186 lines
5 KiB
C++
186 lines
5 KiB
C++
/*************************************************************************/
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/* ctxgl_procaddr.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifdef OPENGL_ENABLED
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#include "ctxgl_procaddr.h"
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#include <GL/gl.h>
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#include <stdio.h>
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static PROC _gl_procs[]={
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(PROC)glCullFace,
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(PROC)glFrontFace,
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(PROC)glHint,
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(PROC)glLineWidth,
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(PROC)glPointSize,
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(PROC)glPolygonMode,
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(PROC)glScissor,
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(PROC)glTexParameterf,
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(PROC)glTexParameterfv,
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(PROC)glTexParameteri,
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(PROC)glTexParameteriv,
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(PROC)glTexImage1D,
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(PROC)glTexImage2D,
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(PROC)glDrawBuffer,
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(PROC)glClear,
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(PROC)glClearColor,
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(PROC)glClearStencil,
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(PROC)glClearDepth,
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(PROC)glStencilMask,
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(PROC)glColorMask,
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(PROC)glDepthMask,
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(PROC)glDisable,
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(PROC)glEnable,
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(PROC)glFinish,
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(PROC)glFlush,
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(PROC)glBlendFunc,
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(PROC)glLogicOp,
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(PROC)glStencilFunc,
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(PROC)glStencilOp,
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(PROC)glDepthFunc,
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(PROC)glPixelStoref,
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(PROC)glPixelStorei,
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(PROC)glReadBuffer,
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(PROC)glReadPixels,
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(PROC)glGetBooleanv,
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(PROC)glGetDoublev,
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(PROC)glGetError,
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(PROC)glGetFloatv,
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(PROC)glGetIntegerv,
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(PROC)glGetString,
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(PROC)glGetTexImage,
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(PROC)glGetTexParameterfv,
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(PROC)glGetTexParameteriv,
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(PROC)glGetTexLevelParameterfv,
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(PROC)glGetTexLevelParameteriv,
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(PROC)glIsEnabled,
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(PROC)glDepthRange,
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(PROC)glViewport,
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/* not detected in ATI */
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(PROC)glDrawArrays,
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(PROC)glDrawElements,
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(PROC)glGetPointerv,
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(PROC)glPolygonOffset,
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(PROC)glCopyTexImage1D,
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(PROC)glCopyTexImage2D,
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(PROC)glCopyTexSubImage1D,
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(PROC)glCopyTexSubImage2D,
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(PROC)glTexSubImage1D,
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(PROC)glTexSubImage2D,
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(PROC)glBindTexture,
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(PROC)glDeleteTextures,
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(PROC)glGenTextures,
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(PROC)glIsTexture,
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0
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};
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static const char* _gl_proc_names[]={
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"glCullFace",
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"glFrontFace",
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"glHint",
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"glLineWidth",
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"glPointSize",
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"glPolygonMode",
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"glScissor",
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"glTexParameterf",
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"glTexParameterfv",
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"glTexParameteri",
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"glTexParameteriv",
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"glTexImage1D",
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"glTexImage2D",
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"glDrawBuffer",
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"glClear",
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"glClearColor",
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"glClearStencil",
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"glClearDepth",
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"glStencilMask",
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"glColorMask",
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"glDepthMask",
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"glDisable",
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"glEnable",
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"glFinish",
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"glFlush",
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"glBlendFunc",
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"glLogicOp",
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"glStencilFunc",
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"glStencilOp",
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"glDepthFunc",
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"glPixelStoref",
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"glPixelStorei",
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"glReadBuffer",
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"glReadPixels",
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"glGetBooleanv",
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"glGetDoublev",
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"glGetError",
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"glGetFloatv",
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"glGetIntegerv",
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"glGetString",
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"glGetTexImage",
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"glGetTexParameterfv",
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"glGetTexParameteriv",
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"glGetTexLevelParameterfv",
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"glGetTexLevelParameteriv",
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"glIsEnabled",
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"glDepthRange",
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"glViewport",
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/* not detected in ati */
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"glDrawArrays",
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"glDrawElements",
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"glGetPointerv",
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"glPolygonOffset",
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"glCopyTexImage1D",
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"glCopyTexImage2D",
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"glCopyTexSubImage1D",
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"glCopyTexSubImage2D",
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"glTexSubImage1D",
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"glTexSubImage2D",
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"glBindTexture",
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"glDeleteTextures",
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"glGenTextures",
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"glIsTexture",
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0
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};
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PROC get_gl_proc_address(const char* p_address) {
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PROC proc = wglGetProcAddress((const CHAR*)p_address);
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if (!proc) {
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int i=0;
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while(_gl_procs[i]) {
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if (strcmp(p_address,_gl_proc_names[i])==0) {
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return _gl_procs[i];
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}
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i++;
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}
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}
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return proc;
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}
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#endif
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