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-rw-r--r--src/OpenGLSupport.h120
1 files changed, 2 insertions, 118 deletions
diff --git a/src/OpenGLSupport.h b/src/OpenGLSupport.h
index 44c511f..3533d60 100644
--- a/src/OpenGLSupport.h
+++ b/src/OpenGLSupport.h
@@ -22,131 +22,15 @@
#include <stdio.h>
#include <string.h>
-// TODO: different includes for each platform
-#ifdef __APPLE__
- #include <OpenGL/gl3.h>
- #include <OpenGL/gl3ext.h>
-#else
- #include <GL/gl.h>
- #include <GL/glext.h>
-#endif
+#include <epoxy/gl.h>
-#include "Platform.h"
-
-
-// here, have some macro magic
-// we at the melonDS company really love macro magic
-// also, suggestion to the fine folks who write the OpenGL headers:
-// pls make the type names follow the same capitalization as their
-// matching function names, so this is more convenient to deal with
-
-#define DECLPROC(type, name) \
- PFN##type##PROC name ;
-
-#define DECLPROC_EXT(type, name) \
- extern PFN##type##PROC name ;
-
-#define LOADPROC(type, name) \
- name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
- if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
-
-
-// if you need more OpenGL functions, add them to the macronator here
-
-
-#ifdef __WIN32__
-#define DO_PROCLIST_1_3(func) \
- func(GLACTIVETEXTURE, glActiveTexture); \
- func(GLBLENDCOLOR, glBlendColor); \
-
-#else
-
-#define DO_PROCLIST_1_3(func)
-
-#endif
-
-#ifdef __APPLE__
-
-#define DO_PROCLIST(func)
-
-#else
-
-#define DO_PROCLIST(func) \
- DO_PROCLIST_1_3(func) \
- \
- func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
- func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
- func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
- func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
- func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
- func(GLCHECKFRAMEBUFFERSTATUS, glCheckFramebufferStatus); \
- \
- func(GLGENBUFFERS, glGenBuffers); \
- func(GLDELETEBUFFERS, glDeleteBuffers); \
- func(GLBINDBUFFER, glBindBuffer); \
- func(GLMAPBUFFER, glMapBuffer); \
- func(GLMAPBUFFERRANGE, glMapBufferRange); \
- func(GLUNMAPBUFFER, glUnmapBuffer); \
- func(GLBUFFERDATA, glBufferData); \
- func(GLBUFFERSUBDATA, glBufferSubData); \
- func(GLBINDBUFFERBASE, glBindBufferBase); \
- \
- func(GLGENVERTEXARRAYS, glGenVertexArrays); \
- func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
- func(GLBINDVERTEXARRAY, glBindVertexArray); \
- func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
- func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
- func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
- func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
- func(GLBINDATTRIBLOCATION, glBindAttribLocation); \
- func(GLBINDFRAGDATALOCATION, glBindFragDataLocation); \
- \
- func(GLCREATESHADER, glCreateShader); \
- func(GLSHADERSOURCE, glShaderSource); \
- func(GLCOMPILESHADER, glCompileShader); \
- func(GLCREATEPROGRAM, glCreateProgram); \
- func(GLATTACHSHADER, glAttachShader); \
- func(GLLINKPROGRAM, glLinkProgram); \
- func(GLUSEPROGRAM, glUseProgram); \
- func(GLGETSHADERIV, glGetShaderiv); \
- func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
- func(GLGETPROGRAMIV, glGetProgramiv); \
- func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
- func(GLDELETESHADER, glDeleteShader); \
- func(GLDELETEPROGRAM, glDeleteProgram); \
- \
- func(GLUNIFORM1I, glUniform1i); \
- func(GLUNIFORM1UI, glUniform1ui); \
- func(GLUNIFORM2I, glUniform2i); \
- func(GLUNIFORM4UI, glUniform4ui); \
- func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
- func(GLGETUNIFORMLOCATION, glGetUniformLocation); \
- func(GLGETUNIFORMBLOCKINDEX, glGetUniformBlockIndex); \
- \
- func(GLFENCESYNC, glFenceSync); \
- func(GLDELETESYNC, glDeleteSync); \
- func(GLWAITSYNC, glWaitSync); \
- func(GLCLIENTWAITSYNC, glClientWaitSync); \
- \
- func(GLDRAWBUFFERS, glDrawBuffers); \
- \
- func(GLBLENDFUNCSEPARATE, glBlendFuncSeparate); \
- func(GLBLENDEQUATIONSEPARATE, glBlendEquationSeparate); \
- \
- func(GLCOLORMASKI, glColorMaski); \
- \
- func(GLGETSTRINGI, glGetStringi); \
+#include "Platform.h"
-#endif
namespace OpenGL
{
-DO_PROCLIST(DECLPROC_EXT);
-
-bool Init();
-
bool BuildShaderProgram(const char* vs, const char* fs, GLuint* ids, const char* name);
bool LinkShaderProgram(GLuint* ids);
void DeleteShaderProgram(GLuint* ids);