GetQueryObjectuiv = loadProc("glGetQueryObjectuiv");
api->BindBuffer = loadProc("glBindBuffer");
api->DeleteBuffers = loadProc("glDeleteBuffers");
api->GenBuffers = loadProc("glGenBuffers");
api->IsBuffer = loadProc("glIsBuffer");
api->BufferData = loadProc("glBufferData");
api->BufferSubData = loadProc("glBufferSubData");
api->GetBufferSubData = loadProc("glGetBufferSubData");
api->MapBuffer = loadProc("glMapBuffer");
api->UnmapBuffer = loadProc("glUnmapBuffer");
api->GetBufferParameteriv = loadProc("glGetBufferParameteriv");
api->GetBufferPointerv = loadProc("glGetBufferPointerv");
api->BlendEquationSeparate = loadProc("glBlendEquationSeparate");
api->DrawBuffers = loadProc("glDrawBuffers");
api->StencilOpSeparate = loadProc("glStencilOpSeparate");
api->StencilFuncSeparate = loadProc("glStencilFuncSeparate");
api->StencilMaskSeparate = loadProc("glStencilMaskSeparate");
api->AttachShader = loadProc("glAttachShader");
api->BindAttribLocation = loadProc("glBindAttribLocation");
api->CompileShader = loadProc("glCompileShader");
api->CreateProgram = loadProc("glCreateProgram");
api->CreateShader = loadProc("glCreateShader");
api->DeleteProgram = loadProc("glDeleteProgram");
api->DeleteShader = loadProc("glDeleteShader");
api->DetachShader = loadProc("glDetachShader");
api->DisableVertexAttribArray = loadProc("glDisableVertexAttribArray");
api->EnableVertexAttribArray = loadProc("glEnableVertexAttribArray");
api->GetActiveAttrib = loadProc("glGetActiveAttrib");
api->GetActiveUniform = loadProc("glGetActiveUniform");
api->GetAttachedShaders = loadProc("glGetAttachedShaders");
api->GetAttribLocation = loadProc("glGetAttribLocation");
api->GetProgramiv = loadProc("glGetProgramiv");
api->GetProgramInfoLog = loadProc("glGetProgramInfoLog");
api->GetShaderiv = loadProc("glGetShaderiv");
api->GetShaderInfoLog = loadProc("glGetShaderInfoLog");
api->GetShaderSource = loadProc("glGetShaderSource");
api->GetUniformLocation = loadProc("glGetUniformLocation");
api->GetUniformfv = loadProc("glGetUniformfv");
api->GetUniformiv = loadProc("glGetUniformiv");
api->GetVertexAttribdv = loadProc("glGetVertexAttribdv");
api->GetVertexAttribfv = loadProc("glGetVertexAttribfv");
api->GetVertexAttribiv = loadProc("glGetVertexAttribiv");
api->GetVertexAttribPointerv = loadProc("glGetVertexAttribPointerv");
api->IsProgram = loadProc("glIsProgram");
api->IsShader = loadProc("glIsShader");
api->LinkProgram = loadProc("glLinkProgram");
api->ShaderSource = loadProc("glShaderSource");
api->UseProgram = loadProc("glUseProgram");
api->Uniform1f = loadProc("glUniform1f");
api->Uniform2f = loadProc("glUniform2f");
api->Uniform3f = loadProc("glUniform3f");
api->Uniform4f = loadProc("glUniform4f");
api->Uniform1i = loadProc("glUniform1i");
api->Uniform2i = loadProc("glUniform2i");
api->Uniform3i = loadProc("glUniform3i");
api->Uniform4i = loadProc("glUniform4i");
api->Uniform1fv = loadProc("glUniform1fv");
api->Uniform2fv = loadProc("glUniform2fv");
api->Uniform3fv = loadProc("glUniform3fv");
api->Uniform4fv = loadProc("glUniform4fv");
api->Uniform1iv = loadProc("glUniform1iv");
api->Uniform2iv = loadProc("glUniform2iv");
api->Uniform3iv = loadProc("glUniform3iv");
api->Uniform4iv = loadProc("glUniform4iv");
api->UniformMatrix2fv = loadProc("glUniformMatrix2fv");
api->UniformMatrix3fv = loadProc("glUniformMatrix3fv");
api->UniformMatrix4fv = loadProc("glUniformMatrix4fv");
api->ValidateProgram = loadProc("glValidateProgram");
api->VertexAttrib1d = loadProc("glVertexAttrib1d");
api->VertexAttrib1dv = loadProc("glVertexAttrib1dv");
api->VertexAttrib1f = loadProc("glVertexAttrib1f");
api->VertexAttrib1fv = loadProc("glVertexAttrib1fv");
api->VertexAttrib1s = loadProc("glVertexAttrib1s");
api->VertexAttrib1sv = loadProc("glVertexAttrib1sv");
api->VertexAttrib2d = loadProc("glVertexAttrib2d");
api->VertexAttrib2dv = loadProc("glVertexAttrib2dv");
api->VertexAttrib2f = loadProc("glVertexAttrib2f");
api->VertexAttrib2fv = loadProc("glVertexAttrib2fv");
api->VertexAttrib2s = loadProc("glVertexAttrib2s");
api->VertexAttrib2sv = loadProc("glVertexAttrib2sv");
api->VertexAttrib3d = loadProc("glVertexAttrib3d");
api->VertexAttrib3dv = loadProc("glVertexAttrib3dv");
api->VertexAttrib3f = loadProc("glVertexAttrib3f");
api->VertexAttrib3fv = loadProc("glVertexAttrib3fv");
api->VertexAttrib3s = loadProc("glVertexAttrib3s");
api->VertexAttrib3sv = loadProc("glVertexAttrib3sv");
api->VertexAttrib4Nbv = loadProc("glVertexAttrib4Nbv");
api->VertexAttrib4Niv = loadProc("glVertexAttrib4Niv");
api->VertexAttrib4Nsv = loadProc("glVertexAttrib4Nsv");
api->VertexAttrib4Nub = loadProc("glVertexAttrib4Nub");
api->VertexAttrib4Nubv = loadProc("glVertexAttrib4Nubv");
api->VertexAttrib4Nuiv = loadProc("glVertexAttrib4Nuiv");
api->VertexAttrib4Nusv = loadProc("glVertexAttrib4Nusv");
api->VertexAttrib4bv = loadProc("glVertexAttrib4bv");
api->VertexAttrib4d = loadProc("glVertexAttrib4d");
api->VertexAttrib4dv = loadProc("glVertexAttrib4dv");
api->VertexAttrib4f = loadProc("glVertexAttrib4f");
api->VertexAttrib4fv = loadProc("glVertexAttrib4fv");
api->VertexAttrib4iv = loadProc("glVertexAttrib4iv");
api->VertexAttrib4s = loadProc("glVertexAttrib4s");
api->VertexAttrib4sv = loadProc("glVertexAttrib4sv");
api->VertexAttrib4ubv = loadProc("glVertexAttrib4ubv");
api->VertexAttrib4uiv = loadProc("glVertexAttrib4uiv");
api->VertexAttrib4usv = loadProc("glVertexAttrib4usv");
api->VertexAttribPointer = loadProc("glVertexAttribPointer");
api->UniformMatrix2x3fv = loadProc("glUniformMatrix2x3fv");
api->UniformMatrix3x2fv = loadProc("glUniformMatrix3x2fv");
api->UniformMatrix2x4fv = loadProc("glUniformMatrix2x4fv");
api->UniformMatrix4x2fv = loadProc("glUniformMatrix4x2fv");
api->UniformMatrix3x4fv = loadProc("glUniformMatrix3x4fv");
api->UniformMatrix4x3fv = loadProc("glUniformMatrix4x3fv");
api->ColorMaski = loadProc("glColorMaski");
api->GetBooleani_v = loadProc("glGetBooleani_v");
api->GetIntegeri_v = loadProc("glGetIntegeri_v");
api->Enablei = loadProc("glEnablei");
api->Disablei = loadProc("glDisablei");
api->IsEnabledi = loadProc("glIsEnabledi");
api->BeginTransformFeedback = loadProc("glBeginTransformFeedback");
api->EndTransformFeedback = loadProc("glEndTransformFeedback");
api->BindBufferRange = loadProc("glBindBufferRange");
api->BindBufferBase = loadProc("glBindBufferBase");
api->TransformFeedbackVaryings = loadProc("glTransformFeedbackVaryings");
api->GetTransformFeedbackVarying = loadProc("glGetTransformFeedbackVarying");
api->ClampColor = loadProc("glClampColor");
api->BeginConditionalRender = loadProc("glBeginConditionalRender");
api->EndConditionalRender = loadProc("glEndConditionalRender");
api->VertexAttribIPointer = loadProc("glVertexAttribIPointer");
api->GetVertexAttribIiv = loadProc("glGetVertexAttribIiv");
api->GetVertexAttribIuiv = loadProc("glGetVertexAttribIuiv");
api->VertexAttribI1i = loadProc("glVertexAttribI1i");
api->VertexAttribI2i = loadProc("glVertexAttribI2i");
api->VertexAttribI3i = loadProc("glVertexAttribI3i");
api->VertexAttribI4i = loadProc("glVertexAttribI4i");
api->VertexAttribI1ui = loadProc("glVertexAttribI1ui");
api->VertexAttribI2ui = loadProc("glVertexAttribI2ui");
api->VertexAttribI3ui = loadProc("glVertexAttribI3ui");
api->VertexAttribI4ui = loadProc("glVertexAttribI4ui");
api->VertexAttribI1iv = loadProc("glVertexAttribI1iv");
api->VertexAttribI2iv = loadProc("glVertexAttribI2iv");
api->VertexAttribI3iv = loadProc("glVertexAttribI3iv");
api->VertexAttribI4iv = loadProc("glVertexAttribI4iv");
api->VertexAttribI1uiv = loadProc("glVertexAttribI1uiv");
api->VertexAttribI2uiv = loadProc("glVertexAttribI2uiv");
api->VertexAttribI3uiv = loadProc("glVertexAttribI3uiv");
api->VertexAttribI4uiv = loadProc("glVertexAttribI4uiv");
api->VertexAttribI4bv = loadProc("glVertexAttribI4bv");
api->VertexAttribI4sv = loadProc("glVertexAttribI4sv");
api->VertexAttribI4ubv = loadProc("glVertexAttribI4ubv");
api->VertexAttribI4usv = loadProc("glVertexAttribI4usv");
api->GetUniformuiv = loadProc("glGetUniformuiv");
api->BindFragDataLocation = loadProc("glBindFragDataLocation");
api->GetFragDataLocation = loadProc("glGetFragDataLocation");
api->Uniform1ui = loadProc("glUniform1ui");
api->Uniform2ui = loadProc("glUniform2ui");
api->Uniform3ui = loadProc("glUniform3ui");
api->Uniform4ui = loadProc("glUniform4ui");
api->Uniform1uiv = loadProc("glUniform1uiv");
api->Uniform2uiv = loadProc("glUniform2uiv");
api->Uniform3uiv = loadProc("glUniform3uiv");
api->Uniform4uiv = loadProc("glUniform4uiv");
api->TexParameterIiv = loadProc("glTexParameterIiv");
api->TexParameterIuiv = loadProc("glTexParameterIuiv");
api->GetTexParameterIiv = loadProc("glGetTexParameterIiv");
api->GetTexParameterIuiv = loadProc("glGetTexParameterIuiv");
api->ClearBufferiv = loadProc("glClearBufferiv");
api->ClearBufferuiv = loadProc("glClearBufferuiv");
api->ClearBufferfv = loadProc("glClearBufferfv");
api->ClearBufferfi = loadProc("glClearBufferfi");
api->GetStringi = loadProc("glGetStringi");
api->IsRenderbuffer = loadProc("glIsRenderbuffer");
api->BindRenderbuffer = loadProc("glBindRenderbuffer");
api->DeleteRenderbuffers = loadProc("glDeleteRenderbuffers");
api->GenRenderbuffers = loadProc("glGenRenderbuffers");
api->RenderbufferStorage = loadProc("glRenderbufferStorage");
api->GetRenderbufferParameteriv = loadProc("glGetRenderbufferParameteriv");
api->IsFramebuffer = loadProc("glIsFramebuffer");
api->BindFramebuffer = loadProc("glBindFramebuffer");
api->DeleteFramebuffers = loadProc("glDeleteFramebuffers");
api->GenFramebuffers = loadProc("glGenFramebuffers");
api->CheckFramebufferStatus = loadProc("glCheckFramebufferStatus");
api->FramebufferTexture1D = loadProc("glFramebufferTexture1D");
api->FramebufferTexture2D = loadProc("glFramebufferTexture2D");
api->FramebufferTexture3D = loadProc("glFramebufferTexture3D");
api->FramebufferRenderbuffer = loadProc("glFramebufferRenderbuffer");
api->GetFramebufferAttachmentParameteriv = loadProc("glGetFramebufferAttachmentParameteriv");
api->GenerateMipmap = loadProc("glGenerateMipmap");
api->BlitFramebuffer = loadProc("glBlitFramebuffer");
api->RenderbufferStorageMultisample = loadProc("glRenderbufferStorageMultisample");
api->FramebufferTextureLayer = loadProc("glFramebufferTextureLayer");
api->MapBufferRange = loadProc("glMapBufferRange");
api->FlushMappedBufferRange = loadProc("glFlushMappedBufferRange");
api->BindVertexArray = loadProc("glBindVertexArray");
api->DeleteVertexArrays = loadProc("glDeleteVertexArrays");
api->GenVertexArrays = loadProc("glGenVertexArrays");
api->IsVertexArray = loadProc("glIsVertexArray");
api->DrawArraysInstanced = loadProc("glDrawArraysInstanced");
api->DrawElementsInstanced = loadProc("glDrawElementsInstanced");
api->TexBuffer = loadProc("glTexBuffer");
api->PrimitiveRestartIndex = loadProc("glPrimitiveRestartIndex");
api->CopyBufferSubData = loadProc("glCopyBufferSubData");
api->GetUniformIndices = loadProc("glGetUniformIndices");
api->GetActiveUniformsiv = loadProc("glGetActiveUniformsiv");
api->GetActiveUniformName = loadProc("glGetActiveUniformName");
api->GetUniformBlockIndex = loadProc("glGetUniformBlockIndex");
api->GetActiveUniformBlockiv = loadProc("glGetActiveUniformBlockiv");
api->GetActiveUniformBlockName = loadProc("glGetActiveUniformBlockName");
api->UniformBlockBinding = loadProc("glUniformBlockBinding");
api->BindBufferRange = loadProc("glBindBufferRange");
api->BindBufferBase = loadProc("glBindBufferBase");
api->GetIntegeri_v = loadProc("glGetIntegeri_v");
api->DrawElementsBaseVertex = loadProc("glDrawElementsBaseVertex");
api->DrawRangeElementsBaseVertex = loadProc("glDrawRangeElementsBaseVertex");
api->DrawElementsInstancedBaseVertex = loadProc("glDrawElementsInstancedBaseVertex");
api->MultiDrawElementsBaseVertex = loadProc("glMultiDrawElementsBaseVertex");
api->ProvokingVertex = loadProc("glProvokingVertex");
api->FenceSync = loadProc("glFenceSync");
api->IsSync = loadProc("glIsSync");
api->DeleteSync = loadProc("glDeleteSync");
api->ClientWaitSync = loadProc("glClientWaitSync");
api->WaitSync = loadProc("glWaitSync");
api->GetInteger64v = loadProc("glGetInteger64v");
api->GetSynciv = loadProc("glGetSynciv");
api->GetInteger64i_v = loadProc("glGetInteger64i_v");
api->GetBufferParameteri64v = loadProc("glGetBufferParameteri64v");
api->FramebufferTexture = loadProc("glFramebufferTexture");
api->TexImage2DMultisample = loadProc("glTexImage2DMultisample");
api->TexImage3DMultisample = loadProc("glTexImage3DMultisample");
api->GetMultisamplefv = loadProc("glGetMultisamplefv");
api->SampleMaski = loadProc("glSampleMaski");
api->BindFragDataLocationIndexed = loadProc("glBindFragDataLocationIndexed");
api->GetFragDataIndex = loadProc("glGetFragDataIndex");
api->GenSamplers = loadProc("glGenSamplers");
api->DeleteSamplers = loadProc("glDeleteSamplers");
api->IsSampler = loadProc("glIsSampler");
api->BindSampler = loadProc("glBindSampler");
api->SamplerParameteri = loadProc("glSamplerParameteri");
api->SamplerParameteriv = loadProc("glSamplerParameteriv");
api->SamplerParameterf = loadProc("glSamplerParameterf");
api->SamplerParameterfv = loadProc("glSamplerParameterfv");
api->SamplerParameterIiv = loadProc("glSamplerParameterIiv");
api->SamplerParameterIuiv = loadProc("glSamplerParameterIuiv");
api->GetSamplerParameteriv = loadProc("glGetSamplerParameteriv");
api->GetSamplerParameterIiv = loadProc("glGetSamplerParameterIiv");
api->GetSamplerParameterfv = loadProc("glGetSamplerParameterfv");
api->GetSamplerParameterIuiv = loadProc("glGetSamplerParameterIuiv");
api->QueryCounter = loadProc("glQueryCounter");
api->GetQueryObjecti64v = loadProc("glGetQueryObjecti64v");
api->GetQueryObjectui64v = loadProc("glGetQueryObjectui64v");
api->VertexAttribDivisor = loadProc("glVertexAttribDivisor");
api->VertexAttribP1ui = loadProc("glVertexAttribP1ui");
api->VertexAttribP1uiv = loadProc("glVertexAttribP1uiv");
api->VertexAttribP2ui = loadProc("glVertexAttribP2ui");
api->VertexAttribP2uiv = loadProc("glVertexAttribP2uiv");
api->VertexAttribP3ui = loadProc("glVertexAttribP3ui");
api->VertexAttribP3uiv = loadProc("glVertexAttribP3uiv");
api->VertexAttribP4ui = loadProc("glVertexAttribP4ui");
api->VertexAttribP4uiv = loadProc("glVertexAttribP4uiv");
api->MinSampleShading = loadProc("glMinSampleShading");
api->BlendEquationi = loadProc("glBlendEquationi");
api->BlendEquationSeparatei = loadProc("glBlendEquationSeparatei");
api->BlendFunci = loadProc("glBlendFunci");
api->BlendFuncSeparatei = loadProc("glBlendFuncSeparatei");
api->DrawArraysIndirect = loadProc("glDrawArraysIndirect");
api->DrawElementsIndirect = loadProc("glDrawElementsIndirect");
api->Uniform1d = loadProc("glUniform1d");
api->Uniform2d = loadProc("glUniform2d");
api->Uniform3d = loadProc("glUniform3d");
api->Uniform4d = loadProc("glUniform4d");
api->Uniform1dv = loadProc("glUniform1dv");
api->Uniform2dv = loadProc("glUniform2dv");
api->Uniform3dv = loadProc("glUniform3dv");
api->Uniform4dv = loadProc("glUniform4dv");
api->UniformMatrix2dv = loadProc("glUniformMatrix2dv");
api->UniformMatrix3dv = loadProc("glUniformMatrix3dv");
api->UniformMatrix4dv = loadProc("glUniformMatrix4dv");
api->UniformMatrix2x3dv = loadProc("glUniformMatrix2x3dv");
api->UniformMatrix2x4dv = loadProc("glUniformMatrix2x4dv");
api->UniformMatrix3x2dv = loadProc("glUniformMatrix3x2dv");
api->UniformMatrix3x4dv = loadProc("glUniformMatrix3x4dv");
api->UniformMatrix4x2dv = loadProc("glUniformMatrix4x2dv");
api->UniformMatrix4x3dv = loadProc("glUniformMatrix4x3dv");
api->GetUniformdv = loadProc("glGetUniformdv");
api->GetSubroutineUniformLocation = loadProc("glGetSubroutineUniformLocation");
api->GetSubroutineIndex = loadProc("glGetSubroutineIndex");
api->GetActiveSubroutineUniformiv = loadProc("glGetActiveSubroutineUniformiv");
api->GetActiveSubroutineUniformName = loadProc("glGetActiveSubroutineUniformName");
api->GetActiveSubroutineName = loadProc("glGetActiveSubroutineName");
api->UniformSubroutinesuiv = loadProc("glUniformSubroutinesuiv");
api->GetUniformSubroutineuiv = loadProc("glGetUniformSubroutineuiv");
api->GetProgramStageiv = loadProc("glGetProgramStageiv");
api->PatchParameteri = loadProc("glPatchParameteri");
api->PatchParameterfv = loadProc("glPatchParameterfv");
api->BindTransformFeedback = loadProc("glBindTransformFeedback");
api->DeleteTransformFeedbacks = loadProc("glDeleteTransformFeedbacks");
api->GenTransformFeedbacks = loadProc("glGenTransformFeedbacks");
api->IsTransformFeedback = loadProc("glIsTransformFeedback");
api->PauseTransformFeedback = loadProc("glPauseTransformFeedback");
api->ResumeTransformFeedback = loadProc("glResumeTransformFeedback");
api->DrawTransformFeedback = loadProc("glDrawTransformFeedback");
api->DrawTransformFeedbackStream = loadProc("glDrawTransformFeedbackStream");
api->BeginQueryIndexed = loadProc("glBeginQueryIndexed");
api->EndQueryIndexed = loadProc("glEndQueryIndexed");
api->GetQueryIndexediv = loadProc("glGetQueryIndexediv");
api->ReleaseShaderCompiler = loadProc("glReleaseShaderCompiler");
api->ShaderBinary = loadProc("glShaderBinary");
api->GetShaderPrecisionFormat = loadProc("glGetShaderPrecisionFormat");
api->DepthRangef = loadProc("glDepthRangef");
api->ClearDepthf = loadProc("glClearDepthf");
api->GetProgramBinary = loadProc("glGetProgramBinary");
api->ProgramBinary = loadProc("glProgramBinary");
api->ProgramParameteri = loadProc("glProgramParameteri");
api->UseProgramStages = loadProc("glUseProgramStages");
api->ActiveShaderProgram = loadProc("glActiveShaderProgram");
api->CreateShaderProgramv = loadProc("glCreateShaderProgramv");
api->BindProgramPipeline = loadProc("glBindProgramPipeline");
api->DeleteProgramPipelines = loadProc("glDeleteProgramPipelines");
api->GenProgramPipelines = loadProc("glGenProgramPipelines");
api->IsProgramPipeline = loadProc("glIsProgramPipeline");
api->GetProgramPipelineiv = loadProc("glGetProgramPipelineiv");
api->ProgramParameteri = loadProc("glProgramParameteri");
api->ProgramUniform1i = loadProc("glProgramUniform1i");
api->ProgramUniform1iv = loadProc("glProgramUniform1iv");
api->ProgramUniform1f = loadProc("glProgramUniform1f");
api->ProgramUniform1fv = loadProc("glProgramUniform1fv");
api->ProgramUniform1d = loadProc("glProgramUniform1d");
api->ProgramUniform1dv = loadProc("glProgramUniform1dv");
api->ProgramUniform1ui = loadProc("glProgramUniform1ui");
api->ProgramUniform1uiv = loadProc("glProgramUniform1uiv");
api->ProgramUniform2i = loadProc("glProgramUniform2i");
api->ProgramUniform2iv = loadProc("glProgramUniform2iv");
api->ProgramUniform2f = loadProc("glProgramUniform2f");
api->ProgramUniform2fv = loadProc("glProgramUniform2fv");
api->ProgramUniform2d = loadProc("glProgramUniform2d");
api->ProgramUniform2dv = loadProc("glProgramUniform2dv");
api->ProgramUniform2ui = loadProc("glProgramUniform2ui");
api->ProgramUniform2uiv = loadProc("glProgramUniform2uiv");
api->ProgramUniform3i = loadProc("glProgramUniform3i");
api->ProgramUniform3iv = loadProc("glProgramUniform3iv");
api->ProgramUniform3f = loadProc("glProgramUniform3f");
api->ProgramUniform3fv = loadProc("glProgramUniform3fv");
api->ProgramUniform3d = loadProc("glProgramUniform3d");
api->ProgramUniform3dv = loadProc("glProgramUniform3dv");
api->ProgramUniform3ui = loadProc("glProgramUniform3ui");
api->ProgramUniform3uiv = loadProc("glProgramUniform3uiv");
api->ProgramUniform4i = loadProc("glProgramUniform4i");
api->ProgramUniform4iv = loadProc("glProgramUniform4iv");
api->ProgramUniform4f = loadProc("glProgramUniform4f");
api->ProgramUniform4fv = loadProc("glProgramUniform4fv");
api->ProgramUniform4d = loadProc("glProgramUniform4d");
api->ProgramUniform4dv = loadProc("glProgramUniform4dv");
api->ProgramUniform4ui = loadProc("glProgramUniform4ui");
api->ProgramUniform4uiv = loadProc("glProgramUniform4uiv");
api->ProgramUniformMatrix2fv = loadProc("glProgramUniformMatrix2fv");
api->ProgramUniformMatrix3fv = loadProc("glProgramUniformMatrix3fv");
api->ProgramUniformMatrix4fv = loadProc("glProgramUniformMatrix4fv");
api->ProgramUniformMatrix2dv = loadProc("glProgramUniformMatrix2dv");
api->ProgramUniformMatrix3dv = loadProc("glProgramUniformMatrix3dv");
api->ProgramUniformMatrix4dv = loadProc("glProgramUniformMatrix4dv");
api->ProgramUniformMatrix2x3fv = loadProc("glProgramUniformMatrix2x3fv");
api->ProgramUniformMatrix3x2fv = loadProc("glProgramUniformMatrix3x2fv");
api->ProgramUniformMatrix2x4fv = loadProc("glProgramUniformMatrix2x4fv");
api->ProgramUniformMatrix4x2fv = loadProc("glProgramUniformMatrix4x2fv");
api->ProgramUniformMatrix3x4fv = loadProc("glProgramUniformMatrix3x4fv");
api->ProgramUniformMatrix4x3fv = loadProc("glProgramUniformMatrix4x3fv");
api->ProgramUniformMatrix2x3dv = loadProc("glProgramUniformMatrix2x3dv");
api->ProgramUniformMatrix3x2dv = loadProc("glProgramUniformMatrix3x2dv");
api->ProgramUniformMatrix2x4dv = loadProc("glProgramUniformMatrix2x4dv");
api->ProgramUniformMatrix4x2dv = loadProc("glProgramUniformMatrix4x2dv");
api->ProgramUniformMatrix3x4dv = loadProc("glProgramUniformMatrix3x4dv");
api->ProgramUniformMatrix4x3dv = loadProc("glProgramUniformMatrix4x3dv");
api->ValidateProgramPipeline = loadProc("glValidateProgramPipeline");
api->GetProgramPipelineInfoLog = loadProc("glGetProgramPipelineInfoLog");
api->VertexAttribL1d = loadProc("glVertexAttribL1d");
api->VertexAttribL2d = loadProc("glVertexAttribL2d");
api->VertexAttribL3d = loadProc("glVertexAttribL3d");
api->VertexAttribL4d = loadProc("glVertexAttribL4d");
api->VertexAttribL1dv = loadProc("glVertexAttribL1dv");
api->VertexAttribL2dv = loadProc("glVertexAttribL2dv");
api->VertexAttribL3dv = loadProc("glVertexAttribL3dv");
api->VertexAttribL4dv = loadProc("glVertexAttribL4dv");
api->VertexAttribLPointer = loadProc("glVertexAttribLPointer");
api->GetVertexAttribLdv = loadProc("glGetVertexAttribLdv");
api->ViewportArrayv = loadProc("glViewportArrayv");
api->ViewportIndexedf = loadProc("glViewportIndexedf");
api->ViewportIndexedfv = loadProc("glViewportIndexedfv");
api->ScissorArrayv = loadProc("glScissorArrayv");
api->ScissorIndexed = loadProc("glScissorIndexed");
api->ScissorIndexedv = loadProc("glScissorIndexedv");
api->DepthRangeArrayv = loadProc("glDepthRangeArrayv");
api->DepthRangeIndexed = loadProc("glDepthRangeIndexed");
api->GetFloati_v = loadProc("glGetFloati_v");
api->GetDoublei_v = loadProc("glGetDoublei_v");
api->DrawArraysInstancedBaseInstance = loadProc("glDrawArraysInstancedBaseInstance");
api->DrawElementsInstancedBaseInstance = loadProc("glDrawElementsInstancedBaseInstance");
api->DrawElementsInstancedBaseVertexBaseInstance = loadProc("glDrawElementsInstancedBaseVertexBaseInstance");
api->GetInternalformativ = loadProc("glGetInternalformativ");
api->GetActiveAtomicCounterBufferiv = loadProc("glGetActiveAtomicCounterBufferiv");
api->BindImageTexture = loadProc("glBindImageTexture");
api->MemoryBarrier = loadProc("glMemoryBarrier");
api->TexStorage1D = loadProc("glTexStorage1D");
api->TexStorage2D = loadProc("glTexStorage2D");
api->TexStorage3D = loadProc("glTexStorage3D");
api->DrawTransformFeedbackInstanced = loadProc("glDrawTransformFeedbackInstanced");
api->DrawTransformFeedbackStreamInstanced = loadProc("glDrawTransformFeedbackStreamInstanced");
api->ClearBufferData = loadProc("glClearBufferData");
api->ClearBufferSubData = loadProc("glClearBufferSubData");
api->DispatchCompute = loadProc("glDispatchCompute");
api->DispatchComputeIndirect = loadProc("glDispatchComputeIndirect");
api->CopyImageSubData = loadProc("glCopyImageSubData");
api->FramebufferParameteri = loadProc("glFramebufferParameteri");
api->GetFramebufferParameteriv = loadProc("glGetFramebufferParameteriv");
api->GetInternalformati64v = loadProc("glGetInternalformati64v");
api->InvalidateTexSubImage = loadProc("glInvalidateTexSubImage");
api->InvalidateTexImage = loadProc("glInvalidateTexImage");
api->InvalidateBufferSubData = loadProc("glInvalidateBufferSubData");
api->InvalidateBufferData = loadProc("glInvalidateBufferData");
api->InvalidateFramebuffer = loadProc("glInvalidateFramebuffer");
api->InvalidateSubFramebuffer = loadProc("glInvalidateSubFramebuffer");
api->MultiDrawArraysIndirect = loadProc("glMultiDrawArraysIndirect");
api->MultiDrawElementsIndirect = loadProc("glMultiDrawElementsIndirect");
api->GetProgramInterfaceiv = loadProc("glGetProgramInterfaceiv");
api->GetProgramResourceIndex = loadProc("glGetProgramResourceIndex");
api->GetProgramResourceName = loadProc("glGetProgramResourceName");
api->GetProgramResourceiv = loadProc("glGetProgramResourceiv");
api->GetProgramResourceLocation = loadProc("glGetProgramResourceLocation");
api->GetProgramResourceLocationIndex = loadProc("glGetProgramResourceLocationIndex");
api->ShaderStorageBlockBinding = loadProc("glShaderStorageBlockBinding");
api->TexBufferRange = loadProc("glTexBufferRange");
api->TexStorage2DMultisample = loadProc("glTexStorage2DMultisample");
api->TexStorage3DMultisample = loadProc("glTexStorage3DMultisample");
api->TextureView = loadProc("glTextureView");
api->BindVertexBuffer = loadProc("glBindVertexBuffer");
api->VertexAttribFormat = loadProc("glVertexAttribFormat");
api->VertexAttribIFormat = loadProc("glVertexAttribIFormat");
api->VertexAttribLFormat = loadProc("glVertexAttribLFormat");
api->VertexAttribBinding = loadProc("glVertexAttribBinding");
api->VertexBindingDivisor = loadProc("glVertexBindingDivisor");
api->DebugMessageControl = loadProc("glDebugMessageControl");
api->DebugMessageInsert = loadProc("glDebugMessageInsert");
api->DebugMessageCallback = loadProc("glDebugMessageCallback");
api->GetDebugMessageLog = loadProc("glGetDebugMessageLog");
api->PushDebugGroup = loadProc("glPushDebugGroup");
api->PopDebugGroup = loadProc("glPopDebugGroup");
api->ObjectLabel = loadProc("glObjectLabel");
api->GetObjectLabel = loadProc("glGetObjectLabel");
api->ObjectPtrLabel = loadProc("glObjectPtrLabel");
api->GetObjectPtrLabel = loadProc("glGetObjectPtrLabel");
api->GetPointerv = loadProc("glGetPointerv");
api->BufferStorage = loadProc("glBufferStorage");
api->ClearTexImage = loadProc("glClearTexImage");
api->ClearTexSubImage = loadProc("glClearTexSubImage");
api->BindBuffersBase = loadProc("glBindBuffersBase");
api->BindBuffersRange = loadProc("glBindBuffersRange");
api->BindTextures = loadProc("glBindTextures");
api->BindSamplers = loadProc("glBindSamplers");
api->BindImageTextures = loadProc("glBindImageTextures");
api->BindVertexBuffers = loadProc("glBindVertexBuffers");
}
void mg_gl_load_gles30(mg_gl_api* api, mg_gl_load_proc loadProc)
{
api->ActiveTexture = loadProc("glActiveTexture");

View File

@ -2,7 +2,7 @@
*
* @file: gl_loader.h
* @note: auto-generated by glapi.py from gl.xml
* @date: 22/022023
* @date: 12/072023
*
*********************************************************/
#ifndef __GL_LOADER_H__
@ -14,6 +14,7 @@ typedef void*(*mg_gl_load_proc)(const char* name);
void mg_gl_load_gl41(mg_gl_api* api, mg_gl_load_proc loadProc);
void mg_gl_load_gl43(mg_gl_api* api, mg_gl_load_proc loadProc);
void mg_gl_load_gl44(mg_gl_api* api, mg_gl_load_proc loadProc);
void mg_gl_load_gles30(mg_gl_api* api, mg_gl_load_proc loadProc);
void mg_gl_load_gles31(mg_gl_api* api, mg_gl_load_proc loadProc);

View File

@ -254,7 +254,7 @@ mg_surface_data* mg_wgl_surface_create_for_window(mp_window window)
int contextAttrs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, 4,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 4,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0};
@ -270,7 +270,7 @@ mg_surface_data* mg_wgl_surface_create_for_window(mp_window window)
//NOTE: make gl context current and load api
wglMakeCurrent(surface->hDC, surface->glContext);
wglSwapIntervalEXT(1);
mg_gl_load_gl43(&surface->api, mg_wgl_get_proc);
mg_gl_load_gl44(&surface->api, mg_wgl_get_proc);
}
}
return((mg_surface_data*)surface);