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botch GL support.
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src/OpenGLSupport.h
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112
src/OpenGLSupport.h
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/*
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Copyright 2016-2019 Arisotura
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This file is part of melonDS.
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melonDS is free software: you can redistribute it and/or modify it under
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the terms of the GNU General Public License as published by the Free
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Software Foundation, either version 3 of the License, or (at your option)
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any later version.
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melonDS is distributed in the hope that it will be useful, but WITHOUT ANY
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WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with melonDS. If not, see http://www.gnu.org/licenses/.
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*/
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#ifndef OPENGLSUPPORT_H
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#define OPENGLSUPPORT_H
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#include <stdio.h>
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#include <GL/gl.h>
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#include <GL/glext.h>
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#include "Platform.h"
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// here, have some macro magic
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// we at the melonDS company really love macro magic
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// also, suggestion to the fine folks who write the OpenGL headers:
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// pls make the type names follow the same capitalization as their
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// matching function names, so this is more convenient to deal with
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#define DECLPROC(type, name) \
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PFN##type##PROC name ;
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#define DECLPROC_EXT(type, name) \
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extern PFN##type##PROC name ;
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#define LOADPROC(type, name) \
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name = (PFN##type##PROC)Platform::GL_GetProcAddress(#name); \
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if (!name) { printf("OpenGL: " #name " not found\n"); return false; }
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// if you need more OpenGL functions, add them to the macronator here
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// TODO: handle conditionally loading certain functions for different GL versions
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#define DO_PROCLIST(func) \
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func(GLGENFRAMEBUFFERS, glGenFramebuffers); \
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func(GLDELETEFRAMEBUFFERS, glDeleteFramebuffers); \
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func(GLBINDFRAMEBUFFER, glBindFramebuffer); \
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func(GLFRAMEBUFFERTEXTURE, glFramebufferTexture); \
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func(GLBLITFRAMEBUFFER, glBlitFramebuffer); \
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\
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func(GLGENBUFFERS, glGenBuffers); \
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func(GLDELETEBUFFERS, glDeleteBuffers); \
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func(GLBINDBUFFER, glBindBuffer); \
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func(GLMAPBUFFER, glMapBuffer); \
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func(GLMAPBUFFERRANGE, glMapBufferRange); \
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func(GLUNMAPBUFFER, glUnmapBuffer); \
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func(GLBUFFERDATA, glBufferData); \
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func(GLBUFFERSUBDATA, glBufferSubData); \
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func(GLBINDBUFFERBASE, glBindBufferBase); \
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\
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func(GLGENVERTEXARRAYS, glGenVertexArrays); \
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func(GLDELETEVERTEXARRAYS, glDeleteVertexArrays); \
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func(GLBINDVERTEXARRAY, glBindVertexArray); \
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func(GLENABLEVERTEXATTRIBARRAY, glEnableVertexAttribArray); \
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func(GLDISABLEVERTEXATTRIBARRAY, glDisableVertexAttribArray); \
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func(GLVERTEXATTRIBPOINTER, glVertexAttribPointer); \
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func(GLVERTEXATTRIBIPOINTER, glVertexAttribIPointer); \
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\
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func(GLCREATESHADER, glCreateShader); \
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func(GLSHADERSOURCE, glShaderSource); \
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func(GLCOMPILESHADER, glCompileShader); \
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func(GLCREATEPROGRAM, glCreateProgram); \
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func(GLATTACHSHADER, glAttachShader); \
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func(GLLINKPROGRAM, glLinkProgram); \
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func(GLUSEPROGRAM, glUseProgram); \
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func(GLGETSHADERIV, glGetShaderiv); \
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func(GLGETSHADERINFOLOG, glGetShaderInfoLog); \
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func(GLGETPROGRAMIV, glGetProgramiv); \
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func(GLGETPROGRAMINFOLOG, glGetProgramInfoLog); \
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func(GLDELETESHADER, glDeleteShader); \
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func(GLDELETEPROGRAM, glDeleteProgram); \
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\
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func(GLUNIFORM1UI, glUniform1ui); \
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func(GLUNIFORM4UI, glUniform4ui); \
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func(GLUNIFORMBLOCKBINDING, glUniformBlockBinding); \
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\
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func(GLACTIVETEXTURE, glActiveTexture); \
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func(GLBINDIMAGETEXTURE, glBindImageTexture); \
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\
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func(GLDRAWBUFFERS, glDrawBuffers); \
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\
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func(GLBLENDFUNCSEPARATEI, glBlendFuncSeparatei); \
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func(GLBLENDEQUATIONSEPARATEI, glBlendEquationSeparatei); \
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\
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func(GLCOLORMASKI, glColorMaski); \
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\
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func(GLMEMORYBARRIER, glMemoryBarrier); \
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\
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func(GLGETSTRINGI, glGetStringi); \
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DO_PROCLIST(DECLPROC_EXT);
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bool OpenGL_Init();
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#endif // OPENGLSUPPORT_H
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