godot/platform/windows/ctxgl_procaddr.cpp
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

187 lines
5.0 KiB
C++

/*************************************************************************/
/* ctxgl_procaddr.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifdef OPENGL_ENABLED
#include "ctxgl_procaddr.h"
#include <GL/gl.h>
#include <stdio.h>
static PROC _gl_procs[]={
(PROC)glCullFace,
(PROC)glFrontFace,
(PROC)glHint,
(PROC)glLineWidth,
(PROC)glPointSize,
(PROC)glPolygonMode,
(PROC)glScissor,
(PROC)glTexParameterf,
(PROC)glTexParameterfv,
(PROC)glTexParameteri,
(PROC)glTexParameteriv,
(PROC)glTexImage1D,
(PROC)glTexImage2D,
(PROC)glDrawBuffer,
(PROC)glClear,
(PROC)glClearColor,
(PROC)glClearStencil,
(PROC)glClearDepth,
(PROC)glStencilMask,
(PROC)glColorMask,
(PROC)glDepthMask,
(PROC)glDisable,
(PROC)glEnable,
(PROC)glFinish,
(PROC)glFlush,
(PROC)glBlendFunc,
(PROC)glLogicOp,
(PROC)glStencilFunc,
(PROC)glStencilOp,
(PROC)glDepthFunc,
(PROC)glPixelStoref,
(PROC)glPixelStorei,
(PROC)glReadBuffer,
(PROC)glReadPixels,
(PROC)glGetBooleanv,
(PROC)glGetDoublev,
(PROC)glGetError,
(PROC)glGetFloatv,
(PROC)glGetIntegerv,
(PROC)glGetString,
(PROC)glGetTexImage,
(PROC)glGetTexParameterfv,
(PROC)glGetTexParameteriv,
(PROC)glGetTexLevelParameterfv,
(PROC)glGetTexLevelParameteriv,
(PROC)glIsEnabled,
(PROC)glDepthRange,
(PROC)glViewport,
/* not detected in ATI */
(PROC)glDrawArrays,
(PROC)glDrawElements,
(PROC)glGetPointerv,
(PROC)glPolygonOffset,
(PROC)glCopyTexImage1D,
(PROC)glCopyTexImage2D,
(PROC)glCopyTexSubImage1D,
(PROC)glCopyTexSubImage2D,
(PROC)glTexSubImage1D,
(PROC)glTexSubImage2D,
(PROC)glBindTexture,
(PROC)glDeleteTextures,
(PROC)glGenTextures,
(PROC)glIsTexture,
0
};
static const char* _gl_proc_names[]={
"glCullFace",
"glFrontFace",
"glHint",
"glLineWidth",
"glPointSize",
"glPolygonMode",
"glScissor",
"glTexParameterf",
"glTexParameterfv",
"glTexParameteri",
"glTexParameteriv",
"glTexImage1D",
"glTexImage2D",
"glDrawBuffer",
"glClear",
"glClearColor",
"glClearStencil",
"glClearDepth",
"glStencilMask",
"glColorMask",
"glDepthMask",
"glDisable",
"glEnable",
"glFinish",
"glFlush",
"glBlendFunc",
"glLogicOp",
"glStencilFunc",
"glStencilOp",
"glDepthFunc",
"glPixelStoref",
"glPixelStorei",
"glReadBuffer",
"glReadPixels",
"glGetBooleanv",
"glGetDoublev",
"glGetError",
"glGetFloatv",
"glGetIntegerv",
"glGetString",
"glGetTexImage",
"glGetTexParameterfv",
"glGetTexParameteriv",
"glGetTexLevelParameterfv",
"glGetTexLevelParameteriv",
"glIsEnabled",
"glDepthRange",
"glViewport",
/* not detected in ati */
"glDrawArrays",
"glDrawElements",
"glGetPointerv",
"glPolygonOffset",
"glCopyTexImage1D",
"glCopyTexImage2D",
"glCopyTexSubImage1D",
"glCopyTexSubImage2D",
"glTexSubImage1D",
"glTexSubImage2D",
"glBindTexture",
"glDeleteTextures",
"glGenTextures",
"glIsTexture",
0
};
PROC get_gl_proc_address(const char* p_address) {
PROC proc = wglGetProcAddress((const CHAR*)p_address);
if (!proc) {
int i=0;
while(_gl_procs[i]) {
if (strcmp(p_address,_gl_proc_names[i])==0) {
return _gl_procs[i];
}
i++;
}
}
return proc;
}
#endif