/** * SPDX-License-Identifier: (WTFPL OR CC0-1.0) AND Apache-2.0 */ #include #include #include #include #ifndef GLAD_IMPL_UTIL_C_ #define GLAD_IMPL_UTIL_C_ #ifdef _MSC_VER #define GLAD_IMPL_UTIL_SSCANF sscanf_s #else #define GLAD_IMPL_UTIL_SSCANF sscanf #endif #endif /* GLAD_IMPL_UTIL_C_ */ #ifdef __cplusplus extern "C" { #endif static void glad_gl_load_GL_ES_VERSION_2_0(GladGLES2Context *context, GLADuserptrloadfunc load, void* userptr) { if(!context->ES_VERSION_2_0) return; context->ActiveTexture = (PFNGLACTIVETEXTUREPROC) load(userptr, "glActiveTexture"); context->AttachShader = (PFNGLATTACHSHADERPROC) load(userptr, "glAttachShader"); context->BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) load(userptr, "glBindAttribLocation"); context->BindBuffer = (PFNGLBINDBUFFERPROC) load(userptr, "glBindBuffer"); context->BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) load(userptr, "glBindFramebuffer"); context->BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) load(userptr, "glBindRenderbuffer"); context->BindTexture = (PFNGLBINDTEXTUREPROC) load(userptr, "glBindTexture"); context->BlendColor = (PFNGLBLENDCOLORPROC) load(userptr, "glBlendColor"); context->BlendEquation = (PFNGLBLENDEQUATIONPROC) load(userptr, "glBlendEquation"); context->BlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) load(userptr, "glBlendEquationSeparate"); context->BlendFunc = (PFNGLBLENDFUNCPROC) load(userptr, "glBlendFunc"); context->BlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) load(userptr, "glBlendFuncSeparate"); context->BufferData = (PFNGLBUFFERDATAPROC) load(userptr, "glBufferData"); context->BufferSubData = (PFNGLBUFFERSUBDATAPROC) load(userptr, "glBufferSubData"); context->CheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckFramebufferStatus"); context->Clear = (PFNGLCLEARPROC) load(userptr, "glClear"); context->ClearColor = (PFNGLCLEARCOLORPROC) load(userptr, "glClearColor"); context->ClearDepthf = (PFNGLCLEARDEPTHFPROC) load(userptr, "glClearDepthf"); context->ClearStencil = (PFNGLCLEARSTENCILPROC) load(userptr, "glClearStencil"); context->ColorMask = (PFNGLCOLORMASKPROC) load(userptr, "glColorMask"); context->CompileShader = (PFNGLCOMPILESHADERPROC) load(userptr, "glCompileShader"); context->CompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) load(userptr, "glCompressedTexImage2D"); context->CompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) load(userptr, "glCompressedTexSubImage2D"); context->CopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) load(userptr, "glCopyTexImage2D"); context->CopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) load(userptr, "glCopyTexSubImage2D"); context->CreateProgram = (PFNGLCREATEPROGRAMPROC) load(userptr, "glCreateProgram"); context->CreateShader = (PFNGLCREATESHADERPROC) load(userptr, "glCreateShader"); context->CullFace = (PFNGLCULLFACEPROC) load(userptr, "glCullFace"); context->DeleteBuffers = (PFNGLDELETEBUFFERSPROC) load(userptr, "glDeleteBuffers"); context->DeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) load(userptr, "glDeleteFramebuffers"); context->DeleteProgram = (PFNGLDELETEPROGRAMPROC) load(userptr, "glDeleteProgram"); context->DeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) load(userptr, "glDeleteRenderbuffers"); context->DeleteShader = (PFNGLDELETESHADERPROC) load(userptr, "glDeleteShader"); context->DeleteTextures = (PFNGLDELETETEXTURESPROC) load(userptr, "glDeleteTextures"); context->DepthFunc = (PFNGLDEPTHFUNCPROC) load(userptr, "glDepthFunc"); context->DepthMask = (PFNGLDEPTHMASKPROC) load(userptr, "glDepthMask"); context->DepthRangef = (PFNGLDEPTHRANGEFPROC) load(userptr, "glDepthRangef"); context->DetachShader = (PFNGLDETACHSHADERPROC) load(userptr, "glDetachShader"); context->Disable = (PFNGLDISABLEPROC) load(userptr, "glDisable"); context->DisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) load(userptr, "glDisableVertexAttribArray"); context->DrawArrays = (PFNGLDRAWARRAYSPROC) load(userptr, "glDrawArrays"); context->DrawElements = (PFNGLDRAWELEMENTSPROC) load(userptr, "glDrawElements"); context->Enable = (PFNGLENABLEPROC) load(userptr, "glEnable"); context->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) load(userptr, "glEnableVertexAttribArray"); context->Finish = (PFNGLFINISHPROC) load(userptr, "glFinish"); context->Flush = (PFNGLFLUSHPROC) load(userptr, "glFlush"); context->FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glFramebufferRenderbuffer"); context->FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) load(userptr, "glFramebufferTexture2D"); context->FrontFace = (PFNGLFRONTFACEPROC) load(userptr, "glFrontFace"); context->GenBuffers = (PFNGLGENBUFFERSPROC) load(userptr, "glGenBuffers"); context->GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) load(userptr, "glGenFramebuffers"); context->GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) load(userptr, "glGenRenderbuffers"); context->GenTextures = (PFNGLGENTEXTURESPROC) load(userptr, "glGenTextures"); context->GenerateMipmap = (PFNGLGENERATEMIPMAPPROC) load(userptr, "glGenerateMipmap"); context->GetActiveAttrib = (PFNGLGETACTIVEATTRIBPROC) load(userptr, "glGetActiveAttrib"); context->GetActiveUniform = (PFNGLGETACTIVEUNIFORMPROC) load(userptr, "glGetActiveUniform"); context->GetAttachedShaders = (PFNGLGETATTACHEDSHADERSPROC) load(userptr, "glGetAttachedShaders"); context->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC) load(userptr, "glGetAttribLocation"); context->GetBooleanv = (PFNGLGETBOOLEANVPROC) load(userptr, "glGetBooleanv"); context->GetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) load(userptr, "glGetBufferParameteriv"); context->GetError = (PFNGLGETERRORPROC) load(userptr, "glGetError"); context->GetFloatv = (PFNGLGETFLOATVPROC) load(userptr, "glGetFloatv"); context->GetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetFramebufferAttachmentParameteriv"); context->GetIntegerv = (PFNGLGETINTEGERVPROC) load(userptr, "glGetIntegerv"); context->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) load(userptr, "glGetProgramInfoLog"); context->GetProgramiv = (PFNGLGETPROGRAMIVPROC) load(userptr, "glGetProgramiv"); context->GetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetRenderbufferParameteriv"); context->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) load(userptr, "glGetShaderInfoLog"); context->GetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) load(userptr, "glGetShaderPrecisionFormat"); context->GetShaderSource = (PFNGLGETSHADERSOURCEPROC) load(userptr, "glGetShaderSource"); context->GetShaderiv = (PFNGLGETSHADERIVPROC) load(userptr, "glGetShaderiv"); context->GetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); context->GetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) load(userptr, "glGetTexParameterfv"); context->GetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) load(userptr, "glGetTexParameteriv"); context->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC) load(userptr, "glGetUniformLocation"); context->GetUniformfv = (PFNGLGETUNIFORMFVPROC) load(userptr, "glGetUniformfv"); context->GetUniformiv = (PFNGLGETUNIFORMIVPROC) load(userptr, "glGetUniformiv"); context->GetVertexAttribPointerv = (PFNGLGETVERTEXATTRIBPOINTERVPROC) load(userptr, "glGetVertexAttribPointerv"); context->GetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) load(userptr, "glGetVertexAttribfv"); context->GetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) load(userptr, "glGetVertexAttribiv"); context->Hint = (PFNGLHINTPROC) load(userptr, "glHint"); context->IsBuffer = (PFNGLISBUFFERPROC) load(userptr, "glIsBuffer"); context->IsEnabled = (PFNGLISENABLEDPROC) load(userptr, "glIsEnabled"); context->IsFramebuffer = (PFNGLISFRAMEBUFFERPROC) load(userptr, "glIsFramebuffer"); context->IsProgram = (PFNGLISPROGRAMPROC) load(userptr, "glIsProgram"); context->IsRenderbuffer = (PFNGLISRENDERBUFFERPROC) load(userptr, "glIsRenderbuffer"); context->IsShader = (PFNGLISSHADERPROC) load(userptr, "glIsShader"); context->IsTexture = (PFNGLISTEXTUREPROC) load(userptr, "glIsTexture"); context->LineWidth = (PFNGLLINEWIDTHPROC) load(userptr, "glLineWidth"); context->LinkProgram = (PFNGLLINKPROGRAMPROC) load(userptr, "glLinkProgram"); context->PixelStorei = (PFNGLPIXELSTOREIPROC) load(userptr, "glPixelStorei"); context->PolygonOffset = (PFNGLPOLYGONOFFSETPROC) load(userptr, "glPolygonOffset"); context->ReadPixels = (PFNGLREADPIXELSPROC) load(userptr, "glReadPixels"); context->ReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) load(userptr, "glReleaseShaderCompiler"); context->RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) load(userptr, "glRenderbufferStorage"); context->SampleCoverage = (PFNGLSAMPLECOVERAGEPROC) load(userptr, "glSampleCoverage"); context->Scissor = (PFNGLSCISSORPROC) load(userptr, "glScissor"); context->ShaderBinary = (PFNGLSHADERBINARYPROC) load(userptr, "glShaderBinary"); context->ShaderSource = (PFNGLSHADERSOURCEPROC) load(userptr, "glShaderSource"); context->StencilFunc = (PFNGLSTENCILFUNCPROC) load(userptr, "glStencilFunc"); context->StencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) load(userptr, "glStencilFuncSeparate"); context->StencilMask = (PFNGLSTENCILMASKPROC) load(userptr, "glStencilMask"); context->StencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) load(userptr, "glStencilMaskSeparate"); context->StencilOp = (PFNGLSTENCILOPPROC) load(userptr, "glStencilOp"); context->StencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) load(userptr, "glStencilOpSeparate"); context->TexImage2D = (PFNGLTEXIMAGE2DPROC) load(userptr, "glTexImage2D"); context->TexParameterf = (PFNGLTEXPARAMETERFPROC) load(userptr, "glTexParameterf"); context->TexParameterfv = (PFNGLTEXPARAMETERFVPROC) load(userptr, "glTexParameterfv"); context->TexParameteri = (PFNGLTEXPARAMETERIPROC) load(userptr, "glTexParameteri"); context->TexParameteriv = (PFNGLTEXPARAMETERIVPROC) load(userptr, "glTexParameteriv"); context->TexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) load(userptr, "glTexSubImage2D"); context->Uniform1f = (PFNGLUNIFORM1FPROC) load(userptr, "glUniform1f"); context->Uniform1fv = (PFNGLUNIFORM1FVPROC) load(userptr, "glUniform1fv"); context->Uniform1i = (PFNGLUNIFORM1IPROC) load(userptr, "glUniform1i"); context->Uniform1iv = (PFNGLUNIFORM1IVPROC) load(userptr, "glUniform1iv"); context->Uniform2f = (PFNGLUNIFORM2FPROC) load(userptr, "glUniform2f"); context->Uniform2fv = (PFNGLUNIFORM2FVPROC) load(userptr, "glUniform2fv"); context->Uniform2i = (PFNGLUNIFORM2IPROC) load(userptr, "glUniform2i"); context->Uniform2iv = (PFNGLUNIFORM2IVPROC) load(userptr, "glUniform2iv"); context->Uniform3f = (PFNGLUNIFORM3FPROC) load(userptr, "glUniform3f"); context->Uniform3fv = (PFNGLUNIFORM3FVPROC) load(userptr, "glUniform3fv"); context->Uniform3i = (PFNGLUNIFORM3IPROC) load(userptr, "glUniform3i"); context->Uniform3iv = (PFNGLUNIFORM3IVPROC) load(userptr, "glUniform3iv"); context->Uniform4f = (PFNGLUNIFORM4FPROC) load(userptr, "glUniform4f"); context->Uniform4fv = (PFNGLUNIFORM4FVPROC) load(userptr, "glUniform4fv"); context->Uniform4i = (PFNGLUNIFORM4IPROC) load(userptr, "glUniform4i"); context->Uniform4iv = (PFNGLUNIFORM4IVPROC) load(userptr, "glUniform4iv"); context->UniformMatrix2fv = (PFNGLUNIFORMMATRIX2FVPROC) load(userptr, "glUniformMatrix2fv"); context->UniformMatrix3fv = (PFNGLUNIFORMMATRIX3FVPROC) load(userptr, "glUniformMatrix3fv"); context->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC) load(userptr, "glUniformMatrix4fv"); context->UseProgram = (PFNGLUSEPROGRAMPROC) load(userptr, "glUseProgram"); context->ValidateProgram = (PFNGLVALIDATEPROGRAMPROC) load(userptr, "glValidateProgram"); context->VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) load(userptr, "glVertexAttrib1f"); context->VertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) load(userptr, "glVertexAttrib1fv"); context->VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) load(userptr, "glVertexAttrib2f"); context->VertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) load(userptr, "glVertexAttrib2fv"); context->VertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) load(userptr, "glVertexAttrib3f"); context->VertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) load(userptr, "glVertexAttrib3fv"); context->VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) load(userptr, "glVertexAttrib4f"); context->VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) load(userptr, "glVertexAttrib4fv"); context->VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) load(userptr, "glVertexAttribPointer"); context->Viewport = (PFNGLVIEWPORTPROC) load(userptr, "glViewport"); } static void glad_gl_resolve_aliases(GladGLES2Context *context) { } #if defined(GL_ES_VERSION_3_0) || defined(GL_VERSION_3_0) #define GLAD_GL_IS_SOME_NEW_VERSION 1 #else #define GLAD_GL_IS_SOME_NEW_VERSION 0 #endif static int glad_gl_get_extensions(GladGLES2Context *context, int version, const char **out_exts, unsigned int *out_num_exts_i, char ***out_exts_i) { #if GLAD_GL_IS_SOME_NEW_VERSION if(GLAD_VERSION_MAJOR(version) < 3) { #else GLAD_UNUSED(version); GLAD_UNUSED(out_num_exts_i); GLAD_UNUSED(out_exts_i); #endif if (context->GetString == NULL) { return 0; } *out_exts = (const char *)context->GetString(GL_EXTENSIONS); #if GLAD_GL_IS_SOME_NEW_VERSION } else { unsigned int index = 0; unsigned int num_exts_i = 0; char **exts_i = NULL; if (context->GetStringi == NULL || context->GetIntegerv == NULL) { return 0; } context->GetIntegerv(GL_NUM_EXTENSIONS, (int*) &num_exts_i); if (num_exts_i > 0) { exts_i = (char **) malloc(num_exts_i * (sizeof *exts_i)); } if (exts_i == NULL) { return 0; } for(index = 0; index < num_exts_i; index++) { const char *gl_str_tmp = (const char*) context->GetStringi(GL_EXTENSIONS, index); size_t len = strlen(gl_str_tmp) + 1; char *local_str = (char*) malloc(len * sizeof(char)); if(local_str != NULL) { memcpy(local_str, gl_str_tmp, len * sizeof(char)); } exts_i[index] = local_str; } *out_num_exts_i = num_exts_i; *out_exts_i = exts_i; } #endif return 1; } static void glad_gl_free_extensions(char **exts_i, unsigned int num_exts_i) { if (exts_i != NULL) { unsigned int index; for(index = 0; index < num_exts_i; index++) { free((void *) (exts_i[index])); } free((void *)exts_i); exts_i = NULL; } } static int glad_gl_has_extension(int version, const char *exts, unsigned int num_exts_i, char **exts_i, const char *ext) { if(GLAD_VERSION_MAJOR(version) < 3 || !GLAD_GL_IS_SOME_NEW_VERSION) { const char *extensions; const char *loc; const char *terminator; extensions = exts; if(extensions == NULL || ext == NULL) { return 0; } while(1) { loc = strstr(extensions, ext); if(loc == NULL) { return 0; } terminator = loc + strlen(ext); if((loc == extensions || *(loc - 1) == ' ') && (*terminator == ' ' || *terminator == '\0')) { return 1; } extensions = terminator; } } else { unsigned int index; for(index = 0; index < num_exts_i; index++) { const char *e = exts_i[index]; if(strcmp(e, ext) == 0) { return 1; } } } return 0; } static GLADapiproc glad_gl_get_proc_from_userptr(void *userptr, const char* name) { return (GLAD_GNUC_EXTENSION (GLADapiproc (*)(const char *name)) userptr)(name); } static int glad_gl_find_extensions_gles2(GladGLES2Context *context, int version) { const char *exts = NULL; unsigned int num_exts_i = 0; char **exts_i = NULL; if (!glad_gl_get_extensions(context, version, &exts, &num_exts_i, &exts_i)) return 0; context->OES_rgb8_rgba8 = glad_gl_has_extension(version, exts, num_exts_i, exts_i, "GL_OES_rgb8_rgba8"); glad_gl_free_extensions(exts_i, num_exts_i); return 1; } static int glad_gl_find_core_gles2(GladGLES2Context *context) { int i; const char* version; const char* prefixes[] = { "OpenGL ES-CM ", "OpenGL ES-CL ", "OpenGL ES ", "OpenGL SC ", NULL }; int major = 0; int minor = 0; version = (const char*) context->GetString(GL_VERSION); if (!version) return 0; for (i = 0; prefixes[i]; i++) { const size_t length = strlen(prefixes[i]); if (strncmp(version, prefixes[i], length) == 0) { version += length; break; } } GLAD_IMPL_UTIL_SSCANF(version, "%d.%d", &major, &minor); context->ES_VERSION_2_0 = (major == 2 && minor >= 0) || major > 2; return GLAD_MAKE_VERSION(major, minor); } int gladLoadGLES2ContextUserPtr(GladGLES2Context *context, GLADuserptrloadfunc load, void *userptr) { int version; context->GetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString"); if(context->GetString == NULL) return 0; if(context->GetString(GL_VERSION) == NULL) return 0; version = glad_gl_find_core_gles2(context); glad_gl_load_GL_ES_VERSION_2_0(context, load, userptr); if (!glad_gl_find_extensions_gles2(context, version)) return 0; glad_gl_resolve_aliases(context); return version; } int gladLoadGLES2Context(GladGLES2Context *context, GLADloadfunc load) { return gladLoadGLES2ContextUserPtr(context, glad_gl_get_proc_from_userptr, GLAD_GNUC_EXTENSION (void*) load); } #ifdef __cplusplus } #endif