ref: gl: get rid of NULL sentinels at the end of arrays

This commit is contained in:
Alibek Omarov
2024-12-22 07:11:28 +03:00
parent 1dd622fcbb
commit 4d1119391a
2 changed files with 354 additions and 375 deletions

View File

@@ -561,8 +561,6 @@ void GL_CheckForErrors_( const char *filename, const int fileline );
const char *GL_ErrorString( int err );
qboolean GL_Support( int r_ext );
int GL_MaxTextureUnits( void );
qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext, float minver );
void GL_SetExtension( int r_ext, int enable );
//
// gl_triapi.c

View File

@@ -38,7 +38,6 @@ CVAR_DEFINE_AUTO( r_ripple, "0", FCVAR_GLCONFIG, "enable software-like water tex
CVAR_DEFINE_AUTO( r_ripple_updatetime, "0.05", FCVAR_GLCONFIG, "how fast ripple simulation is" );
CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new ripples spawn" );
DEFINE_ENGINE_SHARED_CVAR_LIST()
poolhandle_t r_temppool;
@@ -54,208 +53,199 @@ glwstate_t glw_state;
#define GL_CALL( x ) #x, (void**)&p##x
#endif
static dllfunc_t opengl_110funcs[] =
static const dllfunc_t opengl_110funcs[] =
{
{ GL_CALL( glClearColor ) },
{ GL_CALL( glClear ) },
{ GL_CALL( glAlphaFunc ) },
{ GL_CALL( glBlendFunc ) },
{ GL_CALL( glCullFace ) },
{ GL_CALL( glDrawBuffer ) },
{ GL_CALL( glReadBuffer ) },
{ GL_CALL( glAccum ) },
{ GL_CALL( glEnable ) },
{ GL_CALL( glDisable ) },
{ GL_CALL( glEnableClientState ) },
{ GL_CALL( glDisableClientState ) },
{ GL_CALL( glGetBooleanv ) },
{ GL_CALL( glGetDoublev ) },
{ GL_CALL( glGetFloatv ) },
{ GL_CALL( glGetIntegerv ) },
{ GL_CALL( glGetError ) },
{ GL_CALL( glGetString ) },
{ GL_CALL( glFinish ) },
{ GL_CALL( glFlush ) },
{ GL_CALL( glClearDepth ) },
{ GL_CALL( glDepthFunc ) },
{ GL_CALL( glDepthMask ) },
{ GL_CALL( glDepthRange ) },
{ GL_CALL( glFrontFace ) },
{ GL_CALL( glDrawElements ) },
{ GL_CALL( glDrawArrays ) },
{ GL_CALL( glColorMask ) },
{ GL_CALL( glIndexPointer ) },
{ GL_CALL( glVertexPointer ) },
{ GL_CALL( glNormalPointer ) },
{ GL_CALL( glColorPointer ) },
{ GL_CALL( glTexCoordPointer ) },
{ GL_CALL( glArrayElement ) },
{ GL_CALL( glColor3f ) },
{ GL_CALL( glColor3fv ) },
{ GL_CALL( glColor4f ) },
{ GL_CALL( glColor4fv ) },
{ GL_CALL( glColor3ub ) },
{ GL_CALL( glColor4ub ) },
{ GL_CALL( glColor4ubv ) },
{ GL_CALL( glTexCoord1f ) },
{ GL_CALL( glTexCoord2f ) },
{ GL_CALL( glTexCoord3f ) },
{ GL_CALL( glTexCoord4f ) },
{ GL_CALL( glTexCoord1fv ) },
{ GL_CALL( glTexCoord2fv ) },
{ GL_CALL( glTexCoord3fv ) },
{ GL_CALL( glTexCoord4fv ) },
{ GL_CALL( glTexGenf ) },
{ GL_CALL( glTexGenfv ) },
{ GL_CALL( glTexGeni ) },
{ GL_CALL( glVertex2f ) },
{ GL_CALL( glVertex3f ) },
{ GL_CALL( glVertex3fv ) },
{ GL_CALL( glNormal3f ) },
{ GL_CALL( glNormal3fv ) },
{ GL_CALL( glBegin ) },
{ GL_CALL( glEnd ) },
{ GL_CALL( glLineWidth ) },
{ GL_CALL( glPointSize ) },
{ GL_CALL( glMatrixMode ) },
{ GL_CALL( glOrtho ) },
{ GL_CALL( glRasterPos2f ) },
{ GL_CALL( glFrustum ) },
{ GL_CALL( glViewport ) },
{ GL_CALL( glPushMatrix ) },
{ GL_CALL( glPopMatrix ) },
{ GL_CALL( glPushAttrib ) },
{ GL_CALL( glPopAttrib ) },
{ GL_CALL( glLoadIdentity ) },
{ GL_CALL( glLoadMatrixd ) },
{ GL_CALL( glLoadMatrixf ) },
{ GL_CALL( glMultMatrixd ) },
{ GL_CALL( glMultMatrixf ) },
{ GL_CALL( glRotated ) },
{ GL_CALL( glRotatef ) },
{ GL_CALL( glScaled ) },
{ GL_CALL( glScalef ) },
{ GL_CALL( glTranslated ) },
{ GL_CALL( glTranslatef ) },
{ GL_CALL( glReadPixels ) },
{ GL_CALL( glDrawPixels ) },
{ GL_CALL( glStencilFunc ) },
{ GL_CALL( glStencilMask ) },
{ GL_CALL( glStencilOp ) },
{ GL_CALL( glClearStencil ) },
{ GL_CALL( glIsEnabled ) },
{ GL_CALL( glIsList ) },
{ GL_CALL( glIsTexture ) },
{ GL_CALL( glTexEnvf ) },
{ GL_CALL( glTexEnvfv ) },
{ GL_CALL( glTexEnvi ) },
{ GL_CALL( glTexParameterf ) },
{ GL_CALL( glTexParameterfv ) },
{ GL_CALL( glTexParameteri ) },
{ GL_CALL( glHint ) },
{ GL_CALL( glPixelStoref ) },
{ GL_CALL( glPixelStorei ) },
{ GL_CALL( glGenTextures ) },
{ GL_CALL( glDeleteTextures ) },
{ GL_CALL( glBindTexture ) },
{ GL_CALL( glTexImage1D ) },
{ GL_CALL( glTexImage2D ) },
{ GL_CALL( glTexSubImage1D ) },
{ GL_CALL( glTexSubImage2D ) },
{ GL_CALL( glCopyTexImage1D ) },
{ GL_CALL( glCopyTexImage2D ) },
{ GL_CALL( glCopyTexSubImage1D ) },
{ GL_CALL( glCopyTexSubImage2D ) },
{ GL_CALL( glScissor ) },
{ GL_CALL( glGetTexImage ) },
{ GL_CALL( glGetTexEnviv ) },
{ GL_CALL( glPolygonOffset ) },
{ GL_CALL( glPolygonMode ) },
{ GL_CALL( glPolygonStipple ) },
{ GL_CALL( glClipPlane ) },
{ GL_CALL( glGetClipPlane ) },
{ GL_CALL( glShadeModel ) },
{ GL_CALL( glGetTexLevelParameteriv ) },
{ GL_CALL( glGetTexLevelParameterfv ) },
{ GL_CALL( glFogfv ) },
{ GL_CALL( glFogf ) },
{ GL_CALL( glFogi ) },
{ NULL , NULL }
{ GL_CALL( glClearColor ) },
{ GL_CALL( glClear ) },
{ GL_CALL( glAlphaFunc ) },
{ GL_CALL( glBlendFunc ) },
{ GL_CALL( glCullFace ) },
{ GL_CALL( glDrawBuffer ) },
{ GL_CALL( glReadBuffer ) },
{ GL_CALL( glAccum ) },
{ GL_CALL( glEnable ) },
{ GL_CALL( glDisable ) },
{ GL_CALL( glEnableClientState ) },
{ GL_CALL( glDisableClientState ) },
{ GL_CALL( glGetBooleanv ) },
{ GL_CALL( glGetDoublev ) },
{ GL_CALL( glGetFloatv ) },
{ GL_CALL( glGetIntegerv ) },
{ GL_CALL( glGetError ) },
{ GL_CALL( glGetString ) },
{ GL_CALL( glFinish ) },
{ GL_CALL( glFlush ) },
{ GL_CALL( glClearDepth ) },
{ GL_CALL( glDepthFunc ) },
{ GL_CALL( glDepthMask ) },
{ GL_CALL( glDepthRange ) },
{ GL_CALL( glFrontFace ) },
{ GL_CALL( glDrawElements ) },
{ GL_CALL( glDrawArrays ) },
{ GL_CALL( glColorMask ) },
{ GL_CALL( glIndexPointer ) },
{ GL_CALL( glVertexPointer ) },
{ GL_CALL( glNormalPointer ) },
{ GL_CALL( glColorPointer ) },
{ GL_CALL( glTexCoordPointer ) },
{ GL_CALL( glArrayElement ) },
{ GL_CALL( glColor3f ) },
{ GL_CALL( glColor3fv ) },
{ GL_CALL( glColor4f ) },
{ GL_CALL( glColor4fv ) },
{ GL_CALL( glColor3ub ) },
{ GL_CALL( glColor4ub ) },
{ GL_CALL( glColor4ubv ) },
{ GL_CALL( glTexCoord1f ) },
{ GL_CALL( glTexCoord2f ) },
{ GL_CALL( glTexCoord3f ) },
{ GL_CALL( glTexCoord4f ) },
{ GL_CALL( glTexCoord1fv ) },
{ GL_CALL( glTexCoord2fv ) },
{ GL_CALL( glTexCoord3fv ) },
{ GL_CALL( glTexCoord4fv ) },
{ GL_CALL( glTexGenf ) },
{ GL_CALL( glTexGenfv ) },
{ GL_CALL( glTexGeni ) },
{ GL_CALL( glVertex2f ) },
{ GL_CALL( glVertex3f ) },
{ GL_CALL( glVertex3fv ) },
{ GL_CALL( glNormal3f ) },
{ GL_CALL( glNormal3fv ) },
{ GL_CALL( glBegin ) },
{ GL_CALL( glEnd ) },
{ GL_CALL( glLineWidth ) },
{ GL_CALL( glPointSize ) },
{ GL_CALL( glMatrixMode ) },
{ GL_CALL( glOrtho ) },
{ GL_CALL( glRasterPos2f ) },
{ GL_CALL( glFrustum ) },
{ GL_CALL( glViewport ) },
{ GL_CALL( glPushMatrix ) },
{ GL_CALL( glPopMatrix ) },
{ GL_CALL( glPushAttrib ) },
{ GL_CALL( glPopAttrib ) },
{ GL_CALL( glLoadIdentity ) },
{ GL_CALL( glLoadMatrixd ) },
{ GL_CALL( glLoadMatrixf ) },
{ GL_CALL( glMultMatrixd ) },
{ GL_CALL( glMultMatrixf ) },
{ GL_CALL( glRotated ) },
{ GL_CALL( glRotatef ) },
{ GL_CALL( glScaled ) },
{ GL_CALL( glScalef ) },
{ GL_CALL( glTranslated ) },
{ GL_CALL( glTranslatef ) },
{ GL_CALL( glReadPixels ) },
{ GL_CALL( glDrawPixels ) },
{ GL_CALL( glStencilFunc ) },
{ GL_CALL( glStencilMask ) },
{ GL_CALL( glStencilOp ) },
{ GL_CALL( glClearStencil ) },
{ GL_CALL( glIsEnabled ) },
{ GL_CALL( glIsList ) },
{ GL_CALL( glIsTexture ) },
{ GL_CALL( glTexEnvf ) },
{ GL_CALL( glTexEnvfv ) },
{ GL_CALL( glTexEnvi ) },
{ GL_CALL( glTexParameterf ) },
{ GL_CALL( glTexParameterfv ) },
{ GL_CALL( glTexParameteri ) },
{ GL_CALL( glHint ) },
{ GL_CALL( glPixelStoref ) },
{ GL_CALL( glPixelStorei ) },
{ GL_CALL( glGenTextures ) },
{ GL_CALL( glDeleteTextures ) },
{ GL_CALL( glBindTexture ) },
{ GL_CALL( glTexImage1D ) },
{ GL_CALL( glTexImage2D ) },
{ GL_CALL( glTexSubImage1D ) },
{ GL_CALL( glTexSubImage2D ) },
{ GL_CALL( glCopyTexImage1D ) },
{ GL_CALL( glCopyTexImage2D ) },
{ GL_CALL( glCopyTexSubImage1D ) },
{ GL_CALL( glCopyTexSubImage2D ) },
{ GL_CALL( glScissor ) },
{ GL_CALL( glGetTexImage ) },
{ GL_CALL( glGetTexEnviv ) },
{ GL_CALL( glPolygonOffset ) },
{ GL_CALL( glPolygonMode ) },
{ GL_CALL( glPolygonStipple ) },
{ GL_CALL( glClipPlane ) },
{ GL_CALL( glGetClipPlane ) },
{ GL_CALL( glShadeModel ) },
{ GL_CALL( glGetTexLevelParameteriv ) },
{ GL_CALL( glGetTexLevelParameterfv ) },
{ GL_CALL( glFogfv ) },
{ GL_CALL( glFogf ) },
{ GL_CALL( glFogi ) },
};
static dllfunc_t debugoutputfuncs[] =
static const dllfunc_t debugoutputfuncs[] =
{
{ GL_CALL( glDebugMessageControlARB ) },
{ GL_CALL( glDebugMessageInsertARB ) },
{ GL_CALL( glDebugMessageCallbackARB ) },
{ GL_CALL( glGetDebugMessageLogARB ) },
{ NULL , NULL }
{ GL_CALL( glDebugMessageControlARB ) },
{ GL_CALL( glDebugMessageInsertARB ) },
{ GL_CALL( glDebugMessageCallbackARB ) },
{ GL_CALL( glGetDebugMessageLogARB ) },
};
static dllfunc_t multitexturefuncs[] =
static const dllfunc_t multitexturefuncs[] =
{
{ GL_CALL( glMultiTexCoord1f ) },
{ GL_CALL( glMultiTexCoord2f ) },
{ GL_CALL( glMultiTexCoord3f ) },
{ GL_CALL( glMultiTexCoord4f ) },
{ GL_CALL( glActiveTexture ) },
{ GL_CALL( glActiveTextureARB ) },
{ GL_CALL( glClientActiveTexture ) },
{ GL_CALL( glClientActiveTextureARB ) },
{ NULL , NULL }
{ GL_CALL( glMultiTexCoord1f ) },
{ GL_CALL( glMultiTexCoord2f ) },
{ GL_CALL( glMultiTexCoord3f ) },
{ GL_CALL( glMultiTexCoord4f ) },
{ GL_CALL( glActiveTexture ) },
{ GL_CALL( glActiveTextureARB ) },
{ GL_CALL( glClientActiveTexture ) },
{ GL_CALL( glClientActiveTextureARB ) },
};
static dllfunc_t texture3dextfuncs[] =
static const dllfunc_t texture3dextfuncs[] =
{
{ GL_CALL( glTexImage3D ) },
{ GL_CALL( glTexSubImage3D ) },
{ GL_CALL( glCopyTexSubImage3D ) },
{ NULL , NULL }
{ GL_CALL( glTexImage3D ) },
{ GL_CALL( glTexSubImage3D ) },
{ GL_CALL( glCopyTexSubImage3D ) },
};
static dllfunc_t texturecompressionfuncs[] =
static const dllfunc_t texturecompressionfuncs[] =
{
{ GL_CALL( glCompressedTexImage3DARB ) },
{ GL_CALL( glCompressedTexImage2DARB ) },
{ GL_CALL( glCompressedTexImage1DARB ) },
{ GL_CALL( glCompressedTexSubImage3DARB ) },
{ GL_CALL( glCompressedTexSubImage2DARB ) },
{ GL_CALL( glCompressedTexSubImage1DARB ) },
{ GL_CALL( glGetCompressedTexImage ) },
{ NULL , NULL }
{ GL_CALL( glCompressedTexImage3DARB ) },
{ GL_CALL( glCompressedTexImage2DARB ) },
{ GL_CALL( glCompressedTexImage1DARB ) },
{ GL_CALL( glCompressedTexSubImage3DARB ) },
{ GL_CALL( glCompressedTexSubImage2DARB ) },
{ GL_CALL( glCompressedTexSubImage1DARB ) },
{ GL_CALL( glGetCompressedTexImage ) },
};
static dllfunc_t vbofuncs[] =
static const dllfunc_t vbofuncs[] =
{
{ GL_CALL( glBindBufferARB ) },
{ GL_CALL( glDeleteBuffersARB ) },
{ GL_CALL( glGenBuffersARB ) },
{ GL_CALL( glIsBufferARB ) },
{ GL_CALL( glBindBufferARB ) },
{ GL_CALL( glDeleteBuffersARB ) },
{ GL_CALL( glGenBuffersARB ) },
{ GL_CALL( glIsBufferARB ) },
#if !XASH_GLES
{ GL_CALL( glMapBufferARB ) },
{ GL_CALL( glUnmapBufferARB ) },
{ GL_CALL( glMapBufferARB ) },
{ GL_CALL( glUnmapBufferARB ) },
#endif
{ GL_CALL( glBufferDataARB ) },
{ GL_CALL( glBufferSubDataARB ) },
{ NULL, NULL }
{ GL_CALL( glBufferDataARB ) },
{ GL_CALL( glBufferSubDataARB ) },
};
static dllfunc_t multisampletexfuncs[] =
static const dllfunc_t multisampletexfuncs[] =
{
{ GL_CALL(glTexImage2DMultisample) },
{ NULL, NULL }
{ GL_CALL(glTexImage2DMultisample) },
};
static dllfunc_t drawrangeelementsfuncs[] =
static const dllfunc_t drawrangeelementsfuncs[] =
{
{ GL_CALL( glDrawRangeElements ) },
{ NULL, NULL }
};
static dllfunc_t drawrangeelementsextfuncs[] =
static const dllfunc_t drawrangeelementsextfuncs[] =
{
{ GL_CALL( glDrawRangeElementsEXT ) },
{ NULL, NULL }
};
@@ -263,85 +253,80 @@ static dllfunc_t drawrangeelementsextfuncs[] =
// still need resolve some ext dynamicly, and mangling beginend wrappers will help only with LTO
// anyway this will not work with gl-wes/nanogl, we do not link to libGLESv2, so skip this now
#if !XASH_GL_STATIC
static dllfunc_t mapbufferrangefuncs[] =
static const dllfunc_t mapbufferrangefuncs[] =
{
{ GL_CALL( glMapBufferRange ) },
{ GL_CALL( glFlushMappedBufferRange ) },
#if XASH_GLES
{ GL_CALL( glUnmapBufferARB ) },
#endif
{ NULL, NULL }
};
static dllfunc_t drawrangeelementsbasevertexfuncs[] =
static const dllfunc_t drawrangeelementsbasevertexfuncs[] =
{
{ GL_CALL( glDrawRangeElementsBaseVertex ) },
{ NULL, NULL }
};
static dllfunc_t bufferstoragefuncs[] =
static const dllfunc_t bufferstoragefuncs[] =
{
{ GL_CALL( glBufferStorage ) },
{ NULL, NULL }
};
static dllfunc_t shaderobjectsfuncs[] =
static const dllfunc_t shaderobjectsfuncs[] =
{
{ GL_CALL( glDeleteObjectARB ) },
{ GL_CALL( glGetHandleARB ) },
{ GL_CALL( glDetachObjectARB ) },
{ GL_CALL( glCreateShaderObjectARB ) },
{ GL_CALL( glShaderSourceARB ) },
{ GL_CALL( glCompileShaderARB ) },
{ GL_CALL( glCreateProgramObjectARB ) },
{ GL_CALL( glAttachObjectARB ) },
{ GL_CALL( glLinkProgramARB ) },
{ GL_CALL( glUseProgramObjectARB ) },
{ GL_CALL( glValidateProgramARB ) },
{ GL_CALL( glUniform1fARB ) },
{ GL_CALL( glUniform2fARB ) },
{ GL_CALL( glUniform3fARB ) },
{ GL_CALL( glUniform4fARB ) },
{ GL_CALL( glUniform1iARB ) },
{ GL_CALL( glUniform2iARB ) },
{ GL_CALL( glUniform3iARB ) },
{ GL_CALL( glUniform4iARB ) },
{ GL_CALL( glUniform1fvARB ) },
{ GL_CALL( glUniform2fvARB ) },
{ GL_CALL( glUniform3fvARB ) },
{ GL_CALL( glUniform4fvARB ) },
{ GL_CALL( glUniform1ivARB ) },
{ GL_CALL( glUniform2ivARB ) },
{ GL_CALL( glUniform3ivARB ) },
{ GL_CALL( glUniform4ivARB ) },
{ GL_CALL( glUniformMatrix2fvARB ) },
{ GL_CALL( glUniformMatrix3fvARB ) },
{ GL_CALL( glUniformMatrix4fvARB ) },
{ GL_CALL( glGetObjectParameterfvARB ) },
{ GL_CALL( glGetObjectParameterivARB ) },
{ GL_CALL( glGetInfoLogARB ) },
{ GL_CALL( glGetAttachedObjectsARB ) },
{ GL_CALL( glGetUniformLocationARB ) },
{ GL_CALL( glGetActiveUniformARB ) },
{ GL_CALL( glGetUniformfvARB ) },
{ GL_CALL( glGetUniformivARB ) },
{ GL_CALL( glGetShaderSourceARB ) },
{ GL_CALL( glVertexAttribPointerARB ) },
{ GL_CALL( glEnableVertexAttribArrayARB ) },
{ GL_CALL( glDisableVertexAttribArrayARB ) },
{ GL_CALL( glBindAttribLocationARB ) },
{ GL_CALL( glGetActiveAttribARB ) },
{ GL_CALL( glGetAttribLocationARB ) },
{ GL_CALL( glVertexAttrib2fARB ) },
{ GL_CALL( glVertexAttrib2fvARB ) },
// { GL_CALL( glVertexAttrib3fv ) },
// { GL_CALL( glVertexAttrib4f ) },
// { GL_CALL( glVertexAttrib4fv ) },
// { GL_CALL( glVertexAttrib4ubv ) },
{ NULL, NULL }
{ GL_CALL( glDeleteObjectARB ) },
{ GL_CALL( glGetHandleARB ) },
{ GL_CALL( glDetachObjectARB ) },
{ GL_CALL( glCreateShaderObjectARB ) },
{ GL_CALL( glShaderSourceARB ) },
{ GL_CALL( glCompileShaderARB ) },
{ GL_CALL( glCreateProgramObjectARB ) },
{ GL_CALL( glAttachObjectARB ) },
{ GL_CALL( glLinkProgramARB ) },
{ GL_CALL( glUseProgramObjectARB ) },
{ GL_CALL( glValidateProgramARB ) },
{ GL_CALL( glUniform1fARB ) },
{ GL_CALL( glUniform2fARB ) },
{ GL_CALL( glUniform3fARB ) },
{ GL_CALL( glUniform4fARB ) },
{ GL_CALL( glUniform1iARB ) },
{ GL_CALL( glUniform2iARB ) },
{ GL_CALL( glUniform3iARB ) },
{ GL_CALL( glUniform4iARB ) },
{ GL_CALL( glUniform1fvARB ) },
{ GL_CALL( glUniform2fvARB ) },
{ GL_CALL( glUniform3fvARB ) },
{ GL_CALL( glUniform4fvARB ) },
{ GL_CALL( glUniform1ivARB ) },
{ GL_CALL( glUniform2ivARB ) },
{ GL_CALL( glUniform3ivARB ) },
{ GL_CALL( glUniform4ivARB ) },
{ GL_CALL( glUniformMatrix2fvARB ) },
{ GL_CALL( glUniformMatrix3fvARB ) },
{ GL_CALL( glUniformMatrix4fvARB ) },
{ GL_CALL( glGetObjectParameterfvARB ) },
{ GL_CALL( glGetObjectParameterivARB ) },
{ GL_CALL( glGetInfoLogARB ) },
{ GL_CALL( glGetAttachedObjectsARB ) },
{ GL_CALL( glGetUniformLocationARB ) },
{ GL_CALL( glGetActiveUniformARB ) },
{ GL_CALL( glGetUniformfvARB ) },
{ GL_CALL( glGetUniformivARB ) },
{ GL_CALL( glGetShaderSourceARB ) },
{ GL_CALL( glVertexAttribPointerARB ) },
{ GL_CALL( glEnableVertexAttribArrayARB ) },
{ GL_CALL( glDisableVertexAttribArrayARB ) },
{ GL_CALL( glBindAttribLocationARB ) },
{ GL_CALL( glGetActiveAttribARB ) },
{ GL_CALL( glGetAttribLocationARB ) },
{ GL_CALL( glVertexAttrib2fARB ) },
{ GL_CALL( glVertexAttrib2fvARB ) },
//{ GL_CALL( glVertexAttrib3fv ) },
//{ GL_CALL( glVertexAttrib4f ) },
//{ GL_CALL( glVertexAttrib4fv ) },
//{ GL_CALL( glVertexAttrib4ubv ) },
};
/*
==================
Even if *ARB functions may work in GL driver in Core context,
@@ -354,90 +339,86 @@ Commented out lines left there intentionally to prevent usage on core/gles
==================
*/
static dllfunc_t shaderobjectsfuncs_gles[] =
static const dllfunc_t shaderobjectsfuncs_gles[] =
{
{ "glDeleteShader" , (void **)&pglDeleteObjectARB },
//{ "glGetHandleARB" , (void **)&pglGetHandleARB },
{ "glDetachShader" , (void **)&pglDetachObjectARB },
{ "glCreateShader" , (void **)&pglCreateShaderObjectARB },
{ "glShaderSource" , (void **)&pglShaderSourceARB },
{ "glCompileShader" , (void **)&pglCompileShaderARB },
{ "glCreateProgram" , (void **)&pglCreateProgramObjectARB },
{ "glAttachShader" , (void **)&pglAttachObjectARB },
{ "glLinkProgram" , (void **)&pglLinkProgramARB },
{ "glUseProgram" , (void **)&pglUseProgramObjectARB },
{ "glValidateProgram" , (void **)&pglValidateProgramARB },
{ "glUniform1f" , (void **)&pglUniform1fARB },
{ "glUniform2f" , (void **)&pglUniform2fARB },
{ "glUniform3f" , (void **)&pglUniform3fARB },
{ "glUniform4f" , (void **)&pglUniform4fARB },
{ "glUniform1i" , (void **)&pglUniform1iARB },
{ "glUniform2i" , (void **)&pglUniform2iARB },
{ "glUniform3i" , (void **)&pglUniform3iARB },
{ "glUniform4i" , (void **)&pglUniform4iARB },
{ "glUniform1f" , (void **)&pglUniform1fvARB },
{ "glUniform2fv" , (void **)&pglUniform2fvARB },
{ "glUniform3fv" , (void **)&pglUniform3fvARB },
{ "glUniform4fv" , (void **)&pglUniform4fvARB },
{ "glUniform1iv" , (void **)&pglUniform1ivARB },
{ "glUniform2iv" , (void **)&pglUniform2ivARB },
{ "glUniform3iv" , (void **)&pglUniform3ivARB },
{ "glUniform4iv" , (void **)&pglUniform4ivARB },
{ "glUniformMatrix2fv" , (void **)&pglUniformMatrix2fvARB },
{ "glUniformMatrix3fv" , (void **)&pglUniformMatrix3fvARB },
{ "glUniformMatrix4fv" , (void **)&pglUniformMatrix4fvARB },
// { "glGetShaderfv" , (void **)&pglGetObjectParameterfvARB }, // missing in ES2?
{ "glGetShaderiv" , (void **)&pglGetObjectParameterivARB },
{ "glGetShaderInfoLog" , (void **)&pglGetInfoLogARB },
// { "glGetAttachedObjects" , (void **)&pglGetAttachedObjectsARB }, // missing in ES2?
{ "glGetUniformLocation" , (void **)&pglGetUniformLocationARB },
{ "glGetActiveUniform" , (void **)&pglGetActiveUniformARB },
{ "glGetUniformfv" , (void **)&pglGetUniformfvARB },
{ "glGetUniformiv" , (void **)&pglGetUniformivARB },
{ "glGetShaderSource" , (void **)&pglGetShaderSourceARB },
{ "glVertexAttribPointer" , (void **)&pglVertexAttribPointerARB },
{ "glEnableVertexAttribArray" , (void **)&pglEnableVertexAttribArrayARB },
{ "glDisableVertexAttribArray" , (void **)&pglDisableVertexAttribArrayARB },
{ "glBindAttribLocation" , (void **)&pglBindAttribLocationARB },
{ "glGetActiveAttrib" , (void **)&pglGetActiveAttribARB },
{ "glGetAttribLocation" , (void **)&pglGetAttribLocationARB },
{ "glVertexAttrib2f" , (void **)&pglVertexAttrib2fARB },
{ "glVertexAttrib2fv" , (void **)&pglVertexAttrib2fvARB },
{ "glVertexAttrib3fv" , (void **)&pglVertexAttrib3fvARB },
{ "glDeleteShader" , (void **)&pglDeleteObjectARB },
//{ "glGetHandleARB" , (void **)&pglGetHandleARB },
{ "glDetachShader" , (void **)&pglDetachObjectARB },
{ "glCreateShader" , (void **)&pglCreateShaderObjectARB },
{ "glShaderSource" , (void **)&pglShaderSourceARB },
{ "glCompileShader" , (void **)&pglCompileShaderARB },
{ "glCreateProgram" , (void **)&pglCreateProgramObjectARB },
{ "glAttachShader" , (void **)&pglAttachObjectARB },
{ "glLinkProgram" , (void **)&pglLinkProgramARB },
{ "glUseProgram" , (void **)&pglUseProgramObjectARB },
{ "glValidateProgram" , (void **)&pglValidateProgramARB },
{ "glUniform1f" , (void **)&pglUniform1fARB },
{ "glUniform2f" , (void **)&pglUniform2fARB },
{ "glUniform3f" , (void **)&pglUniform3fARB },
{ "glUniform4f" , (void **)&pglUniform4fARB },
{ "glUniform1i" , (void **)&pglUniform1iARB },
{ "glUniform2i" , (void **)&pglUniform2iARB },
{ "glUniform3i" , (void **)&pglUniform3iARB },
{ "glUniform4i" , (void **)&pglUniform4iARB },
{ "glUniform1f" , (void **)&pglUniform1fvARB },
{ "glUniform2fv" , (void **)&pglUniform2fvARB },
{ "glUniform3fv" , (void **)&pglUniform3fvARB },
{ "glUniform4fv" , (void **)&pglUniform4fvARB },
{ "glUniform1iv" , (void **)&pglUniform1ivARB },
{ "glUniform2iv" , (void **)&pglUniform2ivARB },
{ "glUniform3iv" , (void **)&pglUniform3ivARB },
{ "glUniform4iv" , (void **)&pglUniform4ivARB },
{ "glUniformMatrix2fv" , (void **)&pglUniformMatrix2fvARB },
{ "glUniformMatrix3fv" , (void **)&pglUniformMatrix3fvARB },
{ "glUniformMatrix4fv" , (void **)&pglUniformMatrix4fvARB },
//{ "glGetShaderfv" , (void **)&pglGetObjectParameterfvARB }, // missing in ES2?
{ "glGetShaderiv" , (void **)&pglGetObjectParameterivARB },
{ "glGetShaderInfoLog" , (void **)&pglGetInfoLogARB },
//{ "glGetAttachedObjects" , (void **)&pglGetAttachedObjectsARB }, // missing in ES2?
{ "glGetUniformLocation" , (void **)&pglGetUniformLocationARB },
{ "glGetActiveUniform" , (void **)&pglGetActiveUniformARB },
{ "glGetUniformfv" , (void **)&pglGetUniformfvARB },
{ "glGetUniformiv" , (void **)&pglGetUniformivARB },
{ "glGetShaderSource" , (void **)&pglGetShaderSourceARB },
{ "glVertexAttribPointer" , (void **)&pglVertexAttribPointerARB },
{ "glEnableVertexAttribArray" , (void **)&pglEnableVertexAttribArrayARB },
{ "glDisableVertexAttribArray" , (void **)&pglDisableVertexAttribArrayARB },
{ "glBindAttribLocation" , (void **)&pglBindAttribLocationARB },
{ "glGetActiveAttrib" , (void **)&pglGetActiveAttribARB },
{ "glGetAttribLocation" , (void **)&pglGetAttribLocationARB },
{ "glVertexAttrib2f" , (void **)&pglVertexAttrib2fARB },
{ "glVertexAttrib2fv" , (void **)&pglVertexAttrib2fvARB },
{ "glVertexAttrib3fv" , (void **)&pglVertexAttrib3fvARB },
// Core/GLES only
{ GL_CALL( glGetProgramiv ) },
{ GL_CALL( glDeleteProgram ) },
{ GL_CALL( glGetProgramInfoLog ) },
//{ "glVertexAttrib4f" , (void **)&pglVertexAttrib4fARB },
//{ "glVertexAttrib4fv" , (void **)&pglVertexAttrib4fvARB },
//{ "glVertexAttrib4ubv" , (void **)&pglVertexAttrib4ubvARB },
{ NULL, NULL }
// Core/GLES only
{ GL_CALL( glGetProgramiv ) },
{ GL_CALL( glDeleteProgram ) },
{ GL_CALL( glGetProgramInfoLog ) },
//{ "glVertexAttrib4f" , (void **)&pglVertexAttrib4fARB },
//{ "glVertexAttrib4fv" , (void **)&pglVertexAttrib4fvARB },
//{ "glVertexAttrib4ubv" , (void **)&pglVertexAttrib4ubvARB },
};
static dllfunc_t vaofuncs[] =
static const dllfunc_t vaofuncs[] =
{
{ GL_CALL( glBindVertexArray ) },
{ GL_CALL( glDeleteVertexArrays ) },
{ GL_CALL( glGenVertexArrays ) },
{ GL_CALL( glIsVertexArray ) },
{ NULL, NULL }
{ GL_CALL( glBindVertexArray ) },
{ GL_CALL( glDeleteVertexArrays ) },
{ GL_CALL( glGenVertexArrays ) },
{ GL_CALL( glIsVertexArray ) },
};
static dllfunc_t multitexturefuncs_es[] =
static const dllfunc_t multitexturefuncs_es[] =
{
{ GL_CALL( glActiveTexture ) },
{ GL_CALL( glActiveTextureARB ) },
{ GL_CALL( glClientActiveTexture ) },
{ GL_CALL( glClientActiveTextureARB ) },
{ NULL , NULL }
{ GL_CALL( glActiveTexture ) },
{ GL_CALL( glActiveTextureARB ) },
{ GL_CALL( glClientActiveTexture ) },
{ GL_CALL( glClientActiveTextureARB ) },
};
static dllfunc_t multitexturefuncs_es2[] =
static const dllfunc_t multitexturefuncs_es2[] =
{
{ GL_CALL( glActiveTexture ) },
{ GL_CALL( glActiveTextureARB ) },
{ NULL , NULL }
{ GL_CALL( glActiveTexture ) },
{ GL_CALL( glActiveTextureARB ) },
};
#endif // !XASH_GL_STATIC
@@ -476,7 +457,7 @@ static void APIENTRY GL_DebugOutput( GLuint source, GLuint type, GLuint id, GLui
GL_SetExtension
=================
*/
void GL_SetExtension( int r_ext, int enable )
static void GL_SetExtension( int r_ext, int enable )
{
if( r_ext >= 0 && r_ext < GL_EXTCOUNT )
glConfig.extension[r_ext] = enable ? GL_TRUE : GL_FALSE;
@@ -514,12 +495,12 @@ int GL_MaxTextureUnits( void )
GL_CheckExtension
=================
*/
qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char *cvarname, int r_ext, float minver )
static qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, size_t num_funcs, const char *cvarname, int r_ext, float minver )
{
const dllfunc_t *func;
cvar_t *parm = NULL;
const char *extensions_string;
char desc[MAX_VA_STRING];
size_t i;
cvar_t *parm = NULL;
const char *extensions_string;
char desc[MAX_VA_STRING];
float glver = (float)glConfig.version_major + glConfig.version_minor / 10.0f;
gEngfuncs.Con_Reportf( "%s: %s ", __func__, name );
@@ -550,17 +531,17 @@ qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char
#if !XASH_GL_STATIC
// clear exports
for( func = funcs; func && func->name; func++ )
*func->func = NULL;
for( i = 0; i < num_funcs; i++ )
*(funcs[i].func) = NULL;
for( func = funcs; func && func->name; func++ )
for( i = 0; i < num_funcs; i++ )
{
// functions are cleared before all the extensions are evaluated
if(( *func->func = (void *)gEngfuncs.GL_GetProcAddress( func->name )) == NULL )
if(( *(funcs[i].func) = (void *)gEngfuncs.GL_GetProcAddress( funcs[i].name )) == NULL )
{
string name;
char *end;
size_t i = 0;
size_t j = 0;
#if XASH_GLES
const char *suffixes[] = { "", "EXT", "OES" };
#else
@@ -568,7 +549,7 @@ qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char
#endif
// HACK: fix ARB names
Q_strncpy( name, func->name, sizeof( name ));
Q_strncpy( name, funcs[i].name, sizeof( name ));
if(( end = Q_strstr( name, "ARB" )))
{
*end = '\0';
@@ -576,21 +557,21 @@ qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char
else // I need Q_strstrnul
{
end = name + Q_strlen( name );
i++; // skip empty suffix
j++; // skip empty suffix
}
for( ; i < sizeof( suffixes ) / sizeof( suffixes[0] ); i++ )
for( ; j < sizeof( suffixes ) / sizeof( suffixes[0] ); j++ )
{
void *f;
Q_strncat( name, suffixes[i], sizeof( name ));
Q_strncat( name, suffixes[j], sizeof( name ));
if(( f = gEngfuncs.GL_GetProcAddress( name )))
{
// GL_GetProcAddress prints errors about missing functions, so tell user that we found it with different name
gEngfuncs.Con_Printf( S_NOTE "found %s\n", name );
*func->func = f;
*(funcs[i].func) = f;
break;
}
else
@@ -600,7 +581,7 @@ qboolean GL_CheckExtension( const char *name, const dllfunc_t *funcs, const char
}
// not found...
if( i == sizeof( suffixes ) / sizeof( suffixes[0] ))
if( j == sizeof( suffixes ) / sizeof( suffixes[0] ))
{
GL_SetExtension( r_ext, false );
}
@@ -798,14 +779,14 @@ static void GL_InitExtensionsGLES( void )
switch( extid )
{
case GL_ARB_VERTEX_BUFFER_OBJECT_EXT:
GL_CheckExtension( "vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", extid, 1.0 );
GL_CheckExtension( "vertex_buffer_object", vbofuncs, ARRAYSIZE( vbofuncs ), "gl_vertex_buffer_object", extid, 1.0 );
break;
case GL_ARB_MULTITEXTURE:
if( !GL_CheckExtension( "multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 1.0 ) && glConfig.wrapper == GLES_WRAPPER_NONE )
if( !GL_CheckExtension( "multitexture", multitexturefuncs, ARRAYSIZE( multitexturefuncs ), "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 1.0 ) && glConfig.wrapper == GLES_WRAPPER_NONE )
{
#if !XASH_GL_STATIC
if( !GL_CheckExtension( "multitexture_es1", multitexturefuncs_es, "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 1.0 )
&& !GL_CheckExtension( "multitexture_es2", multitexturefuncs_es2, "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 2.0 ))
if( !GL_CheckExtension( "multitexture_es1", multitexturefuncs_es, ARRAYSIZE( multitexturefuncs_es ), "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 1.0 )
&& !GL_CheckExtension( "multitexture_es2", multitexturefuncs_es2, ARRAYSIZE( multitexturefuncs_es2 ), "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 2.0 ))
break;
#endif
}
@@ -823,48 +804,48 @@ static void GL_InitExtensionsGLES( void )
glConfig.max_texture_coords = glConfig.max_teximage_units = glConfig.max_texture_units;
break;
case GL_TEXTURE_CUBEMAP_EXT:
if( GL_CheckExtension( "GL_OES_texture_cube_map", NULL, "gl_texture_cubemap", extid, 0 ))
if( GL_CheckExtension( "GL_OES_texture_cube_map", NULL, 0, "gl_texture_cubemap", extid, 0 ))
pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
break;
case GL_ANISOTROPY_EXT:
glConfig.max_texture_anisotropy = 0.0f;
if( GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_ext_anisotropic_filter", extid, 0 ))
if( GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, 0, "gl_ext_anisotropic_filter", extid, 0 ))
pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy );
break;
case GL_TEXTURE_LOD_BIAS:
if( GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_texture_mipmap_biasing", extid, 0 ))
if( GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, 0, "gl_texture_mipmap_biasing", extid, 0 ))
pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lod_bias );
break;
case GL_ARB_TEXTURE_NPOT_EXT:
GL_CheckExtension( "GL_OES_texture_npot", NULL, "gl_texture_npot", extid, 0 );
GL_CheckExtension( "GL_OES_texture_npot", NULL, 0, "gl_texture_npot", extid, 0 );
break;
#if !XASH_GL_STATIC
case GL_SHADER_OBJECTS_EXT:
GL_CheckExtension( "ES2 Shaders", shaderobjectsfuncs_gles, "gl_shaderobjects", extid, 2.0 );
GL_CheckExtension( "ES2 Shaders", shaderobjectsfuncs_gles, ARRAYSIZE( shaderobjectsfuncs_gles ), "gl_shaderobjects", extid, 2.0 );
break;
case GL_ARB_VERTEX_ARRAY_OBJECT_EXT:
if( !GL_CheckExtension( "GL_OES_vertex_array_object", vaofuncs, "gl_vertex_array_object", extid, 3.0 ))
GL_CheckExtension( "GL_EXT_vertex_array_object", vaofuncs, "gl_vertex_array_object", extid, 3.0 );
if( !GL_CheckExtension( "GL_OES_vertex_array_object", vaofuncs, ARRAYSIZE( vaofuncs ), "gl_vertex_array_object", extid, 3.0 ))
GL_CheckExtension( "GL_EXT_vertex_array_object", vaofuncs, ARRAYSIZE( vaofuncs ), "gl_vertex_array_object", extid, 3.0 );
break;
case GL_DRAW_RANGEELEMENTS_EXT:
if( !GL_CheckExtension( "GL_EXT_draw_range_elements", drawrangeelementsfuncs, "gl_drawrangeelements", extid, 3.0 ))
GL_CheckExtension( "GL_OES_draw_range_elements", drawrangeelementsfuncs, "gl_drawrangeelements", extid, 3.0 );
if( !GL_CheckExtension( "GL_EXT_draw_range_elements", drawrangeelementsfuncs, ARRAYSIZE( drawrangeelementsfuncs ), "gl_drawrangeelements", extid, 3.0 ))
GL_CheckExtension( "GL_OES_draw_range_elements", drawrangeelementsfuncs, ARRAYSIZE( drawrangeelementsfuncs ), "gl_drawrangeelements", extid, 3.0 );
break;
case GL_DRAW_RANGE_ELEMENTS_BASE_VERTEX_EXT:
if( !GL_CheckExtension( "GL_OES_draw_elements_base_vertex", drawrangeelementsbasevertexfuncs, "gl_drawrangeelementsbasevertex", GL_DRAW_RANGE_ELEMENTS_BASE_VERTEX_EXT, 0 ))
GL_CheckExtension( "GL_EXT_draw_elements_base_vertex", drawrangeelementsbasevertexfuncs, "gl_drawrangeelementsbasevertex", GL_DRAW_RANGE_ELEMENTS_BASE_VERTEX_EXT, 3.2 );
if( !GL_CheckExtension( "GL_OES_draw_elements_base_vertex", drawrangeelementsbasevertexfuncs, ARRAYSIZE( drawrangeelementsbasevertexfuncs ), "gl_drawrangeelementsbasevertex", GL_DRAW_RANGE_ELEMENTS_BASE_VERTEX_EXT, 0 ))
GL_CheckExtension( "GL_EXT_draw_elements_base_vertex", drawrangeelementsbasevertexfuncs, ARRAYSIZE( drawrangeelementsbasevertexfuncs ), "gl_drawrangeelementsbasevertex", GL_DRAW_RANGE_ELEMENTS_BASE_VERTEX_EXT, 3.2 );
break;
case GL_MAP_BUFFER_RANGE_EXT:
GL_CheckExtension( "GL_EXT_map_buffer_range", mapbufferrangefuncs, "gl_map_buffer_range", GL_MAP_BUFFER_RANGE_EXT , 3.0);
GL_CheckExtension( "GL_EXT_map_buffer_range", mapbufferrangefuncs, ARRAYSIZE( mapbufferrangefuncs ), "gl_map_buffer_range", GL_MAP_BUFFER_RANGE_EXT , 3.0);
break;
case GL_BUFFER_STORAGE_EXT:
GL_CheckExtension( "GL_EXT_buffer_storage", bufferstoragefuncs, "gl_buffer_storage", GL_BUFFER_STORAGE_EXT, 0);
GL_CheckExtension( "GL_EXT_buffer_storage", bufferstoragefuncs, ARRAYSIZE( bufferstoragefuncs ), "gl_buffer_storage", GL_BUFFER_STORAGE_EXT, 0);
break;
#endif
case GL_DEBUG_OUTPUT:
if( glw_state.extended )
GL_CheckExtension( "GL_KHR_debug", debugoutputfuncs, "gl_debug_output", extid, 0 );
GL_CheckExtension( "GL_KHR_debug", debugoutputfuncs, ARRAYSIZE( debugoutputfuncs ), "gl_debug_output", extid, 0 );
else
GL_SetExtension( extid, false );
break;
@@ -918,7 +899,7 @@ static void GL_InitExtensionsBigGL( void )
// multitexture
glConfig.max_texture_units = glConfig.max_texture_coords = glConfig.max_teximage_units = 1;
if( GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 1.3f ))
if( GL_CheckExtension( "GL_ARB_multitexture", multitexturefuncs, ARRAYSIZE( multitexturefuncs ), "gl_arb_multitexture", GL_ARB_MULTITEXTURE, 1.3f ))
{
pglGetIntegerv( GL_MAX_TEXTURE_UNITS_ARB, &glConfig.max_texture_units );
}
@@ -927,7 +908,7 @@ static void GL_InitExtensionsBigGL( void )
GL_SetExtension( GL_ARB_MULTITEXTURE, false );
// 3d texture support
if( GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, "gl_texture_3d", GL_TEXTURE_3D_EXT, 2.0f ))
if( GL_CheckExtension( "GL_EXT_texture3D", texture3dextfuncs, ARRAYSIZE( texture3dextfuncs ), "gl_texture_3d", GL_TEXTURE_3D_EXT, 2.0f ))
{
pglGetIntegerv( GL_MAX_3D_TEXTURE_SIZE, &glConfig.max_3d_texture_size );
@@ -939,25 +920,25 @@ static void GL_InitExtensionsBigGL( void )
}
// 2d texture array support
if( GL_CheckExtension( "GL_EXT_texture_array", texture3dextfuncs, "gl_texture_2d_array", GL_TEXTURE_ARRAY_EXT, 0 ))
if( GL_CheckExtension( "GL_EXT_texture_array", texture3dextfuncs, ARRAYSIZE( texture3dextfuncs ), "gl_texture_2d_array", GL_TEXTURE_ARRAY_EXT, 0 ))
pglGetIntegerv( GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &glConfig.max_2d_texture_layers );
// cubemaps support
if( GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, "gl_texture_cubemap", GL_TEXTURE_CUBEMAP_EXT, 0 ))
if( GL_CheckExtension( "GL_ARB_texture_cube_map", NULL, 0, "gl_texture_cubemap", GL_TEXTURE_CUBEMAP_EXT, 0 ))
{
pglGetIntegerv( GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB, &glConfig.max_cubemap_size );
// check for seamless cubemaps too
GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, "gl_texture_cubemap_seamless", GL_ARB_SEAMLESS_CUBEMAP, 0 );
GL_CheckExtension( "GL_ARB_seamless_cube_map", NULL, 0, "gl_texture_cubemap_seamless", GL_ARB_SEAMLESS_CUBEMAP, 0 );
}
GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT, 0 );
GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, "gl_texture_dxt_compression", GL_TEXTURE_COMPRESSION_EXT, 0 );
if( !GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT, 2.0 )) // present in ES2
GL_CheckExtension( "GL_SGIS_texture_edge_clamp", NULL, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT, 0 );
GL_CheckExtension( "GL_ARB_texture_non_power_of_two", NULL, 0, "gl_texture_npot", GL_ARB_TEXTURE_NPOT_EXT, 0 );
GL_CheckExtension( "GL_ARB_texture_compression", texturecompressionfuncs, ARRAYSIZE( texturecompressionfuncs ), "gl_texture_dxt_compression", GL_TEXTURE_COMPRESSION_EXT, 0 );
if( !GL_CheckExtension( "GL_EXT_texture_edge_clamp", NULL, 0, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT, 2.0 )) // present in ES2
GL_CheckExtension( "GL_SGIS_texture_edge_clamp", NULL, 0, "gl_clamp_to_edge", GL_CLAMPTOEDGE_EXT, 0 );
glConfig.max_texture_anisotropy = 0.0f;
if( GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, "gl_texture_anisotropic_filter", GL_ANISOTROPY_EXT, 0 ))
if( GL_CheckExtension( "GL_EXT_texture_filter_anisotropic", NULL, 0, "gl_texture_anisotropic_filter", GL_ANISOTROPY_EXT, 0 ))
pglGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.max_texture_anisotropy );
#if XASH_WIN32 // Win32 only drivers?
@@ -965,30 +946,30 @@ static void GL_InitExtensionsBigGL( void )
if( glConfig.hardware_type != GLHW_INTEL )
#endif
{
if( GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, "gl_texture_mipmap_biasing", GL_TEXTURE_LOD_BIAS, 1.4 ))
if( GL_CheckExtension( "GL_EXT_texture_lod_bias", NULL, 0, "gl_texture_mipmap_biasing", GL_TEXTURE_LOD_BIAS, 1.4 ))
pglGetFloatv( GL_MAX_TEXTURE_LOD_BIAS_EXT, &glConfig.max_texture_lod_bias );
}
GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, NULL, GL_CLAMP_TEXBORDER_EXT, 2.0 ); // present in ES2
GL_CheckExtension( "GL_ARB_texture_border_clamp", NULL, 0, NULL, GL_CLAMP_TEXBORDER_EXT, 2.0 ); // present in ES2
GL_CheckExtension( "GL_ARB_depth_texture", NULL, NULL, GL_DEPTH_TEXTURE, 1.4 ); // missing in gles, check GL_OES_depth_texture
GL_CheckExtension( "GL_ARB_texture_float", NULL, "gl_texture_float", GL_ARB_TEXTURE_FLOAT_EXT, 0 );
GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, "gl_texture_depth_float", GL_ARB_DEPTH_FLOAT_EXT, 0 );
GL_CheckExtension( "GL_EXT_gpu_shader4", NULL, NULL, GL_EXT_GPU_SHADER4, 0 ); // don't confuse users
GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT, 2.0 );
GL_CheckExtension( "GL_ARB_texture_multisample", multisampletexfuncs, "gl_texture_multisample", GL_TEXTURE_MULTISAMPLE, 0 );
GL_CheckExtension( "GL_ARB_texture_compression_bptc", NULL, "gl_texture_bptc_compression", GL_ARB_TEXTURE_COMPRESSION_BPTC, 0 );
GL_CheckExtension( "GL_ARB_depth_texture", NULL, 0, NULL, GL_DEPTH_TEXTURE, 1.4 ); // missing in gles, check GL_OES_depth_texture
GL_CheckExtension( "GL_ARB_texture_float", NULL, 0, "gl_texture_float", GL_ARB_TEXTURE_FLOAT_EXT, 0 );
GL_CheckExtension( "GL_ARB_depth_buffer_float", NULL, 0, "gl_texture_depth_float", GL_ARB_DEPTH_FLOAT_EXT, 0 );
GL_CheckExtension( "GL_EXT_gpu_shader4", NULL, 0, NULL, GL_EXT_GPU_SHADER4, 0 ); // don't confuse users
GL_CheckExtension( "GL_ARB_vertex_buffer_object", vbofuncs, ARRAYSIZE( vbofuncs ), "gl_vertex_buffer_object", GL_ARB_VERTEX_BUFFER_OBJECT_EXT, 2.0 );
GL_CheckExtension( "GL_ARB_texture_multisample", multisampletexfuncs, ARRAYSIZE( multisampletexfuncs ), "gl_texture_multisample", GL_TEXTURE_MULTISAMPLE, 0 );
GL_CheckExtension( "GL_ARB_texture_compression_bptc", NULL, 0, "gl_texture_bptc_compression", GL_ARB_TEXTURE_COMPRESSION_BPTC, 0 );
#if !XASH_GL_STATIC
if( glConfig.context == CONTEXT_TYPE_GL_CORE )
GL_CheckExtension( "shader_objects", shaderobjectsfuncs_gles, "gl_shaderobjects", GL_SHADER_OBJECTS_EXT, 2.0 );
GL_CheckExtension( "shader_objects", shaderobjectsfuncs_gles, ARRAYSIZE( shaderobjectsfuncs_gles ), "gl_shaderobjects", GL_SHADER_OBJECTS_EXT, 2.0 );
else
GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, "gl_shaderobjects", GL_SHADER_OBJECTS_EXT, 2.0 );
GL_CheckExtension( "GL_ARB_vertex_array_object", vaofuncs, "gl_vertex_array_object", GL_ARB_VERTEX_ARRAY_OBJECT_EXT, 3.0 );
GL_CheckExtension( "GL_ARB_buffer_storage", bufferstoragefuncs, "gl_buffer_storage", GL_BUFFER_STORAGE_EXT, 4.4);
GL_CheckExtension( "GL_ARB_map_buffer_range", mapbufferrangefuncs, "gl_map_buffer_range", GL_MAP_BUFFER_RANGE_EXT , 3.0);
GL_CheckExtension( "GL_ARB_draw_elements_base_vertex", drawrangeelementsbasevertexfuncs, "gl_drawrangeelementsbasevertex", GL_DRAW_RANGE_ELEMENTS_BASE_VERTEX_EXT, 3.2 );
GL_CheckExtension( "GL_ARB_shader_objects", shaderobjectsfuncs, ARRAYSIZE( shaderobjectsfuncs ), "gl_shaderobjects", GL_SHADER_OBJECTS_EXT, 2.0 );
GL_CheckExtension( "GL_ARB_vertex_array_object", vaofuncs, ARRAYSIZE( vaofuncs ), "gl_vertex_array_object", GL_ARB_VERTEX_ARRAY_OBJECT_EXT, 3.0 );
GL_CheckExtension( "GL_ARB_buffer_storage", bufferstoragefuncs, ARRAYSIZE( bufferstoragefuncs ), "gl_buffer_storage", GL_BUFFER_STORAGE_EXT, 4.4);
GL_CheckExtension( "GL_ARB_map_buffer_range", mapbufferrangefuncs, ARRAYSIZE( mapbufferrangefuncs ), "gl_map_buffer_range", GL_MAP_BUFFER_RANGE_EXT , 3.0);
GL_CheckExtension( "GL_ARB_draw_elements_base_vertex", drawrangeelementsbasevertexfuncs, ARRAYSIZE( drawrangeelementsbasevertexfuncs ), "gl_drawrangeelementsbasevertex", GL_DRAW_RANGE_ELEMENTS_BASE_VERTEX_EXT, 3.2 );
#endif
if( GL_CheckExtension( "GL_ARB_shading_language_100", NULL, NULL, GL_SHADER_GLSL100_EXT, 2.0 ))
if( GL_CheckExtension( "GL_ARB_shading_language_100", NULL, 0, NULL, GL_SHADER_GLSL100_EXT, 2.0 ))
{
pglGetIntegerv( GL_MAX_TEXTURE_COORDS_ARB, &glConfig.max_texture_coords );
pglGetIntegerv( GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &glConfig.max_teximage_units );
@@ -1009,11 +990,11 @@ static void GL_InitExtensionsBigGL( void )
}
// rectangle textures support
GL_CheckExtension( "GL_ARB_texture_rectangle", NULL, "gl_texture_rectangle", GL_TEXTURE_2D_RECT_EXT, 0 );
GL_CheckExtension( "GL_ARB_texture_rectangle", NULL, 0, "gl_texture_rectangle", GL_TEXTURE_2D_RECT_EXT, 0 );
if( !GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, "gl_drawrangeelements", GL_DRAW_RANGEELEMENTS_EXT, 0 ) )
if( !GL_CheckExtension( "glDrawRangeElements", drawrangeelementsfuncs, ARRAYSIZE( drawrangeelementsfuncs ), "gl_drawrangeelements", GL_DRAW_RANGEELEMENTS_EXT, 0 ) )
{
if( GL_CheckExtension( "glDrawRangeElementsEXT", drawrangeelementsextfuncs,
if( GL_CheckExtension( "glDrawRangeElementsEXT", drawrangeelementsextfuncs, ARRAYSIZE( drawrangeelementsextfuncs ),
"gl_drawrangelements", GL_DRAW_RANGEELEMENTS_EXT, 0 ))
{
#if !XASH_GL_STATIC
@@ -1024,7 +1005,7 @@ static void GL_InitExtensionsBigGL( void )
// this won't work without extended context
if( glw_state.extended )
GL_CheckExtension( "GL_ARB_debug_output", debugoutputfuncs, "gl_debug_output", GL_DEBUG_OUTPUT, 0 );
GL_CheckExtension( "GL_ARB_debug_output", debugoutputfuncs, ARRAYSIZE( debugoutputfuncs ), "gl_debug_output", GL_DEBUG_OUTPUT, 0 );
#if XASH_PSVITA
// not all GL1.1 functions are implemented in vitaGL, but there's enough
@@ -1047,7 +1028,7 @@ void GL_InitExtensions( void )
GL_OnContextCreated();
// initialize gl extensions
GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, NULL, GL_OPENGL_110, 1.0 );
GL_CheckExtension( "OpenGL 1.1.0", opengl_110funcs, ARRAYSIZE( opengl_110funcs ), NULL, GL_OPENGL_110, 1.0 );
// get our various GL strings
glConfig.vendor_string = (const char *)pglGetString( GL_VENDOR );