[win32, gl canvas] persistently map input buffers
This commit is contained in:
parent
6944325014
commit
660ad33ddc
|
@ -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)
|
||||
|
||||
|
|
2160
src/gl_api.h
2160
src/gl_api.h
File diff suppressed because it is too large
Load Diff
409
src/gl_canvas.c
409
src/gl_canvas.c
|
@ -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);
|
||||
|
|
553
src/gl_loader.c
553
src/gl_loader.c
|
@ -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");
|
||||
|
|
|
@ -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);
|
||||
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue