Files
Sunshine/glad/src/gl.c
2021-06-06 17:19:11 +02:00

1514 lines
110 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <glad/gl.h>
#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_VERSION_1_0(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_1_0) return;
context->Accum = (PFNGLACCUMPROC) load(userptr, "glAccum");
context->AlphaFunc = (PFNGLALPHAFUNCPROC) load(userptr, "glAlphaFunc");
context->Begin = (PFNGLBEGINPROC) load(userptr, "glBegin");
context->Bitmap = (PFNGLBITMAPPROC) load(userptr, "glBitmap");
context->BlendFunc = (PFNGLBLENDFUNCPROC) load(userptr, "glBlendFunc");
context->CallList = (PFNGLCALLLISTPROC) load(userptr, "glCallList");
context->CallLists = (PFNGLCALLLISTSPROC) load(userptr, "glCallLists");
context->Clear = (PFNGLCLEARPROC) load(userptr, "glClear");
context->ClearAccum = (PFNGLCLEARACCUMPROC) load(userptr, "glClearAccum");
context->ClearColor = (PFNGLCLEARCOLORPROC) load(userptr, "glClearColor");
context->ClearDepth = (PFNGLCLEARDEPTHPROC) load(userptr, "glClearDepth");
context->ClearIndex = (PFNGLCLEARINDEXPROC) load(userptr, "glClearIndex");
context->ClearStencil = (PFNGLCLEARSTENCILPROC) load(userptr, "glClearStencil");
context->ClipPlane = (PFNGLCLIPPLANEPROC) load(userptr, "glClipPlane");
context->Color3b = (PFNGLCOLOR3BPROC) load(userptr, "glColor3b");
context->Color3bv = (PFNGLCOLOR3BVPROC) load(userptr, "glColor3bv");
context->Color3d = (PFNGLCOLOR3DPROC) load(userptr, "glColor3d");
context->Color3dv = (PFNGLCOLOR3DVPROC) load(userptr, "glColor3dv");
context->Color3f = (PFNGLCOLOR3FPROC) load(userptr, "glColor3f");
context->Color3fv = (PFNGLCOLOR3FVPROC) load(userptr, "glColor3fv");
context->Color3i = (PFNGLCOLOR3IPROC) load(userptr, "glColor3i");
context->Color3iv = (PFNGLCOLOR3IVPROC) load(userptr, "glColor3iv");
context->Color3s = (PFNGLCOLOR3SPROC) load(userptr, "glColor3s");
context->Color3sv = (PFNGLCOLOR3SVPROC) load(userptr, "glColor3sv");
context->Color3ub = (PFNGLCOLOR3UBPROC) load(userptr, "glColor3ub");
context->Color3ubv = (PFNGLCOLOR3UBVPROC) load(userptr, "glColor3ubv");
context->Color3ui = (PFNGLCOLOR3UIPROC) load(userptr, "glColor3ui");
context->Color3uiv = (PFNGLCOLOR3UIVPROC) load(userptr, "glColor3uiv");
context->Color3us = (PFNGLCOLOR3USPROC) load(userptr, "glColor3us");
context->Color3usv = (PFNGLCOLOR3USVPROC) load(userptr, "glColor3usv");
context->Color4b = (PFNGLCOLOR4BPROC) load(userptr, "glColor4b");
context->Color4bv = (PFNGLCOLOR4BVPROC) load(userptr, "glColor4bv");
context->Color4d = (PFNGLCOLOR4DPROC) load(userptr, "glColor4d");
context->Color4dv = (PFNGLCOLOR4DVPROC) load(userptr, "glColor4dv");
context->Color4f = (PFNGLCOLOR4FPROC) load(userptr, "glColor4f");
context->Color4fv = (PFNGLCOLOR4FVPROC) load(userptr, "glColor4fv");
context->Color4i = (PFNGLCOLOR4IPROC) load(userptr, "glColor4i");
context->Color4iv = (PFNGLCOLOR4IVPROC) load(userptr, "glColor4iv");
context->Color4s = (PFNGLCOLOR4SPROC) load(userptr, "glColor4s");
context->Color4sv = (PFNGLCOLOR4SVPROC) load(userptr, "glColor4sv");
context->Color4ub = (PFNGLCOLOR4UBPROC) load(userptr, "glColor4ub");
context->Color4ubv = (PFNGLCOLOR4UBVPROC) load(userptr, "glColor4ubv");
context->Color4ui = (PFNGLCOLOR4UIPROC) load(userptr, "glColor4ui");
context->Color4uiv = (PFNGLCOLOR4UIVPROC) load(userptr, "glColor4uiv");
context->Color4us = (PFNGLCOLOR4USPROC) load(userptr, "glColor4us");
context->Color4usv = (PFNGLCOLOR4USVPROC) load(userptr, "glColor4usv");
context->ColorMask = (PFNGLCOLORMASKPROC) load(userptr, "glColorMask");
context->ColorMaterial = (PFNGLCOLORMATERIALPROC) load(userptr, "glColorMaterial");
context->CopyPixels = (PFNGLCOPYPIXELSPROC) load(userptr, "glCopyPixels");
context->CullFace = (PFNGLCULLFACEPROC) load(userptr, "glCullFace");
context->DeleteLists = (PFNGLDELETELISTSPROC) load(userptr, "glDeleteLists");
context->DepthFunc = (PFNGLDEPTHFUNCPROC) load(userptr, "glDepthFunc");
context->DepthMask = (PFNGLDEPTHMASKPROC) load(userptr, "glDepthMask");
context->DepthRange = (PFNGLDEPTHRANGEPROC) load(userptr, "glDepthRange");
context->Disable = (PFNGLDISABLEPROC) load(userptr, "glDisable");
context->DrawBuffer = (PFNGLDRAWBUFFERPROC) load(userptr, "glDrawBuffer");
context->DrawPixels = (PFNGLDRAWPIXELSPROC) load(userptr, "glDrawPixels");
context->EdgeFlag = (PFNGLEDGEFLAGPROC) load(userptr, "glEdgeFlag");
context->EdgeFlagv = (PFNGLEDGEFLAGVPROC) load(userptr, "glEdgeFlagv");
context->Enable = (PFNGLENABLEPROC) load(userptr, "glEnable");
context->End = (PFNGLENDPROC) load(userptr, "glEnd");
context->EndList = (PFNGLENDLISTPROC) load(userptr, "glEndList");
context->EvalCoord1d = (PFNGLEVALCOORD1DPROC) load(userptr, "glEvalCoord1d");
context->EvalCoord1dv = (PFNGLEVALCOORD1DVPROC) load(userptr, "glEvalCoord1dv");
context->EvalCoord1f = (PFNGLEVALCOORD1FPROC) load(userptr, "glEvalCoord1f");
context->EvalCoord1fv = (PFNGLEVALCOORD1FVPROC) load(userptr, "glEvalCoord1fv");
context->EvalCoord2d = (PFNGLEVALCOORD2DPROC) load(userptr, "glEvalCoord2d");
context->EvalCoord2dv = (PFNGLEVALCOORD2DVPROC) load(userptr, "glEvalCoord2dv");
context->EvalCoord2f = (PFNGLEVALCOORD2FPROC) load(userptr, "glEvalCoord2f");
context->EvalCoord2fv = (PFNGLEVALCOORD2FVPROC) load(userptr, "glEvalCoord2fv");
context->EvalMesh1 = (PFNGLEVALMESH1PROC) load(userptr, "glEvalMesh1");
context->EvalMesh2 = (PFNGLEVALMESH2PROC) load(userptr, "glEvalMesh2");
context->EvalPoint1 = (PFNGLEVALPOINT1PROC) load(userptr, "glEvalPoint1");
context->EvalPoint2 = (PFNGLEVALPOINT2PROC) load(userptr, "glEvalPoint2");
context->FeedbackBuffer = (PFNGLFEEDBACKBUFFERPROC) load(userptr, "glFeedbackBuffer");
context->Finish = (PFNGLFINISHPROC) load(userptr, "glFinish");
context->Flush = (PFNGLFLUSHPROC) load(userptr, "glFlush");
context->Fogf = (PFNGLFOGFPROC) load(userptr, "glFogf");
context->Fogfv = (PFNGLFOGFVPROC) load(userptr, "glFogfv");
context->Fogi = (PFNGLFOGIPROC) load(userptr, "glFogi");
context->Fogiv = (PFNGLFOGIVPROC) load(userptr, "glFogiv");
context->FrontFace = (PFNGLFRONTFACEPROC) load(userptr, "glFrontFace");
context->Frustum = (PFNGLFRUSTUMPROC) load(userptr, "glFrustum");
context->GenLists = (PFNGLGENLISTSPROC) load(userptr, "glGenLists");
context->GetBooleanv = (PFNGLGETBOOLEANVPROC) load(userptr, "glGetBooleanv");
context->GetClipPlane = (PFNGLGETCLIPPLANEPROC) load(userptr, "glGetClipPlane");
context->GetDoublev = (PFNGLGETDOUBLEVPROC) load(userptr, "glGetDoublev");
context->GetError = (PFNGLGETERRORPROC) load(userptr, "glGetError");
context->GetFloatv = (PFNGLGETFLOATVPROC) load(userptr, "glGetFloatv");
context->GetIntegerv = (PFNGLGETINTEGERVPROC) load(userptr, "glGetIntegerv");
context->GetLightfv = (PFNGLGETLIGHTFVPROC) load(userptr, "glGetLightfv");
context->GetLightiv = (PFNGLGETLIGHTIVPROC) load(userptr, "glGetLightiv");
context->GetMapdv = (PFNGLGETMAPDVPROC) load(userptr, "glGetMapdv");
context->GetMapfv = (PFNGLGETMAPFVPROC) load(userptr, "glGetMapfv");
context->GetMapiv = (PFNGLGETMAPIVPROC) load(userptr, "glGetMapiv");
context->GetMaterialfv = (PFNGLGETMATERIALFVPROC) load(userptr, "glGetMaterialfv");
context->GetMaterialiv = (PFNGLGETMATERIALIVPROC) load(userptr, "glGetMaterialiv");
context->GetPixelMapfv = (PFNGLGETPIXELMAPFVPROC) load(userptr, "glGetPixelMapfv");
context->GetPixelMapuiv = (PFNGLGETPIXELMAPUIVPROC) load(userptr, "glGetPixelMapuiv");
context->GetPixelMapusv = (PFNGLGETPIXELMAPUSVPROC) load(userptr, "glGetPixelMapusv");
context->GetPolygonStipple = (PFNGLGETPOLYGONSTIPPLEPROC) load(userptr, "glGetPolygonStipple");
context->GetString = (PFNGLGETSTRINGPROC) load(userptr, "glGetString");
context->GetTexEnvfv = (PFNGLGETTEXENVFVPROC) load(userptr, "glGetTexEnvfv");
context->GetTexEnviv = (PFNGLGETTEXENVIVPROC) load(userptr, "glGetTexEnviv");
context->GetTexGendv = (PFNGLGETTEXGENDVPROC) load(userptr, "glGetTexGendv");
context->GetTexGenfv = (PFNGLGETTEXGENFVPROC) load(userptr, "glGetTexGenfv");
context->GetTexGeniv = (PFNGLGETTEXGENIVPROC) load(userptr, "glGetTexGeniv");
context->GetTexImage = (PFNGLGETTEXIMAGEPROC) load(userptr, "glGetTexImage");
context->GetTexLevelParameterfv = (PFNGLGETTEXLEVELPARAMETERFVPROC) load(userptr, "glGetTexLevelParameterfv");
context->GetTexLevelParameteriv = (PFNGLGETTEXLEVELPARAMETERIVPROC) load(userptr, "glGetTexLevelParameteriv");
context->GetTexParameterfv = (PFNGLGETTEXPARAMETERFVPROC) load(userptr, "glGetTexParameterfv");
context->GetTexParameteriv = (PFNGLGETTEXPARAMETERIVPROC) load(userptr, "glGetTexParameteriv");
context->Hint = (PFNGLHINTPROC) load(userptr, "glHint");
context->IndexMask = (PFNGLINDEXMASKPROC) load(userptr, "glIndexMask");
context->Indexd = (PFNGLINDEXDPROC) load(userptr, "glIndexd");
context->Indexdv = (PFNGLINDEXDVPROC) load(userptr, "glIndexdv");
context->Indexf = (PFNGLINDEXFPROC) load(userptr, "glIndexf");
context->Indexfv = (PFNGLINDEXFVPROC) load(userptr, "glIndexfv");
context->Indexi = (PFNGLINDEXIPROC) load(userptr, "glIndexi");
context->Indexiv = (PFNGLINDEXIVPROC) load(userptr, "glIndexiv");
context->Indexs = (PFNGLINDEXSPROC) load(userptr, "glIndexs");
context->Indexsv = (PFNGLINDEXSVPROC) load(userptr, "glIndexsv");
context->InitNames = (PFNGLINITNAMESPROC) load(userptr, "glInitNames");
context->IsEnabled = (PFNGLISENABLEDPROC) load(userptr, "glIsEnabled");
context->IsList = (PFNGLISLISTPROC) load(userptr, "glIsList");
context->LightModelf = (PFNGLLIGHTMODELFPROC) load(userptr, "glLightModelf");
context->LightModelfv = (PFNGLLIGHTMODELFVPROC) load(userptr, "glLightModelfv");
context->LightModeli = (PFNGLLIGHTMODELIPROC) load(userptr, "glLightModeli");
context->LightModeliv = (PFNGLLIGHTMODELIVPROC) load(userptr, "glLightModeliv");
context->Lightf = (PFNGLLIGHTFPROC) load(userptr, "glLightf");
context->Lightfv = (PFNGLLIGHTFVPROC) load(userptr, "glLightfv");
context->Lighti = (PFNGLLIGHTIPROC) load(userptr, "glLighti");
context->Lightiv = (PFNGLLIGHTIVPROC) load(userptr, "glLightiv");
context->LineStipple = (PFNGLLINESTIPPLEPROC) load(userptr, "glLineStipple");
context->LineWidth = (PFNGLLINEWIDTHPROC) load(userptr, "glLineWidth");
context->ListBase = (PFNGLLISTBASEPROC) load(userptr, "glListBase");
context->LoadIdentity = (PFNGLLOADIDENTITYPROC) load(userptr, "glLoadIdentity");
context->LoadMatrixd = (PFNGLLOADMATRIXDPROC) load(userptr, "glLoadMatrixd");
context->LoadMatrixf = (PFNGLLOADMATRIXFPROC) load(userptr, "glLoadMatrixf");
context->LoadName = (PFNGLLOADNAMEPROC) load(userptr, "glLoadName");
context->LogicOp = (PFNGLLOGICOPPROC) load(userptr, "glLogicOp");
context->Map1d = (PFNGLMAP1DPROC) load(userptr, "glMap1d");
context->Map1f = (PFNGLMAP1FPROC) load(userptr, "glMap1f");
context->Map2d = (PFNGLMAP2DPROC) load(userptr, "glMap2d");
context->Map2f = (PFNGLMAP2FPROC) load(userptr, "glMap2f");
context->MapGrid1d = (PFNGLMAPGRID1DPROC) load(userptr, "glMapGrid1d");
context->MapGrid1f = (PFNGLMAPGRID1FPROC) load(userptr, "glMapGrid1f");
context->MapGrid2d = (PFNGLMAPGRID2DPROC) load(userptr, "glMapGrid2d");
context->MapGrid2f = (PFNGLMAPGRID2FPROC) load(userptr, "glMapGrid2f");
context->Materialf = (PFNGLMATERIALFPROC) load(userptr, "glMaterialf");
context->Materialfv = (PFNGLMATERIALFVPROC) load(userptr, "glMaterialfv");
context->Materiali = (PFNGLMATERIALIPROC) load(userptr, "glMateriali");
context->Materialiv = (PFNGLMATERIALIVPROC) load(userptr, "glMaterialiv");
context->MatrixMode = (PFNGLMATRIXMODEPROC) load(userptr, "glMatrixMode");
context->MultMatrixd = (PFNGLMULTMATRIXDPROC) load(userptr, "glMultMatrixd");
context->MultMatrixf = (PFNGLMULTMATRIXFPROC) load(userptr, "glMultMatrixf");
context->NewList = (PFNGLNEWLISTPROC) load(userptr, "glNewList");
context->Normal3b = (PFNGLNORMAL3BPROC) load(userptr, "glNormal3b");
context->Normal3bv = (PFNGLNORMAL3BVPROC) load(userptr, "glNormal3bv");
context->Normal3d = (PFNGLNORMAL3DPROC) load(userptr, "glNormal3d");
context->Normal3dv = (PFNGLNORMAL3DVPROC) load(userptr, "glNormal3dv");
context->Normal3f = (PFNGLNORMAL3FPROC) load(userptr, "glNormal3f");
context->Normal3fv = (PFNGLNORMAL3FVPROC) load(userptr, "glNormal3fv");
context->Normal3i = (PFNGLNORMAL3IPROC) load(userptr, "glNormal3i");
context->Normal3iv = (PFNGLNORMAL3IVPROC) load(userptr, "glNormal3iv");
context->Normal3s = (PFNGLNORMAL3SPROC) load(userptr, "glNormal3s");
context->Normal3sv = (PFNGLNORMAL3SVPROC) load(userptr, "glNormal3sv");
context->Ortho = (PFNGLORTHOPROC) load(userptr, "glOrtho");
context->PassThrough = (PFNGLPASSTHROUGHPROC) load(userptr, "glPassThrough");
context->PixelMapfv = (PFNGLPIXELMAPFVPROC) load(userptr, "glPixelMapfv");
context->PixelMapuiv = (PFNGLPIXELMAPUIVPROC) load(userptr, "glPixelMapuiv");
context->PixelMapusv = (PFNGLPIXELMAPUSVPROC) load(userptr, "glPixelMapusv");
context->PixelStoref = (PFNGLPIXELSTOREFPROC) load(userptr, "glPixelStoref");
context->PixelStorei = (PFNGLPIXELSTOREIPROC) load(userptr, "glPixelStorei");
context->PixelTransferf = (PFNGLPIXELTRANSFERFPROC) load(userptr, "glPixelTransferf");
context->PixelTransferi = (PFNGLPIXELTRANSFERIPROC) load(userptr, "glPixelTransferi");
context->PixelZoom = (PFNGLPIXELZOOMPROC) load(userptr, "glPixelZoom");
context->PointSize = (PFNGLPOINTSIZEPROC) load(userptr, "glPointSize");
context->PolygonMode = (PFNGLPOLYGONMODEPROC) load(userptr, "glPolygonMode");
context->PolygonStipple = (PFNGLPOLYGONSTIPPLEPROC) load(userptr, "glPolygonStipple");
context->PopAttrib = (PFNGLPOPATTRIBPROC) load(userptr, "glPopAttrib");
context->PopMatrix = (PFNGLPOPMATRIXPROC) load(userptr, "glPopMatrix");
context->PopName = (PFNGLPOPNAMEPROC) load(userptr, "glPopName");
context->PushAttrib = (PFNGLPUSHATTRIBPROC) load(userptr, "glPushAttrib");
context->PushMatrix = (PFNGLPUSHMATRIXPROC) load(userptr, "glPushMatrix");
context->PushName = (PFNGLPUSHNAMEPROC) load(userptr, "glPushName");
context->RasterPos2d = (PFNGLRASTERPOS2DPROC) load(userptr, "glRasterPos2d");
context->RasterPos2dv = (PFNGLRASTERPOS2DVPROC) load(userptr, "glRasterPos2dv");
context->RasterPos2f = (PFNGLRASTERPOS2FPROC) load(userptr, "glRasterPos2f");
context->RasterPos2fv = (PFNGLRASTERPOS2FVPROC) load(userptr, "glRasterPos2fv");
context->RasterPos2i = (PFNGLRASTERPOS2IPROC) load(userptr, "glRasterPos2i");
context->RasterPos2iv = (PFNGLRASTERPOS2IVPROC) load(userptr, "glRasterPos2iv");
context->RasterPos2s = (PFNGLRASTERPOS2SPROC) load(userptr, "glRasterPos2s");
context->RasterPos2sv = (PFNGLRASTERPOS2SVPROC) load(userptr, "glRasterPos2sv");
context->RasterPos3d = (PFNGLRASTERPOS3DPROC) load(userptr, "glRasterPos3d");
context->RasterPos3dv = (PFNGLRASTERPOS3DVPROC) load(userptr, "glRasterPos3dv");
context->RasterPos3f = (PFNGLRASTERPOS3FPROC) load(userptr, "glRasterPos3f");
context->RasterPos3fv = (PFNGLRASTERPOS3FVPROC) load(userptr, "glRasterPos3fv");
context->RasterPos3i = (PFNGLRASTERPOS3IPROC) load(userptr, "glRasterPos3i");
context->RasterPos3iv = (PFNGLRASTERPOS3IVPROC) load(userptr, "glRasterPos3iv");
context->RasterPos3s = (PFNGLRASTERPOS3SPROC) load(userptr, "glRasterPos3s");
context->RasterPos3sv = (PFNGLRASTERPOS3SVPROC) load(userptr, "glRasterPos3sv");
context->RasterPos4d = (PFNGLRASTERPOS4DPROC) load(userptr, "glRasterPos4d");
context->RasterPos4dv = (PFNGLRASTERPOS4DVPROC) load(userptr, "glRasterPos4dv");
context->RasterPos4f = (PFNGLRASTERPOS4FPROC) load(userptr, "glRasterPos4f");
context->RasterPos4fv = (PFNGLRASTERPOS4FVPROC) load(userptr, "glRasterPos4fv");
context->RasterPos4i = (PFNGLRASTERPOS4IPROC) load(userptr, "glRasterPos4i");
context->RasterPos4iv = (PFNGLRASTERPOS4IVPROC) load(userptr, "glRasterPos4iv");
context->RasterPos4s = (PFNGLRASTERPOS4SPROC) load(userptr, "glRasterPos4s");
context->RasterPos4sv = (PFNGLRASTERPOS4SVPROC) load(userptr, "glRasterPos4sv");
context->ReadBuffer = (PFNGLREADBUFFERPROC) load(userptr, "glReadBuffer");
context->ReadPixels = (PFNGLREADPIXELSPROC) load(userptr, "glReadPixels");
context->Rectd = (PFNGLRECTDPROC) load(userptr, "glRectd");
context->Rectdv = (PFNGLRECTDVPROC) load(userptr, "glRectdv");
context->Rectf = (PFNGLRECTFPROC) load(userptr, "glRectf");
context->Rectfv = (PFNGLRECTFVPROC) load(userptr, "glRectfv");
context->Recti = (PFNGLRECTIPROC) load(userptr, "glRecti");
context->Rectiv = (PFNGLRECTIVPROC) load(userptr, "glRectiv");
context->Rects = (PFNGLRECTSPROC) load(userptr, "glRects");
context->Rectsv = (PFNGLRECTSVPROC) load(userptr, "glRectsv");
context->RenderMode = (PFNGLRENDERMODEPROC) load(userptr, "glRenderMode");
context->Rotated = (PFNGLROTATEDPROC) load(userptr, "glRotated");
context->Rotatef = (PFNGLROTATEFPROC) load(userptr, "glRotatef");
context->Scaled = (PFNGLSCALEDPROC) load(userptr, "glScaled");
context->Scalef = (PFNGLSCALEFPROC) load(userptr, "glScalef");
context->Scissor = (PFNGLSCISSORPROC) load(userptr, "glScissor");
context->SelectBuffer = (PFNGLSELECTBUFFERPROC) load(userptr, "glSelectBuffer");
context->ShadeModel = (PFNGLSHADEMODELPROC) load(userptr, "glShadeModel");
context->StencilFunc = (PFNGLSTENCILFUNCPROC) load(userptr, "glStencilFunc");
context->StencilMask = (PFNGLSTENCILMASKPROC) load(userptr, "glStencilMask");
context->StencilOp = (PFNGLSTENCILOPPROC) load(userptr, "glStencilOp");
context->TexCoord1d = (PFNGLTEXCOORD1DPROC) load(userptr, "glTexCoord1d");
context->TexCoord1dv = (PFNGLTEXCOORD1DVPROC) load(userptr, "glTexCoord1dv");
context->TexCoord1f = (PFNGLTEXCOORD1FPROC) load(userptr, "glTexCoord1f");
context->TexCoord1fv = (PFNGLTEXCOORD1FVPROC) load(userptr, "glTexCoord1fv");
context->TexCoord1i = (PFNGLTEXCOORD1IPROC) load(userptr, "glTexCoord1i");
context->TexCoord1iv = (PFNGLTEXCOORD1IVPROC) load(userptr, "glTexCoord1iv");
context->TexCoord1s = (PFNGLTEXCOORD1SPROC) load(userptr, "glTexCoord1s");
context->TexCoord1sv = (PFNGLTEXCOORD1SVPROC) load(userptr, "glTexCoord1sv");
context->TexCoord2d = (PFNGLTEXCOORD2DPROC) load(userptr, "glTexCoord2d");
context->TexCoord2dv = (PFNGLTEXCOORD2DVPROC) load(userptr, "glTexCoord2dv");
context->TexCoord2f = (PFNGLTEXCOORD2FPROC) load(userptr, "glTexCoord2f");
context->TexCoord2fv = (PFNGLTEXCOORD2FVPROC) load(userptr, "glTexCoord2fv");
context->TexCoord2i = (PFNGLTEXCOORD2IPROC) load(userptr, "glTexCoord2i");
context->TexCoord2iv = (PFNGLTEXCOORD2IVPROC) load(userptr, "glTexCoord2iv");
context->TexCoord2s = (PFNGLTEXCOORD2SPROC) load(userptr, "glTexCoord2s");
context->TexCoord2sv = (PFNGLTEXCOORD2SVPROC) load(userptr, "glTexCoord2sv");
context->TexCoord3d = (PFNGLTEXCOORD3DPROC) load(userptr, "glTexCoord3d");
context->TexCoord3dv = (PFNGLTEXCOORD3DVPROC) load(userptr, "glTexCoord3dv");
context->TexCoord3f = (PFNGLTEXCOORD3FPROC) load(userptr, "glTexCoord3f");
context->TexCoord3fv = (PFNGLTEXCOORD3FVPROC) load(userptr, "glTexCoord3fv");
context->TexCoord3i = (PFNGLTEXCOORD3IPROC) load(userptr, "glTexCoord3i");
context->TexCoord3iv = (PFNGLTEXCOORD3IVPROC) load(userptr, "glTexCoord3iv");
context->TexCoord3s = (PFNGLTEXCOORD3SPROC) load(userptr, "glTexCoord3s");
context->TexCoord3sv = (PFNGLTEXCOORD3SVPROC) load(userptr, "glTexCoord3sv");
context->TexCoord4d = (PFNGLTEXCOORD4DPROC) load(userptr, "glTexCoord4d");
context->TexCoord4dv = (PFNGLTEXCOORD4DVPROC) load(userptr, "glTexCoord4dv");
context->TexCoord4f = (PFNGLTEXCOORD4FPROC) load(userptr, "glTexCoord4f");
context->TexCoord4fv = (PFNGLTEXCOORD4FVPROC) load(userptr, "glTexCoord4fv");
context->TexCoord4i = (PFNGLTEXCOORD4IPROC) load(userptr, "glTexCoord4i");
context->TexCoord4iv = (PFNGLTEXCOORD4IVPROC) load(userptr, "glTexCoord4iv");
context->TexCoord4s = (PFNGLTEXCOORD4SPROC) load(userptr, "glTexCoord4s");
context->TexCoord4sv = (PFNGLTEXCOORD4SVPROC) load(userptr, "glTexCoord4sv");
context->TexEnvf = (PFNGLTEXENVFPROC) load(userptr, "glTexEnvf");
context->TexEnvfv = (PFNGLTEXENVFVPROC) load(userptr, "glTexEnvfv");
context->TexEnvi = (PFNGLTEXENVIPROC) load(userptr, "glTexEnvi");
context->TexEnviv = (PFNGLTEXENVIVPROC) load(userptr, "glTexEnviv");
context->TexGend = (PFNGLTEXGENDPROC) load(userptr, "glTexGend");
context->TexGendv = (PFNGLTEXGENDVPROC) load(userptr, "glTexGendv");
context->TexGenf = (PFNGLTEXGENFPROC) load(userptr, "glTexGenf");
context->TexGenfv = (PFNGLTEXGENFVPROC) load(userptr, "glTexGenfv");
context->TexGeni = (PFNGLTEXGENIPROC) load(userptr, "glTexGeni");
context->TexGeniv = (PFNGLTEXGENIVPROC) load(userptr, "glTexGeniv");
context->TexImage1D = (PFNGLTEXIMAGE1DPROC) load(userptr, "glTexImage1D");
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->Translated = (PFNGLTRANSLATEDPROC) load(userptr, "glTranslated");
context->Translatef = (PFNGLTRANSLATEFPROC) load(userptr, "glTranslatef");
context->Vertex2d = (PFNGLVERTEX2DPROC) load(userptr, "glVertex2d");
context->Vertex2dv = (PFNGLVERTEX2DVPROC) load(userptr, "glVertex2dv");
context->Vertex2f = (PFNGLVERTEX2FPROC) load(userptr, "glVertex2f");
context->Vertex2fv = (PFNGLVERTEX2FVPROC) load(userptr, "glVertex2fv");
context->Vertex2i = (PFNGLVERTEX2IPROC) load(userptr, "glVertex2i");
context->Vertex2iv = (PFNGLVERTEX2IVPROC) load(userptr, "glVertex2iv");
context->Vertex2s = (PFNGLVERTEX2SPROC) load(userptr, "glVertex2s");
context->Vertex2sv = (PFNGLVERTEX2SVPROC) load(userptr, "glVertex2sv");
context->Vertex3d = (PFNGLVERTEX3DPROC) load(userptr, "glVertex3d");
context->Vertex3dv = (PFNGLVERTEX3DVPROC) load(userptr, "glVertex3dv");
context->Vertex3f = (PFNGLVERTEX3FPROC) load(userptr, "glVertex3f");
context->Vertex3fv = (PFNGLVERTEX3FVPROC) load(userptr, "glVertex3fv");
context->Vertex3i = (PFNGLVERTEX3IPROC) load(userptr, "glVertex3i");
context->Vertex3iv = (PFNGLVERTEX3IVPROC) load(userptr, "glVertex3iv");
context->Vertex3s = (PFNGLVERTEX3SPROC) load(userptr, "glVertex3s");
context->Vertex3sv = (PFNGLVERTEX3SVPROC) load(userptr, "glVertex3sv");
context->Vertex4d = (PFNGLVERTEX4DPROC) load(userptr, "glVertex4d");
context->Vertex4dv = (PFNGLVERTEX4DVPROC) load(userptr, "glVertex4dv");
context->Vertex4f = (PFNGLVERTEX4FPROC) load(userptr, "glVertex4f");
context->Vertex4fv = (PFNGLVERTEX4FVPROC) load(userptr, "glVertex4fv");
context->Vertex4i = (PFNGLVERTEX4IPROC) load(userptr, "glVertex4i");
context->Vertex4iv = (PFNGLVERTEX4IVPROC) load(userptr, "glVertex4iv");
context->Vertex4s = (PFNGLVERTEX4SPROC) load(userptr, "glVertex4s");
context->Vertex4sv = (PFNGLVERTEX4SVPROC) load(userptr, "glVertex4sv");
context->Viewport = (PFNGLVIEWPORTPROC) load(userptr, "glViewport");
}
static void glad_gl_load_GL_VERSION_1_1(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_1_1) return;
context->AreTexturesResident = (PFNGLARETEXTURESRESIDENTPROC) load(userptr, "glAreTexturesResident");
context->ArrayElement = (PFNGLARRAYELEMENTPROC) load(userptr, "glArrayElement");
context->BindTexture = (PFNGLBINDTEXTUREPROC) load(userptr, "glBindTexture");
context->ColorPointer = (PFNGLCOLORPOINTERPROC) load(userptr, "glColorPointer");
context->CopyTexImage1D = (PFNGLCOPYTEXIMAGE1DPROC) load(userptr, "glCopyTexImage1D");
context->CopyTexImage2D = (PFNGLCOPYTEXIMAGE2DPROC) load(userptr, "glCopyTexImage2D");
context->CopyTexSubImage1D = (PFNGLCOPYTEXSUBIMAGE1DPROC) load(userptr, "glCopyTexSubImage1D");
context->CopyTexSubImage2D = (PFNGLCOPYTEXSUBIMAGE2DPROC) load(userptr, "glCopyTexSubImage2D");
context->DeleteTextures = (PFNGLDELETETEXTURESPROC) load(userptr, "glDeleteTextures");
context->DisableClientState = (PFNGLDISABLECLIENTSTATEPROC) load(userptr, "glDisableClientState");
context->DrawArrays = (PFNGLDRAWARRAYSPROC) load(userptr, "glDrawArrays");
context->DrawElements = (PFNGLDRAWELEMENTSPROC) load(userptr, "glDrawElements");
context->EdgeFlagPointer = (PFNGLEDGEFLAGPOINTERPROC) load(userptr, "glEdgeFlagPointer");
context->EnableClientState = (PFNGLENABLECLIENTSTATEPROC) load(userptr, "glEnableClientState");
context->GenTextures = (PFNGLGENTEXTURESPROC) load(userptr, "glGenTextures");
context->GetPointerv = (PFNGLGETPOINTERVPROC) load(userptr, "glGetPointerv");
context->IndexPointer = (PFNGLINDEXPOINTERPROC) load(userptr, "glIndexPointer");
context->Indexub = (PFNGLINDEXUBPROC) load(userptr, "glIndexub");
context->Indexubv = (PFNGLINDEXUBVPROC) load(userptr, "glIndexubv");
context->InterleavedArrays = (PFNGLINTERLEAVEDARRAYSPROC) load(userptr, "glInterleavedArrays");
context->IsTexture = (PFNGLISTEXTUREPROC) load(userptr, "glIsTexture");
context->NormalPointer = (PFNGLNORMALPOINTERPROC) load(userptr, "glNormalPointer");
context->PolygonOffset = (PFNGLPOLYGONOFFSETPROC) load(userptr, "glPolygonOffset");
context->PopClientAttrib = (PFNGLPOPCLIENTATTRIBPROC) load(userptr, "glPopClientAttrib");
context->PrioritizeTextures = (PFNGLPRIORITIZETEXTURESPROC) load(userptr, "glPrioritizeTextures");
context->PushClientAttrib = (PFNGLPUSHCLIENTATTRIBPROC) load(userptr, "glPushClientAttrib");
context->TexCoordPointer = (PFNGLTEXCOORDPOINTERPROC) load(userptr, "glTexCoordPointer");
context->TexSubImage1D = (PFNGLTEXSUBIMAGE1DPROC) load(userptr, "glTexSubImage1D");
context->TexSubImage2D = (PFNGLTEXSUBIMAGE2DPROC) load(userptr, "glTexSubImage2D");
context->VertexPointer = (PFNGLVERTEXPOINTERPROC) load(userptr, "glVertexPointer");
}
static void glad_gl_load_GL_VERSION_1_2(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_1_2) return;
context->CopyTexSubImage3D = (PFNGLCOPYTEXSUBIMAGE3DPROC) load(userptr, "glCopyTexSubImage3D");
context->DrawRangeElements = (PFNGLDRAWRANGEELEMENTSPROC) load(userptr, "glDrawRangeElements");
context->TexImage3D = (PFNGLTEXIMAGE3DPROC) load(userptr, "glTexImage3D");
context->TexSubImage3D = (PFNGLTEXSUBIMAGE3DPROC) load(userptr, "glTexSubImage3D");
}
static void glad_gl_load_GL_VERSION_1_3(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_1_3) return;
context->ActiveTexture = (PFNGLACTIVETEXTUREPROC) load(userptr, "glActiveTexture");
context->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC) load(userptr, "glClientActiveTexture");
context->CompressedTexImage1D = (PFNGLCOMPRESSEDTEXIMAGE1DPROC) load(userptr, "glCompressedTexImage1D");
context->CompressedTexImage2D = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) load(userptr, "glCompressedTexImage2D");
context->CompressedTexImage3D = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) load(userptr, "glCompressedTexImage3D");
context->CompressedTexSubImage1D = (PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) load(userptr, "glCompressedTexSubImage1D");
context->CompressedTexSubImage2D = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) load(userptr, "glCompressedTexSubImage2D");
context->CompressedTexSubImage3D = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) load(userptr, "glCompressedTexSubImage3D");
context->GetCompressedTexImage = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) load(userptr, "glGetCompressedTexImage");
context->LoadTransposeMatrixd = (PFNGLLOADTRANSPOSEMATRIXDPROC) load(userptr, "glLoadTransposeMatrixd");
context->LoadTransposeMatrixf = (PFNGLLOADTRANSPOSEMATRIXFPROC) load(userptr, "glLoadTransposeMatrixf");
context->MultTransposeMatrixd = (PFNGLMULTTRANSPOSEMATRIXDPROC) load(userptr, "glMultTransposeMatrixd");
context->MultTransposeMatrixf = (PFNGLMULTTRANSPOSEMATRIXFPROC) load(userptr, "glMultTransposeMatrixf");
context->MultiTexCoord1d = (PFNGLMULTITEXCOORD1DPROC) load(userptr, "glMultiTexCoord1d");
context->MultiTexCoord1dv = (PFNGLMULTITEXCOORD1DVPROC) load(userptr, "glMultiTexCoord1dv");
context->MultiTexCoord1f = (PFNGLMULTITEXCOORD1FPROC) load(userptr, "glMultiTexCoord1f");
context->MultiTexCoord1fv = (PFNGLMULTITEXCOORD1FVPROC) load(userptr, "glMultiTexCoord1fv");
context->MultiTexCoord1i = (PFNGLMULTITEXCOORD1IPROC) load(userptr, "glMultiTexCoord1i");
context->MultiTexCoord1iv = (PFNGLMULTITEXCOORD1IVPROC) load(userptr, "glMultiTexCoord1iv");
context->MultiTexCoord1s = (PFNGLMULTITEXCOORD1SPROC) load(userptr, "glMultiTexCoord1s");
context->MultiTexCoord1sv = (PFNGLMULTITEXCOORD1SVPROC) load(userptr, "glMultiTexCoord1sv");
context->MultiTexCoord2d = (PFNGLMULTITEXCOORD2DPROC) load(userptr, "glMultiTexCoord2d");
context->MultiTexCoord2dv = (PFNGLMULTITEXCOORD2DVPROC) load(userptr, "glMultiTexCoord2dv");
context->MultiTexCoord2f = (PFNGLMULTITEXCOORD2FPROC) load(userptr, "glMultiTexCoord2f");
context->MultiTexCoord2fv = (PFNGLMULTITEXCOORD2FVPROC) load(userptr, "glMultiTexCoord2fv");
context->MultiTexCoord2i = (PFNGLMULTITEXCOORD2IPROC) load(userptr, "glMultiTexCoord2i");
context->MultiTexCoord2iv = (PFNGLMULTITEXCOORD2IVPROC) load(userptr, "glMultiTexCoord2iv");
context->MultiTexCoord2s = (PFNGLMULTITEXCOORD2SPROC) load(userptr, "glMultiTexCoord2s");
context->MultiTexCoord2sv = (PFNGLMULTITEXCOORD2SVPROC) load(userptr, "glMultiTexCoord2sv");
context->MultiTexCoord3d = (PFNGLMULTITEXCOORD3DPROC) load(userptr, "glMultiTexCoord3d");
context->MultiTexCoord3dv = (PFNGLMULTITEXCOORD3DVPROC) load(userptr, "glMultiTexCoord3dv");
context->MultiTexCoord3f = (PFNGLMULTITEXCOORD3FPROC) load(userptr, "glMultiTexCoord3f");
context->MultiTexCoord3fv = (PFNGLMULTITEXCOORD3FVPROC) load(userptr, "glMultiTexCoord3fv");
context->MultiTexCoord3i = (PFNGLMULTITEXCOORD3IPROC) load(userptr, "glMultiTexCoord3i");
context->MultiTexCoord3iv = (PFNGLMULTITEXCOORD3IVPROC) load(userptr, "glMultiTexCoord3iv");
context->MultiTexCoord3s = (PFNGLMULTITEXCOORD3SPROC) load(userptr, "glMultiTexCoord3s");
context->MultiTexCoord3sv = (PFNGLMULTITEXCOORD3SVPROC) load(userptr, "glMultiTexCoord3sv");
context->MultiTexCoord4d = (PFNGLMULTITEXCOORD4DPROC) load(userptr, "glMultiTexCoord4d");
context->MultiTexCoord4dv = (PFNGLMULTITEXCOORD4DVPROC) load(userptr, "glMultiTexCoord4dv");
context->MultiTexCoord4f = (PFNGLMULTITEXCOORD4FPROC) load(userptr, "glMultiTexCoord4f");
context->MultiTexCoord4fv = (PFNGLMULTITEXCOORD4FVPROC) load(userptr, "glMultiTexCoord4fv");
context->MultiTexCoord4i = (PFNGLMULTITEXCOORD4IPROC) load(userptr, "glMultiTexCoord4i");
context->MultiTexCoord4iv = (PFNGLMULTITEXCOORD4IVPROC) load(userptr, "glMultiTexCoord4iv");
context->MultiTexCoord4s = (PFNGLMULTITEXCOORD4SPROC) load(userptr, "glMultiTexCoord4s");
context->MultiTexCoord4sv = (PFNGLMULTITEXCOORD4SVPROC) load(userptr, "glMultiTexCoord4sv");
context->SampleCoverage = (PFNGLSAMPLECOVERAGEPROC) load(userptr, "glSampleCoverage");
}
static void glad_gl_load_GL_VERSION_1_4(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_1_4) return;
context->BlendColor = (PFNGLBLENDCOLORPROC) load(userptr, "glBlendColor");
context->BlendEquation = (PFNGLBLENDEQUATIONPROC) load(userptr, "glBlendEquation");
context->BlendFuncSeparate = (PFNGLBLENDFUNCSEPARATEPROC) load(userptr, "glBlendFuncSeparate");
context->FogCoordPointer = (PFNGLFOGCOORDPOINTERPROC) load(userptr, "glFogCoordPointer");
context->FogCoordd = (PFNGLFOGCOORDDPROC) load(userptr, "glFogCoordd");
context->FogCoorddv = (PFNGLFOGCOORDDVPROC) load(userptr, "glFogCoorddv");
context->FogCoordf = (PFNGLFOGCOORDFPROC) load(userptr, "glFogCoordf");
context->FogCoordfv = (PFNGLFOGCOORDFVPROC) load(userptr, "glFogCoordfv");
context->MultiDrawArrays = (PFNGLMULTIDRAWARRAYSPROC) load(userptr, "glMultiDrawArrays");
context->MultiDrawElements = (PFNGLMULTIDRAWELEMENTSPROC) load(userptr, "glMultiDrawElements");
context->PointParameterf = (PFNGLPOINTPARAMETERFPROC) load(userptr, "glPointParameterf");
context->PointParameterfv = (PFNGLPOINTPARAMETERFVPROC) load(userptr, "glPointParameterfv");
context->PointParameteri = (PFNGLPOINTPARAMETERIPROC) load(userptr, "glPointParameteri");
context->PointParameteriv = (PFNGLPOINTPARAMETERIVPROC) load(userptr, "glPointParameteriv");
context->SecondaryColor3b = (PFNGLSECONDARYCOLOR3BPROC) load(userptr, "glSecondaryColor3b");
context->SecondaryColor3bv = (PFNGLSECONDARYCOLOR3BVPROC) load(userptr, "glSecondaryColor3bv");
context->SecondaryColor3d = (PFNGLSECONDARYCOLOR3DPROC) load(userptr, "glSecondaryColor3d");
context->SecondaryColor3dv = (PFNGLSECONDARYCOLOR3DVPROC) load(userptr, "glSecondaryColor3dv");
context->SecondaryColor3f = (PFNGLSECONDARYCOLOR3FPROC) load(userptr, "glSecondaryColor3f");
context->SecondaryColor3fv = (PFNGLSECONDARYCOLOR3FVPROC) load(userptr, "glSecondaryColor3fv");
context->SecondaryColor3i = (PFNGLSECONDARYCOLOR3IPROC) load(userptr, "glSecondaryColor3i");
context->SecondaryColor3iv = (PFNGLSECONDARYCOLOR3IVPROC) load(userptr, "glSecondaryColor3iv");
context->SecondaryColor3s = (PFNGLSECONDARYCOLOR3SPROC) load(userptr, "glSecondaryColor3s");
context->SecondaryColor3sv = (PFNGLSECONDARYCOLOR3SVPROC) load(userptr, "glSecondaryColor3sv");
context->SecondaryColor3ub = (PFNGLSECONDARYCOLOR3UBPROC) load(userptr, "glSecondaryColor3ub");
context->SecondaryColor3ubv = (PFNGLSECONDARYCOLOR3UBVPROC) load(userptr, "glSecondaryColor3ubv");
context->SecondaryColor3ui = (PFNGLSECONDARYCOLOR3UIPROC) load(userptr, "glSecondaryColor3ui");
context->SecondaryColor3uiv = (PFNGLSECONDARYCOLOR3UIVPROC) load(userptr, "glSecondaryColor3uiv");
context->SecondaryColor3us = (PFNGLSECONDARYCOLOR3USPROC) load(userptr, "glSecondaryColor3us");
context->SecondaryColor3usv = (PFNGLSECONDARYCOLOR3USVPROC) load(userptr, "glSecondaryColor3usv");
context->SecondaryColorPointer = (PFNGLSECONDARYCOLORPOINTERPROC) load(userptr, "glSecondaryColorPointer");
context->WindowPos2d = (PFNGLWINDOWPOS2DPROC) load(userptr, "glWindowPos2d");
context->WindowPos2dv = (PFNGLWINDOWPOS2DVPROC) load(userptr, "glWindowPos2dv");
context->WindowPos2f = (PFNGLWINDOWPOS2FPROC) load(userptr, "glWindowPos2f");
context->WindowPos2fv = (PFNGLWINDOWPOS2FVPROC) load(userptr, "glWindowPos2fv");
context->WindowPos2i = (PFNGLWINDOWPOS2IPROC) load(userptr, "glWindowPos2i");
context->WindowPos2iv = (PFNGLWINDOWPOS2IVPROC) load(userptr, "glWindowPos2iv");
context->WindowPos2s = (PFNGLWINDOWPOS2SPROC) load(userptr, "glWindowPos2s");
context->WindowPos2sv = (PFNGLWINDOWPOS2SVPROC) load(userptr, "glWindowPos2sv");
context->WindowPos3d = (PFNGLWINDOWPOS3DPROC) load(userptr, "glWindowPos3d");
context->WindowPos3dv = (PFNGLWINDOWPOS3DVPROC) load(userptr, "glWindowPos3dv");
context->WindowPos3f = (PFNGLWINDOWPOS3FPROC) load(userptr, "glWindowPos3f");
context->WindowPos3fv = (PFNGLWINDOWPOS3FVPROC) load(userptr, "glWindowPos3fv");
context->WindowPos3i = (PFNGLWINDOWPOS3IPROC) load(userptr, "glWindowPos3i");
context->WindowPos3iv = (PFNGLWINDOWPOS3IVPROC) load(userptr, "glWindowPos3iv");
context->WindowPos3s = (PFNGLWINDOWPOS3SPROC) load(userptr, "glWindowPos3s");
context->WindowPos3sv = (PFNGLWINDOWPOS3SVPROC) load(userptr, "glWindowPos3sv");
}
static void glad_gl_load_GL_VERSION_1_5(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_1_5) return;
context->BeginQuery = (PFNGLBEGINQUERYPROC) load(userptr, "glBeginQuery");
context->BindBuffer = (PFNGLBINDBUFFERPROC) load(userptr, "glBindBuffer");
context->BufferData = (PFNGLBUFFERDATAPROC) load(userptr, "glBufferData");
context->BufferSubData = (PFNGLBUFFERSUBDATAPROC) load(userptr, "glBufferSubData");
context->DeleteBuffers = (PFNGLDELETEBUFFERSPROC) load(userptr, "glDeleteBuffers");
context->DeleteQueries = (PFNGLDELETEQUERIESPROC) load(userptr, "glDeleteQueries");
context->EndQuery = (PFNGLENDQUERYPROC) load(userptr, "glEndQuery");
context->GenBuffers = (PFNGLGENBUFFERSPROC) load(userptr, "glGenBuffers");
context->GenQueries = (PFNGLGENQUERIESPROC) load(userptr, "glGenQueries");
context->GetBufferParameteriv = (PFNGLGETBUFFERPARAMETERIVPROC) load(userptr, "glGetBufferParameteriv");
context->GetBufferPointerv = (PFNGLGETBUFFERPOINTERVPROC) load(userptr, "glGetBufferPointerv");
context->GetBufferSubData = (PFNGLGETBUFFERSUBDATAPROC) load(userptr, "glGetBufferSubData");
context->GetQueryObjectiv = (PFNGLGETQUERYOBJECTIVPROC) load(userptr, "glGetQueryObjectiv");
context->GetQueryObjectuiv = (PFNGLGETQUERYOBJECTUIVPROC) load(userptr, "glGetQueryObjectuiv");
context->GetQueryiv = (PFNGLGETQUERYIVPROC) load(userptr, "glGetQueryiv");
context->IsBuffer = (PFNGLISBUFFERPROC) load(userptr, "glIsBuffer");
context->IsQuery = (PFNGLISQUERYPROC) load(userptr, "glIsQuery");
context->MapBuffer = (PFNGLMAPBUFFERPROC) load(userptr, "glMapBuffer");
context->UnmapBuffer = (PFNGLUNMAPBUFFERPROC) load(userptr, "glUnmapBuffer");
}
static void glad_gl_load_GL_VERSION_2_0(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_2_0) return;
context->EGLImageTargetTexture2DOES = (PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) load(userptr, "glEGLImageTargetTexture2DOES");
context->AttachShader = (PFNGLATTACHSHADERPROC) load(userptr, "glAttachShader");
context->BindAttribLocation = (PFNGLBINDATTRIBLOCATIONPROC) load(userptr, "glBindAttribLocation");
context->BlendEquationSeparate = (PFNGLBLENDEQUATIONSEPARATEPROC) load(userptr, "glBlendEquationSeparate");
context->CompileShader = (PFNGLCOMPILESHADERPROC) load(userptr, "glCompileShader");
context->CreateProgram = (PFNGLCREATEPROGRAMPROC) load(userptr, "glCreateProgram");
context->CreateShader = (PFNGLCREATESHADERPROC) load(userptr, "glCreateShader");
context->DeleteProgram = (PFNGLDELETEPROGRAMPROC) load(userptr, "glDeleteProgram");
context->DeleteShader = (PFNGLDELETESHADERPROC) load(userptr, "glDeleteShader");
context->DetachShader = (PFNGLDETACHSHADERPROC) load(userptr, "glDetachShader");
context->DisableVertexAttribArray = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) load(userptr, "glDisableVertexAttribArray");
context->DrawBuffers = (PFNGLDRAWBUFFERSPROC) load(userptr, "glDrawBuffers");
context->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC) load(userptr, "glEnableVertexAttribArray");
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->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC) load(userptr, "glGetProgramInfoLog");
context->GetProgramiv = (PFNGLGETPROGRAMIVPROC) load(userptr, "glGetProgramiv");
context->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC) load(userptr, "glGetShaderInfoLog");
context->GetShaderSource = (PFNGLGETSHADERSOURCEPROC) load(userptr, "glGetShaderSource");
context->GetShaderiv = (PFNGLGETSHADERIVPROC) load(userptr, "glGetShaderiv");
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->GetVertexAttribdv = (PFNGLGETVERTEXATTRIBDVPROC) load(userptr, "glGetVertexAttribdv");
context->GetVertexAttribfv = (PFNGLGETVERTEXATTRIBFVPROC) load(userptr, "glGetVertexAttribfv");
context->GetVertexAttribiv = (PFNGLGETVERTEXATTRIBIVPROC) load(userptr, "glGetVertexAttribiv");
context->IsProgram = (PFNGLISPROGRAMPROC) load(userptr, "glIsProgram");
context->IsShader = (PFNGLISSHADERPROC) load(userptr, "glIsShader");
context->LinkProgram = (PFNGLLINKPROGRAMPROC) load(userptr, "glLinkProgram");
context->ShaderSource = (PFNGLSHADERSOURCEPROC) load(userptr, "glShaderSource");
context->StencilFuncSeparate = (PFNGLSTENCILFUNCSEPARATEPROC) load(userptr, "glStencilFuncSeparate");
context->StencilMaskSeparate = (PFNGLSTENCILMASKSEPARATEPROC) load(userptr, "glStencilMaskSeparate");
context->StencilOpSeparate = (PFNGLSTENCILOPSEPARATEPROC) load(userptr, "glStencilOpSeparate");
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->VertexAttrib1d = (PFNGLVERTEXATTRIB1DPROC) load(userptr, "glVertexAttrib1d");
context->VertexAttrib1dv = (PFNGLVERTEXATTRIB1DVPROC) load(userptr, "glVertexAttrib1dv");
context->VertexAttrib1f = (PFNGLVERTEXATTRIB1FPROC) load(userptr, "glVertexAttrib1f");
context->VertexAttrib1fv = (PFNGLVERTEXATTRIB1FVPROC) load(userptr, "glVertexAttrib1fv");
context->VertexAttrib1s = (PFNGLVERTEXATTRIB1SPROC) load(userptr, "glVertexAttrib1s");
context->VertexAttrib1sv = (PFNGLVERTEXATTRIB1SVPROC) load(userptr, "glVertexAttrib1sv");
context->VertexAttrib2d = (PFNGLVERTEXATTRIB2DPROC) load(userptr, "glVertexAttrib2d");
context->VertexAttrib2dv = (PFNGLVERTEXATTRIB2DVPROC) load(userptr, "glVertexAttrib2dv");
context->VertexAttrib2f = (PFNGLVERTEXATTRIB2FPROC) load(userptr, "glVertexAttrib2f");
context->VertexAttrib2fv = (PFNGLVERTEXATTRIB2FVPROC) load(userptr, "glVertexAttrib2fv");
context->VertexAttrib2s = (PFNGLVERTEXATTRIB2SPROC) load(userptr, "glVertexAttrib2s");
context->VertexAttrib2sv = (PFNGLVERTEXATTRIB2SVPROC) load(userptr, "glVertexAttrib2sv");
context->VertexAttrib3d = (PFNGLVERTEXATTRIB3DPROC) load(userptr, "glVertexAttrib3d");
context->VertexAttrib3dv = (PFNGLVERTEXATTRIB3DVPROC) load(userptr, "glVertexAttrib3dv");
context->VertexAttrib3f = (PFNGLVERTEXATTRIB3FPROC) load(userptr, "glVertexAttrib3f");
context->VertexAttrib3fv = (PFNGLVERTEXATTRIB3FVPROC) load(userptr, "glVertexAttrib3fv");
context->VertexAttrib3s = (PFNGLVERTEXATTRIB3SPROC) load(userptr, "glVertexAttrib3s");
context->VertexAttrib3sv = (PFNGLVERTEXATTRIB3SVPROC) load(userptr, "glVertexAttrib3sv");
context->VertexAttrib4Nbv = (PFNGLVERTEXATTRIB4NBVPROC) load(userptr, "glVertexAttrib4Nbv");
context->VertexAttrib4Niv = (PFNGLVERTEXATTRIB4NIVPROC) load(userptr, "glVertexAttrib4Niv");
context->VertexAttrib4Nsv = (PFNGLVERTEXATTRIB4NSVPROC) load(userptr, "glVertexAttrib4Nsv");
context->VertexAttrib4Nub = (PFNGLVERTEXATTRIB4NUBPROC) load(userptr, "glVertexAttrib4Nub");
context->VertexAttrib4Nubv = (PFNGLVERTEXATTRIB4NUBVPROC) load(userptr, "glVertexAttrib4Nubv");
context->VertexAttrib4Nuiv = (PFNGLVERTEXATTRIB4NUIVPROC) load(userptr, "glVertexAttrib4Nuiv");
context->VertexAttrib4Nusv = (PFNGLVERTEXATTRIB4NUSVPROC) load(userptr, "glVertexAttrib4Nusv");
context->VertexAttrib4bv = (PFNGLVERTEXATTRIB4BVPROC) load(userptr, "glVertexAttrib4bv");
context->VertexAttrib4d = (PFNGLVERTEXATTRIB4DPROC) load(userptr, "glVertexAttrib4d");
context->VertexAttrib4dv = (PFNGLVERTEXATTRIB4DVPROC) load(userptr, "glVertexAttrib4dv");
context->VertexAttrib4f = (PFNGLVERTEXATTRIB4FPROC) load(userptr, "glVertexAttrib4f");
context->VertexAttrib4fv = (PFNGLVERTEXATTRIB4FVPROC) load(userptr, "glVertexAttrib4fv");
context->VertexAttrib4iv = (PFNGLVERTEXATTRIB4IVPROC) load(userptr, "glVertexAttrib4iv");
context->VertexAttrib4s = (PFNGLVERTEXATTRIB4SPROC) load(userptr, "glVertexAttrib4s");
context->VertexAttrib4sv = (PFNGLVERTEXATTRIB4SVPROC) load(userptr, "glVertexAttrib4sv");
context->VertexAttrib4ubv = (PFNGLVERTEXATTRIB4UBVPROC) load(userptr, "glVertexAttrib4ubv");
context->VertexAttrib4uiv = (PFNGLVERTEXATTRIB4UIVPROC) load(userptr, "glVertexAttrib4uiv");
context->VertexAttrib4usv = (PFNGLVERTEXATTRIB4USVPROC) load(userptr, "glVertexAttrib4usv");
context->VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC) load(userptr, "glVertexAttribPointer");
}
static void glad_gl_load_GL_VERSION_2_1(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_2_1) return;
context->UniformMatrix2x3fv = (PFNGLUNIFORMMATRIX2X3FVPROC) load(userptr, "glUniformMatrix2x3fv");
context->UniformMatrix2x4fv = (PFNGLUNIFORMMATRIX2X4FVPROC) load(userptr, "glUniformMatrix2x4fv");
context->UniformMatrix3x2fv = (PFNGLUNIFORMMATRIX3X2FVPROC) load(userptr, "glUniformMatrix3x2fv");
context->UniformMatrix3x4fv = (PFNGLUNIFORMMATRIX3X4FVPROC) load(userptr, "glUniformMatrix3x4fv");
context->UniformMatrix4x2fv = (PFNGLUNIFORMMATRIX4X2FVPROC) load(userptr, "glUniformMatrix4x2fv");
context->UniformMatrix4x3fv = (PFNGLUNIFORMMATRIX4X3FVPROC) load(userptr, "glUniformMatrix4x3fv");
}
static void glad_gl_load_GL_VERSION_3_0(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_3_0) return;
context->BeginConditionalRender = (PFNGLBEGINCONDITIONALRENDERPROC) load(userptr, "glBeginConditionalRender");
context->BeginTransformFeedback = (PFNGLBEGINTRANSFORMFEEDBACKPROC) load(userptr, "glBeginTransformFeedback");
context->BindBufferBase = (PFNGLBINDBUFFERBASEPROC) load(userptr, "glBindBufferBase");
context->BindBufferRange = (PFNGLBINDBUFFERRANGEPROC) load(userptr, "glBindBufferRange");
context->BindFragDataLocation = (PFNGLBINDFRAGDATALOCATIONPROC) load(userptr, "glBindFragDataLocation");
context->BindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC) load(userptr, "glBindFramebuffer");
context->BindRenderbuffer = (PFNGLBINDRENDERBUFFERPROC) load(userptr, "glBindRenderbuffer");
context->BindVertexArray = (PFNGLBINDVERTEXARRAYPROC) load(userptr, "glBindVertexArray");
context->BlitFramebuffer = (PFNGLBLITFRAMEBUFFERPROC) load(userptr, "glBlitFramebuffer");
context->CheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckFramebufferStatus");
context->ClampColor = (PFNGLCLAMPCOLORPROC) load(userptr, "glClampColor");
context->ClearBufferfi = (PFNGLCLEARBUFFERFIPROC) load(userptr, "glClearBufferfi");
context->ClearBufferfv = (PFNGLCLEARBUFFERFVPROC) load(userptr, "glClearBufferfv");
context->ClearBufferiv = (PFNGLCLEARBUFFERIVPROC) load(userptr, "glClearBufferiv");
context->ClearBufferuiv = (PFNGLCLEARBUFFERUIVPROC) load(userptr, "glClearBufferuiv");
context->ColorMaski = (PFNGLCOLORMASKIPROC) load(userptr, "glColorMaski");
context->DeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC) load(userptr, "glDeleteFramebuffers");
context->DeleteRenderbuffers = (PFNGLDELETERENDERBUFFERSPROC) load(userptr, "glDeleteRenderbuffers");
context->DeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC) load(userptr, "glDeleteVertexArrays");
context->Disablei = (PFNGLDISABLEIPROC) load(userptr, "glDisablei");
context->Enablei = (PFNGLENABLEIPROC) load(userptr, "glEnablei");
context->EndConditionalRender = (PFNGLENDCONDITIONALRENDERPROC) load(userptr, "glEndConditionalRender");
context->EndTransformFeedback = (PFNGLENDTRANSFORMFEEDBACKPROC) load(userptr, "glEndTransformFeedback");
context->FlushMappedBufferRange = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC) load(userptr, "glFlushMappedBufferRange");
context->FramebufferRenderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glFramebufferRenderbuffer");
context->FramebufferTexture1D = (PFNGLFRAMEBUFFERTEXTURE1DPROC) load(userptr, "glFramebufferTexture1D");
context->FramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC) load(userptr, "glFramebufferTexture2D");
context->FramebufferTexture3D = (PFNGLFRAMEBUFFERTEXTURE3DPROC) load(userptr, "glFramebufferTexture3D");
context->FramebufferTextureLayer = (PFNGLFRAMEBUFFERTEXTURELAYERPROC) load(userptr, "glFramebufferTextureLayer");
context->GenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC) load(userptr, "glGenFramebuffers");
context->GenRenderbuffers = (PFNGLGENRENDERBUFFERSPROC) load(userptr, "glGenRenderbuffers");
context->GenVertexArrays = (PFNGLGENVERTEXARRAYSPROC) load(userptr, "glGenVertexArrays");
context->GenerateMipmap = (PFNGLGENERATEMIPMAPPROC) load(userptr, "glGenerateMipmap");
context->GetBooleani_v = (PFNGLGETBOOLEANI_VPROC) load(userptr, "glGetBooleani_v");
context->GetFragDataLocation = (PFNGLGETFRAGDATALOCATIONPROC) load(userptr, "glGetFragDataLocation");
context->GetFramebufferAttachmentParameteriv = (PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetFramebufferAttachmentParameteriv");
context->GetIntegeri_v = (PFNGLGETINTEGERI_VPROC) load(userptr, "glGetIntegeri_v");
context->GetRenderbufferParameteriv = (PFNGLGETRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetRenderbufferParameteriv");
context->GetStringi = (PFNGLGETSTRINGIPROC) load(userptr, "glGetStringi");
context->GetTexParameterIiv = (PFNGLGETTEXPARAMETERIIVPROC) load(userptr, "glGetTexParameterIiv");
context->GetTexParameterIuiv = (PFNGLGETTEXPARAMETERIUIVPROC) load(userptr, "glGetTexParameterIuiv");
context->GetTransformFeedbackVarying = (PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) load(userptr, "glGetTransformFeedbackVarying");
context->GetUniformuiv = (PFNGLGETUNIFORMUIVPROC) load(userptr, "glGetUniformuiv");
context->GetVertexAttribIiv = (PFNGLGETVERTEXATTRIBIIVPROC) load(userptr, "glGetVertexAttribIiv");
context->GetVertexAttribIuiv = (PFNGLGETVERTEXATTRIBIUIVPROC) load(userptr, "glGetVertexAttribIuiv");
context->IsEnabledi = (PFNGLISENABLEDIPROC) load(userptr, "glIsEnabledi");
context->IsFramebuffer = (PFNGLISFRAMEBUFFERPROC) load(userptr, "glIsFramebuffer");
context->IsRenderbuffer = (PFNGLISRENDERBUFFERPROC) load(userptr, "glIsRenderbuffer");
context->IsVertexArray = (PFNGLISVERTEXARRAYPROC) load(userptr, "glIsVertexArray");
context->MapBufferRange = (PFNGLMAPBUFFERRANGEPROC) load(userptr, "glMapBufferRange");
context->RenderbufferStorage = (PFNGLRENDERBUFFERSTORAGEPROC) load(userptr, "glRenderbufferStorage");
context->RenderbufferStorageMultisample = (PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) load(userptr, "glRenderbufferStorageMultisample");
context->TexParameterIiv = (PFNGLTEXPARAMETERIIVPROC) load(userptr, "glTexParameterIiv");
context->TexParameterIuiv = (PFNGLTEXPARAMETERIUIVPROC) load(userptr, "glTexParameterIuiv");
context->TransformFeedbackVaryings = (PFNGLTRANSFORMFEEDBACKVARYINGSPROC) load(userptr, "glTransformFeedbackVaryings");
context->Uniform1ui = (PFNGLUNIFORM1UIPROC) load(userptr, "glUniform1ui");
context->Uniform1uiv = (PFNGLUNIFORM1UIVPROC) load(userptr, "glUniform1uiv");
context->Uniform2ui = (PFNGLUNIFORM2UIPROC) load(userptr, "glUniform2ui");
context->Uniform2uiv = (PFNGLUNIFORM2UIVPROC) load(userptr, "glUniform2uiv");
context->Uniform3ui = (PFNGLUNIFORM3UIPROC) load(userptr, "glUniform3ui");
context->Uniform3uiv = (PFNGLUNIFORM3UIVPROC) load(userptr, "glUniform3uiv");
context->Uniform4ui = (PFNGLUNIFORM4UIPROC) load(userptr, "glUniform4ui");
context->Uniform4uiv = (PFNGLUNIFORM4UIVPROC) load(userptr, "glUniform4uiv");
context->VertexAttribI1i = (PFNGLVERTEXATTRIBI1IPROC) load(userptr, "glVertexAttribI1i");
context->VertexAttribI1iv = (PFNGLVERTEXATTRIBI1IVPROC) load(userptr, "glVertexAttribI1iv");
context->VertexAttribI1ui = (PFNGLVERTEXATTRIBI1UIPROC) load(userptr, "glVertexAttribI1ui");
context->VertexAttribI1uiv = (PFNGLVERTEXATTRIBI1UIVPROC) load(userptr, "glVertexAttribI1uiv");
context->VertexAttribI2i = (PFNGLVERTEXATTRIBI2IPROC) load(userptr, "glVertexAttribI2i");
context->VertexAttribI2iv = (PFNGLVERTEXATTRIBI2IVPROC) load(userptr, "glVertexAttribI2iv");
context->VertexAttribI2ui = (PFNGLVERTEXATTRIBI2UIPROC) load(userptr, "glVertexAttribI2ui");
context->VertexAttribI2uiv = (PFNGLVERTEXATTRIBI2UIVPROC) load(userptr, "glVertexAttribI2uiv");
context->VertexAttribI3i = (PFNGLVERTEXATTRIBI3IPROC) load(userptr, "glVertexAttribI3i");
context->VertexAttribI3iv = (PFNGLVERTEXATTRIBI3IVPROC) load(userptr, "glVertexAttribI3iv");
context->VertexAttribI3ui = (PFNGLVERTEXATTRIBI3UIPROC) load(userptr, "glVertexAttribI3ui");
context->VertexAttribI3uiv = (PFNGLVERTEXATTRIBI3UIVPROC) load(userptr, "glVertexAttribI3uiv");
context->VertexAttribI4bv = (PFNGLVERTEXATTRIBI4BVPROC) load(userptr, "glVertexAttribI4bv");
context->VertexAttribI4i = (PFNGLVERTEXATTRIBI4IPROC) load(userptr, "glVertexAttribI4i");
context->VertexAttribI4iv = (PFNGLVERTEXATTRIBI4IVPROC) load(userptr, "glVertexAttribI4iv");
context->VertexAttribI4sv = (PFNGLVERTEXATTRIBI4SVPROC) load(userptr, "glVertexAttribI4sv");
context->VertexAttribI4ubv = (PFNGLVERTEXATTRIBI4UBVPROC) load(userptr, "glVertexAttribI4ubv");
context->VertexAttribI4ui = (PFNGLVERTEXATTRIBI4UIPROC) load(userptr, "glVertexAttribI4ui");
context->VertexAttribI4uiv = (PFNGLVERTEXATTRIBI4UIVPROC) load(userptr, "glVertexAttribI4uiv");
context->VertexAttribI4usv = (PFNGLVERTEXATTRIBI4USVPROC) load(userptr, "glVertexAttribI4usv");
context->VertexAttribIPointer = (PFNGLVERTEXATTRIBIPOINTERPROC) load(userptr, "glVertexAttribIPointer");
}
static void glad_gl_load_GL_VERSION_3_1(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_3_1) return;
context->BindBufferBase = (PFNGLBINDBUFFERBASEPROC) load(userptr, "glBindBufferBase");
context->BindBufferRange = (PFNGLBINDBUFFERRANGEPROC) load(userptr, "glBindBufferRange");
context->CopyBufferSubData = (PFNGLCOPYBUFFERSUBDATAPROC) load(userptr, "glCopyBufferSubData");
context->DrawArraysInstanced = (PFNGLDRAWARRAYSINSTANCEDPROC) load(userptr, "glDrawArraysInstanced");
context->DrawElementsInstanced = (PFNGLDRAWELEMENTSINSTANCEDPROC) load(userptr, "glDrawElementsInstanced");
context->GetActiveUniformBlockName = (PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) load(userptr, "glGetActiveUniformBlockName");
context->GetActiveUniformBlockiv = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC) load(userptr, "glGetActiveUniformBlockiv");
context->GetActiveUniformName = (PFNGLGETACTIVEUNIFORMNAMEPROC) load(userptr, "glGetActiveUniformName");
context->GetActiveUniformsiv = (PFNGLGETACTIVEUNIFORMSIVPROC) load(userptr, "glGetActiveUniformsiv");
context->GetIntegeri_v = (PFNGLGETINTEGERI_VPROC) load(userptr, "glGetIntegeri_v");
context->GetUniformBlockIndex = (PFNGLGETUNIFORMBLOCKINDEXPROC) load(userptr, "glGetUniformBlockIndex");
context->GetUniformIndices = (PFNGLGETUNIFORMINDICESPROC) load(userptr, "glGetUniformIndices");
context->PrimitiveRestartIndex = (PFNGLPRIMITIVERESTARTINDEXPROC) load(userptr, "glPrimitiveRestartIndex");
context->TexBuffer = (PFNGLTEXBUFFERPROC) load(userptr, "glTexBuffer");
context->UniformBlockBinding = (PFNGLUNIFORMBLOCKBINDINGPROC) load(userptr, "glUniformBlockBinding");
}
static void glad_gl_load_GL_VERSION_3_2(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_3_2) return;
context->ClientWaitSync = (PFNGLCLIENTWAITSYNCPROC) load(userptr, "glClientWaitSync");
context->DeleteSync = (PFNGLDELETESYNCPROC) load(userptr, "glDeleteSync");
context->DrawElementsBaseVertex = (PFNGLDRAWELEMENTSBASEVERTEXPROC) load(userptr, "glDrawElementsBaseVertex");
context->DrawElementsInstancedBaseVertex = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) load(userptr, "glDrawElementsInstancedBaseVertex");
context->DrawRangeElementsBaseVertex = (PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) load(userptr, "glDrawRangeElementsBaseVertex");
context->FenceSync = (PFNGLFENCESYNCPROC) load(userptr, "glFenceSync");
context->FramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC) load(userptr, "glFramebufferTexture");
context->GetBufferParameteri64v = (PFNGLGETBUFFERPARAMETERI64VPROC) load(userptr, "glGetBufferParameteri64v");
context->GetInteger64i_v = (PFNGLGETINTEGER64I_VPROC) load(userptr, "glGetInteger64i_v");
context->GetInteger64v = (PFNGLGETINTEGER64VPROC) load(userptr, "glGetInteger64v");
context->GetMultisamplefv = (PFNGLGETMULTISAMPLEFVPROC) load(userptr, "glGetMultisamplefv");
context->GetSynciv = (PFNGLGETSYNCIVPROC) load(userptr, "glGetSynciv");
context->IsSync = (PFNGLISSYNCPROC) load(userptr, "glIsSync");
context->MultiDrawElementsBaseVertex = (PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) load(userptr, "glMultiDrawElementsBaseVertex");
context->ProvokingVertex = (PFNGLPROVOKINGVERTEXPROC) load(userptr, "glProvokingVertex");
context->SampleMaski = (PFNGLSAMPLEMASKIPROC) load(userptr, "glSampleMaski");
context->TexImage2DMultisample = (PFNGLTEXIMAGE2DMULTISAMPLEPROC) load(userptr, "glTexImage2DMultisample");
context->TexImage3DMultisample = (PFNGLTEXIMAGE3DMULTISAMPLEPROC) load(userptr, "glTexImage3DMultisample");
context->WaitSync = (PFNGLWAITSYNCPROC) load(userptr, "glWaitSync");
}
static void glad_gl_load_GL_VERSION_3_3(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_3_3) return;
context->BindFragDataLocationIndexed = (PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) load(userptr, "glBindFragDataLocationIndexed");
context->BindSampler = (PFNGLBINDSAMPLERPROC) load(userptr, "glBindSampler");
context->ColorP3ui = (PFNGLCOLORP3UIPROC) load(userptr, "glColorP3ui");
context->ColorP3uiv = (PFNGLCOLORP3UIVPROC) load(userptr, "glColorP3uiv");
context->ColorP4ui = (PFNGLCOLORP4UIPROC) load(userptr, "glColorP4ui");
context->ColorP4uiv = (PFNGLCOLORP4UIVPROC) load(userptr, "glColorP4uiv");
context->DeleteSamplers = (PFNGLDELETESAMPLERSPROC) load(userptr, "glDeleteSamplers");
context->GenSamplers = (PFNGLGENSAMPLERSPROC) load(userptr, "glGenSamplers");
context->GetFragDataIndex = (PFNGLGETFRAGDATAINDEXPROC) load(userptr, "glGetFragDataIndex");
context->GetQueryObjecti64v = (PFNGLGETQUERYOBJECTI64VPROC) load(userptr, "glGetQueryObjecti64v");
context->GetQueryObjectui64v = (PFNGLGETQUERYOBJECTUI64VPROC) load(userptr, "glGetQueryObjectui64v");
context->GetSamplerParameterIiv = (PFNGLGETSAMPLERPARAMETERIIVPROC) load(userptr, "glGetSamplerParameterIiv");
context->GetSamplerParameterIuiv = (PFNGLGETSAMPLERPARAMETERIUIVPROC) load(userptr, "glGetSamplerParameterIuiv");
context->GetSamplerParameterfv = (PFNGLGETSAMPLERPARAMETERFVPROC) load(userptr, "glGetSamplerParameterfv");
context->GetSamplerParameteriv = (PFNGLGETSAMPLERPARAMETERIVPROC) load(userptr, "glGetSamplerParameteriv");
context->IsSampler = (PFNGLISSAMPLERPROC) load(userptr, "glIsSampler");
context->MultiTexCoordP1ui = (PFNGLMULTITEXCOORDP1UIPROC) load(userptr, "glMultiTexCoordP1ui");
context->MultiTexCoordP1uiv = (PFNGLMULTITEXCOORDP1UIVPROC) load(userptr, "glMultiTexCoordP1uiv");
context->MultiTexCoordP2ui = (PFNGLMULTITEXCOORDP2UIPROC) load(userptr, "glMultiTexCoordP2ui");
context->MultiTexCoordP2uiv = (PFNGLMULTITEXCOORDP2UIVPROC) load(userptr, "glMultiTexCoordP2uiv");
context->MultiTexCoordP3ui = (PFNGLMULTITEXCOORDP3UIPROC) load(userptr, "glMultiTexCoordP3ui");
context->MultiTexCoordP3uiv = (PFNGLMULTITEXCOORDP3UIVPROC) load(userptr, "glMultiTexCoordP3uiv");
context->MultiTexCoordP4ui = (PFNGLMULTITEXCOORDP4UIPROC) load(userptr, "glMultiTexCoordP4ui");
context->MultiTexCoordP4uiv = (PFNGLMULTITEXCOORDP4UIVPROC) load(userptr, "glMultiTexCoordP4uiv");
context->NormalP3ui = (PFNGLNORMALP3UIPROC) load(userptr, "glNormalP3ui");
context->NormalP3uiv = (PFNGLNORMALP3UIVPROC) load(userptr, "glNormalP3uiv");
context->QueryCounter = (PFNGLQUERYCOUNTERPROC) load(userptr, "glQueryCounter");
context->SamplerParameterIiv = (PFNGLSAMPLERPARAMETERIIVPROC) load(userptr, "glSamplerParameterIiv");
context->SamplerParameterIuiv = (PFNGLSAMPLERPARAMETERIUIVPROC) load(userptr, "glSamplerParameterIuiv");
context->SamplerParameterf = (PFNGLSAMPLERPARAMETERFPROC) load(userptr, "glSamplerParameterf");
context->SamplerParameterfv = (PFNGLSAMPLERPARAMETERFVPROC) load(userptr, "glSamplerParameterfv");
context->SamplerParameteri = (PFNGLSAMPLERPARAMETERIPROC) load(userptr, "glSamplerParameteri");
context->SamplerParameteriv = (PFNGLSAMPLERPARAMETERIVPROC) load(userptr, "glSamplerParameteriv");
context->SecondaryColorP3ui = (PFNGLSECONDARYCOLORP3UIPROC) load(userptr, "glSecondaryColorP3ui");
context->SecondaryColorP3uiv = (PFNGLSECONDARYCOLORP3UIVPROC) load(userptr, "glSecondaryColorP3uiv");
context->TexCoordP1ui = (PFNGLTEXCOORDP1UIPROC) load(userptr, "glTexCoordP1ui");
context->TexCoordP1uiv = (PFNGLTEXCOORDP1UIVPROC) load(userptr, "glTexCoordP1uiv");
context->TexCoordP2ui = (PFNGLTEXCOORDP2UIPROC) load(userptr, "glTexCoordP2ui");
context->TexCoordP2uiv = (PFNGLTEXCOORDP2UIVPROC) load(userptr, "glTexCoordP2uiv");
context->TexCoordP3ui = (PFNGLTEXCOORDP3UIPROC) load(userptr, "glTexCoordP3ui");
context->TexCoordP3uiv = (PFNGLTEXCOORDP3UIVPROC) load(userptr, "glTexCoordP3uiv");
context->TexCoordP4ui = (PFNGLTEXCOORDP4UIPROC) load(userptr, "glTexCoordP4ui");
context->TexCoordP4uiv = (PFNGLTEXCOORDP4UIVPROC) load(userptr, "glTexCoordP4uiv");
context->VertexAttribDivisor = (PFNGLVERTEXATTRIBDIVISORPROC) load(userptr, "glVertexAttribDivisor");
context->VertexAttribP1ui = (PFNGLVERTEXATTRIBP1UIPROC) load(userptr, "glVertexAttribP1ui");
context->VertexAttribP1uiv = (PFNGLVERTEXATTRIBP1UIVPROC) load(userptr, "glVertexAttribP1uiv");
context->VertexAttribP2ui = (PFNGLVERTEXATTRIBP2UIPROC) load(userptr, "glVertexAttribP2ui");
context->VertexAttribP2uiv = (PFNGLVERTEXATTRIBP2UIVPROC) load(userptr, "glVertexAttribP2uiv");
context->VertexAttribP3ui = (PFNGLVERTEXATTRIBP3UIPROC) load(userptr, "glVertexAttribP3ui");
context->VertexAttribP3uiv = (PFNGLVERTEXATTRIBP3UIVPROC) load(userptr, "glVertexAttribP3uiv");
context->VertexAttribP4ui = (PFNGLVERTEXATTRIBP4UIPROC) load(userptr, "glVertexAttribP4ui");
context->VertexAttribP4uiv = (PFNGLVERTEXATTRIBP4UIVPROC) load(userptr, "glVertexAttribP4uiv");
context->VertexP2ui = (PFNGLVERTEXP2UIPROC) load(userptr, "glVertexP2ui");
context->VertexP2uiv = (PFNGLVERTEXP2UIVPROC) load(userptr, "glVertexP2uiv");
context->VertexP3ui = (PFNGLVERTEXP3UIPROC) load(userptr, "glVertexP3ui");
context->VertexP3uiv = (PFNGLVERTEXP3UIVPROC) load(userptr, "glVertexP3uiv");
context->VertexP4ui = (PFNGLVERTEXP4UIPROC) load(userptr, "glVertexP4ui");
context->VertexP4uiv = (PFNGLVERTEXP4UIVPROC) load(userptr, "glVertexP4uiv");
}
static void glad_gl_load_GL_VERSION_4_0(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_4_0) return;
context->BeginQueryIndexed = (PFNGLBEGINQUERYINDEXEDPROC) load(userptr, "glBeginQueryIndexed");
context->BindTransformFeedback = (PFNGLBINDTRANSFORMFEEDBACKPROC) load(userptr, "glBindTransformFeedback");
context->BlendEquationSeparatei = (PFNGLBLENDEQUATIONSEPARATEIPROC) load(userptr, "glBlendEquationSeparatei");
context->BlendEquationi = (PFNGLBLENDEQUATIONIPROC) load(userptr, "glBlendEquationi");
context->BlendFuncSeparatei = (PFNGLBLENDFUNCSEPARATEIPROC) load(userptr, "glBlendFuncSeparatei");
context->BlendFunci = (PFNGLBLENDFUNCIPROC) load(userptr, "glBlendFunci");
context->DeleteTransformFeedbacks = (PFNGLDELETETRANSFORMFEEDBACKSPROC) load(userptr, "glDeleteTransformFeedbacks");
context->DrawArraysIndirect = (PFNGLDRAWARRAYSINDIRECTPROC) load(userptr, "glDrawArraysIndirect");
context->DrawElementsIndirect = (PFNGLDRAWELEMENTSINDIRECTPROC) load(userptr, "glDrawElementsIndirect");
context->DrawTransformFeedback = (PFNGLDRAWTRANSFORMFEEDBACKPROC) load(userptr, "glDrawTransformFeedback");
context->DrawTransformFeedbackStream = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) load(userptr, "glDrawTransformFeedbackStream");
context->EndQueryIndexed = (PFNGLENDQUERYINDEXEDPROC) load(userptr, "glEndQueryIndexed");
context->GenTransformFeedbacks = (PFNGLGENTRANSFORMFEEDBACKSPROC) load(userptr, "glGenTransformFeedbacks");
context->GetActiveSubroutineName = (PFNGLGETACTIVESUBROUTINENAMEPROC) load(userptr, "glGetActiveSubroutineName");
context->GetActiveSubroutineUniformName = (PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) load(userptr, "glGetActiveSubroutineUniformName");
context->GetActiveSubroutineUniformiv = (PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) load(userptr, "glGetActiveSubroutineUniformiv");
context->GetProgramStageiv = (PFNGLGETPROGRAMSTAGEIVPROC) load(userptr, "glGetProgramStageiv");
context->GetQueryIndexediv = (PFNGLGETQUERYINDEXEDIVPROC) load(userptr, "glGetQueryIndexediv");
context->GetSubroutineIndex = (PFNGLGETSUBROUTINEINDEXPROC) load(userptr, "glGetSubroutineIndex");
context->GetSubroutineUniformLocation = (PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) load(userptr, "glGetSubroutineUniformLocation");
context->GetUniformSubroutineuiv = (PFNGLGETUNIFORMSUBROUTINEUIVPROC) load(userptr, "glGetUniformSubroutineuiv");
context->GetUniformdv = (PFNGLGETUNIFORMDVPROC) load(userptr, "glGetUniformdv");
context->IsTransformFeedback = (PFNGLISTRANSFORMFEEDBACKPROC) load(userptr, "glIsTransformFeedback");
context->MinSampleShading = (PFNGLMINSAMPLESHADINGPROC) load(userptr, "glMinSampleShading");
context->PatchParameterfv = (PFNGLPATCHPARAMETERFVPROC) load(userptr, "glPatchParameterfv");
context->PatchParameteri = (PFNGLPATCHPARAMETERIPROC) load(userptr, "glPatchParameteri");
context->PauseTransformFeedback = (PFNGLPAUSETRANSFORMFEEDBACKPROC) load(userptr, "glPauseTransformFeedback");
context->ResumeTransformFeedback = (PFNGLRESUMETRANSFORMFEEDBACKPROC) load(userptr, "glResumeTransformFeedback");
context->Uniform1d = (PFNGLUNIFORM1DPROC) load(userptr, "glUniform1d");
context->Uniform1dv = (PFNGLUNIFORM1DVPROC) load(userptr, "glUniform1dv");
context->Uniform2d = (PFNGLUNIFORM2DPROC) load(userptr, "glUniform2d");
context->Uniform2dv = (PFNGLUNIFORM2DVPROC) load(userptr, "glUniform2dv");
context->Uniform3d = (PFNGLUNIFORM3DPROC) load(userptr, "glUniform3d");
context->Uniform3dv = (PFNGLUNIFORM3DVPROC) load(userptr, "glUniform3dv");
context->Uniform4d = (PFNGLUNIFORM4DPROC) load(userptr, "glUniform4d");
context->Uniform4dv = (PFNGLUNIFORM4DVPROC) load(userptr, "glUniform4dv");
context->UniformMatrix2dv = (PFNGLUNIFORMMATRIX2DVPROC) load(userptr, "glUniformMatrix2dv");
context->UniformMatrix2x3dv = (PFNGLUNIFORMMATRIX2X3DVPROC) load(userptr, "glUniformMatrix2x3dv");
context->UniformMatrix2x4dv = (PFNGLUNIFORMMATRIX2X4DVPROC) load(userptr, "glUniformMatrix2x4dv");
context->UniformMatrix3dv = (PFNGLUNIFORMMATRIX3DVPROC) load(userptr, "glUniformMatrix3dv");
context->UniformMatrix3x2dv = (PFNGLUNIFORMMATRIX3X2DVPROC) load(userptr, "glUniformMatrix3x2dv");
context->UniformMatrix3x4dv = (PFNGLUNIFORMMATRIX3X4DVPROC) load(userptr, "glUniformMatrix3x4dv");
context->UniformMatrix4dv = (PFNGLUNIFORMMATRIX4DVPROC) load(userptr, "glUniformMatrix4dv");
context->UniformMatrix4x2dv = (PFNGLUNIFORMMATRIX4X2DVPROC) load(userptr, "glUniformMatrix4x2dv");
context->UniformMatrix4x3dv = (PFNGLUNIFORMMATRIX4X3DVPROC) load(userptr, "glUniformMatrix4x3dv");
context->UniformSubroutinesuiv = (PFNGLUNIFORMSUBROUTINESUIVPROC) load(userptr, "glUniformSubroutinesuiv");
}
static void glad_gl_load_GL_VERSION_4_1(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_4_1) return;
context->ActiveShaderProgram = (PFNGLACTIVESHADERPROGRAMPROC) load(userptr, "glActiveShaderProgram");
context->BindProgramPipeline = (PFNGLBINDPROGRAMPIPELINEPROC) load(userptr, "glBindProgramPipeline");
context->ClearDepthf = (PFNGLCLEARDEPTHFPROC) load(userptr, "glClearDepthf");
context->CreateShaderProgramv = (PFNGLCREATESHADERPROGRAMVPROC) load(userptr, "glCreateShaderProgramv");
context->DeleteProgramPipelines = (PFNGLDELETEPROGRAMPIPELINESPROC) load(userptr, "glDeleteProgramPipelines");
context->DepthRangeArrayv = (PFNGLDEPTHRANGEARRAYVPROC) load(userptr, "glDepthRangeArrayv");
context->DepthRangeIndexed = (PFNGLDEPTHRANGEINDEXEDPROC) load(userptr, "glDepthRangeIndexed");
context->DepthRangef = (PFNGLDEPTHRANGEFPROC) load(userptr, "glDepthRangef");
context->GenProgramPipelines = (PFNGLGENPROGRAMPIPELINESPROC) load(userptr, "glGenProgramPipelines");
context->GetDoublei_v = (PFNGLGETDOUBLEI_VPROC) load(userptr, "glGetDoublei_v");
context->GetFloati_v = (PFNGLGETFLOATI_VPROC) load(userptr, "glGetFloati_v");
context->GetProgramBinary = (PFNGLGETPROGRAMBINARYPROC) load(userptr, "glGetProgramBinary");
context->GetProgramPipelineInfoLog = (PFNGLGETPROGRAMPIPELINEINFOLOGPROC) load(userptr, "glGetProgramPipelineInfoLog");
context->GetProgramPipelineiv = (PFNGLGETPROGRAMPIPELINEIVPROC) load(userptr, "glGetProgramPipelineiv");
context->GetShaderPrecisionFormat = (PFNGLGETSHADERPRECISIONFORMATPROC) load(userptr, "glGetShaderPrecisionFormat");
context->GetVertexAttribLdv = (PFNGLGETVERTEXATTRIBLDVPROC) load(userptr, "glGetVertexAttribLdv");
context->IsProgramPipeline = (PFNGLISPROGRAMPIPELINEPROC) load(userptr, "glIsProgramPipeline");
context->ProgramBinary = (PFNGLPROGRAMBINARYPROC) load(userptr, "glProgramBinary");
context->ProgramParameteri = (PFNGLPROGRAMPARAMETERIPROC) load(userptr, "glProgramParameteri");
context->ProgramUniform1d = (PFNGLPROGRAMUNIFORM1DPROC) load(userptr, "glProgramUniform1d");
context->ProgramUniform1dv = (PFNGLPROGRAMUNIFORM1DVPROC) load(userptr, "glProgramUniform1dv");
context->ProgramUniform1f = (PFNGLPROGRAMUNIFORM1FPROC) load(userptr, "glProgramUniform1f");
context->ProgramUniform1fv = (PFNGLPROGRAMUNIFORM1FVPROC) load(userptr, "glProgramUniform1fv");
context->ProgramUniform1i = (PFNGLPROGRAMUNIFORM1IPROC) load(userptr, "glProgramUniform1i");
context->ProgramUniform1iv = (PFNGLPROGRAMUNIFORM1IVPROC) load(userptr, "glProgramUniform1iv");
context->ProgramUniform1ui = (PFNGLPROGRAMUNIFORM1UIPROC) load(userptr, "glProgramUniform1ui");
context->ProgramUniform1uiv = (PFNGLPROGRAMUNIFORM1UIVPROC) load(userptr, "glProgramUniform1uiv");
context->ProgramUniform2d = (PFNGLPROGRAMUNIFORM2DPROC) load(userptr, "glProgramUniform2d");
context->ProgramUniform2dv = (PFNGLPROGRAMUNIFORM2DVPROC) load(userptr, "glProgramUniform2dv");
context->ProgramUniform2f = (PFNGLPROGRAMUNIFORM2FPROC) load(userptr, "glProgramUniform2f");
context->ProgramUniform2fv = (PFNGLPROGRAMUNIFORM2FVPROC) load(userptr, "glProgramUniform2fv");
context->ProgramUniform2i = (PFNGLPROGRAMUNIFORM2IPROC) load(userptr, "glProgramUniform2i");
context->ProgramUniform2iv = (PFNGLPROGRAMUNIFORM2IVPROC) load(userptr, "glProgramUniform2iv");
context->ProgramUniform2ui = (PFNGLPROGRAMUNIFORM2UIPROC) load(userptr, "glProgramUniform2ui");
context->ProgramUniform2uiv = (PFNGLPROGRAMUNIFORM2UIVPROC) load(userptr, "glProgramUniform2uiv");
context->ProgramUniform3d = (PFNGLPROGRAMUNIFORM3DPROC) load(userptr, "glProgramUniform3d");
context->ProgramUniform3dv = (PFNGLPROGRAMUNIFORM3DVPROC) load(userptr, "glProgramUniform3dv");
context->ProgramUniform3f = (PFNGLPROGRAMUNIFORM3FPROC) load(userptr, "glProgramUniform3f");
context->ProgramUniform3fv = (PFNGLPROGRAMUNIFORM3FVPROC) load(userptr, "glProgramUniform3fv");
context->ProgramUniform3i = (PFNGLPROGRAMUNIFORM3IPROC) load(userptr, "glProgramUniform3i");
context->ProgramUniform3iv = (PFNGLPROGRAMUNIFORM3IVPROC) load(userptr, "glProgramUniform3iv");
context->ProgramUniform3ui = (PFNGLPROGRAMUNIFORM3UIPROC) load(userptr, "glProgramUniform3ui");
context->ProgramUniform3uiv = (PFNGLPROGRAMUNIFORM3UIVPROC) load(userptr, "glProgramUniform3uiv");
context->ProgramUniform4d = (PFNGLPROGRAMUNIFORM4DPROC) load(userptr, "glProgramUniform4d");
context->ProgramUniform4dv = (PFNGLPROGRAMUNIFORM4DVPROC) load(userptr, "glProgramUniform4dv");
context->ProgramUniform4f = (PFNGLPROGRAMUNIFORM4FPROC) load(userptr, "glProgramUniform4f");
context->ProgramUniform4fv = (PFNGLPROGRAMUNIFORM4FVPROC) load(userptr, "glProgramUniform4fv");
context->ProgramUniform4i = (PFNGLPROGRAMUNIFORM4IPROC) load(userptr, "glProgramUniform4i");
context->ProgramUniform4iv = (PFNGLPROGRAMUNIFORM4IVPROC) load(userptr, "glProgramUniform4iv");
context->ProgramUniform4ui = (PFNGLPROGRAMUNIFORM4UIPROC) load(userptr, "glProgramUniform4ui");
context->ProgramUniform4uiv = (PFNGLPROGRAMUNIFORM4UIVPROC) load(userptr, "glProgramUniform4uiv");
context->ProgramUniformMatrix2dv = (PFNGLPROGRAMUNIFORMMATRIX2DVPROC) load(userptr, "glProgramUniformMatrix2dv");
context->ProgramUniformMatrix2fv = (PFNGLPROGRAMUNIFORMMATRIX2FVPROC) load(userptr, "glProgramUniformMatrix2fv");
context->ProgramUniformMatrix2x3dv = (PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) load(userptr, "glProgramUniformMatrix2x3dv");
context->ProgramUniformMatrix2x3fv = (PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) load(userptr, "glProgramUniformMatrix2x3fv");
context->ProgramUniformMatrix2x4dv = (PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) load(userptr, "glProgramUniformMatrix2x4dv");
context->ProgramUniformMatrix2x4fv = (PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) load(userptr, "glProgramUniformMatrix2x4fv");
context->ProgramUniformMatrix3dv = (PFNGLPROGRAMUNIFORMMATRIX3DVPROC) load(userptr, "glProgramUniformMatrix3dv");
context->ProgramUniformMatrix3fv = (PFNGLPROGRAMUNIFORMMATRIX3FVPROC) load(userptr, "glProgramUniformMatrix3fv");
context->ProgramUniformMatrix3x2dv = (PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) load(userptr, "glProgramUniformMatrix3x2dv");
context->ProgramUniformMatrix3x2fv = (PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) load(userptr, "glProgramUniformMatrix3x2fv");
context->ProgramUniformMatrix3x4dv = (PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) load(userptr, "glProgramUniformMatrix3x4dv");
context->ProgramUniformMatrix3x4fv = (PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) load(userptr, "glProgramUniformMatrix3x4fv");
context->ProgramUniformMatrix4dv = (PFNGLPROGRAMUNIFORMMATRIX4DVPROC) load(userptr, "glProgramUniformMatrix4dv");
context->ProgramUniformMatrix4fv = (PFNGLPROGRAMUNIFORMMATRIX4FVPROC) load(userptr, "glProgramUniformMatrix4fv");
context->ProgramUniformMatrix4x2dv = (PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) load(userptr, "glProgramUniformMatrix4x2dv");
context->ProgramUniformMatrix4x2fv = (PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) load(userptr, "glProgramUniformMatrix4x2fv");
context->ProgramUniformMatrix4x3dv = (PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) load(userptr, "glProgramUniformMatrix4x3dv");
context->ProgramUniformMatrix4x3fv = (PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) load(userptr, "glProgramUniformMatrix4x3fv");
context->ReleaseShaderCompiler = (PFNGLRELEASESHADERCOMPILERPROC) load(userptr, "glReleaseShaderCompiler");
context->ScissorArrayv = (PFNGLSCISSORARRAYVPROC) load(userptr, "glScissorArrayv");
context->ScissorIndexed = (PFNGLSCISSORINDEXEDPROC) load(userptr, "glScissorIndexed");
context->ScissorIndexedv = (PFNGLSCISSORINDEXEDVPROC) load(userptr, "glScissorIndexedv");
context->ShaderBinary = (PFNGLSHADERBINARYPROC) load(userptr, "glShaderBinary");
context->UseProgramStages = (PFNGLUSEPROGRAMSTAGESPROC) load(userptr, "glUseProgramStages");
context->ValidateProgramPipeline = (PFNGLVALIDATEPROGRAMPIPELINEPROC) load(userptr, "glValidateProgramPipeline");
context->VertexAttribL1d = (PFNGLVERTEXATTRIBL1DPROC) load(userptr, "glVertexAttribL1d");
context->VertexAttribL1dv = (PFNGLVERTEXATTRIBL1DVPROC) load(userptr, "glVertexAttribL1dv");
context->VertexAttribL2d = (PFNGLVERTEXATTRIBL2DPROC) load(userptr, "glVertexAttribL2d");
context->VertexAttribL2dv = (PFNGLVERTEXATTRIBL2DVPROC) load(userptr, "glVertexAttribL2dv");
context->VertexAttribL3d = (PFNGLVERTEXATTRIBL3DPROC) load(userptr, "glVertexAttribL3d");
context->VertexAttribL3dv = (PFNGLVERTEXATTRIBL3DVPROC) load(userptr, "glVertexAttribL3dv");
context->VertexAttribL4d = (PFNGLVERTEXATTRIBL4DPROC) load(userptr, "glVertexAttribL4d");
context->VertexAttribL4dv = (PFNGLVERTEXATTRIBL4DVPROC) load(userptr, "glVertexAttribL4dv");
context->VertexAttribLPointer = (PFNGLVERTEXATTRIBLPOINTERPROC) load(userptr, "glVertexAttribLPointer");
context->ViewportArrayv = (PFNGLVIEWPORTARRAYVPROC) load(userptr, "glViewportArrayv");
context->ViewportIndexedf = (PFNGLVIEWPORTINDEXEDFPROC) load(userptr, "glViewportIndexedf");
context->ViewportIndexedfv = (PFNGLVIEWPORTINDEXEDFVPROC) load(userptr, "glViewportIndexedfv");
}
static void glad_gl_load_GL_VERSION_4_2(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_4_2) return;
context->BindImageTexture = (PFNGLBINDIMAGETEXTUREPROC) load(userptr, "glBindImageTexture");
context->DrawArraysInstancedBaseInstance = (PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) load(userptr, "glDrawArraysInstancedBaseInstance");
context->DrawElementsInstancedBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) load(userptr, "glDrawElementsInstancedBaseInstance");
context->DrawElementsInstancedBaseVertexBaseInstance = (PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) load(userptr, "glDrawElementsInstancedBaseVertexBaseInstance");
context->DrawTransformFeedbackInstanced = (PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) load(userptr, "glDrawTransformFeedbackInstanced");
context->DrawTransformFeedbackStreamInstanced = (PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) load(userptr, "glDrawTransformFeedbackStreamInstanced");
context->GetActiveAtomicCounterBufferiv = (PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) load(userptr, "glGetActiveAtomicCounterBufferiv");
context->GetInternalformativ = (PFNGLGETINTERNALFORMATIVPROC) load(userptr, "glGetInternalformativ");
context->MemoryBarrier = (PFNGLMEMORYBARRIERPROC) load(userptr, "glMemoryBarrier");
context->TexStorage1D = (PFNGLTEXSTORAGE1DPROC) load(userptr, "glTexStorage1D");
context->TexStorage2D = (PFNGLTEXSTORAGE2DPROC) load(userptr, "glTexStorage2D");
context->TexStorage3D = (PFNGLTEXSTORAGE3DPROC) load(userptr, "glTexStorage3D");
}
static void glad_gl_load_GL_VERSION_4_3(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_4_3) return;
context->BindVertexBuffer = (PFNGLBINDVERTEXBUFFERPROC) load(userptr, "glBindVertexBuffer");
context->ClearBufferData = (PFNGLCLEARBUFFERDATAPROC) load(userptr, "glClearBufferData");
context->ClearBufferSubData = (PFNGLCLEARBUFFERSUBDATAPROC) load(userptr, "glClearBufferSubData");
context->CopyImageSubData = (PFNGLCOPYIMAGESUBDATAPROC) load(userptr, "glCopyImageSubData");
context->DebugMessageCallback = (PFNGLDEBUGMESSAGECALLBACKPROC) load(userptr, "glDebugMessageCallback");
context->DebugMessageControl = (PFNGLDEBUGMESSAGECONTROLPROC) load(userptr, "glDebugMessageControl");
context->DebugMessageInsert = (PFNGLDEBUGMESSAGEINSERTPROC) load(userptr, "glDebugMessageInsert");
context->DispatchCompute = (PFNGLDISPATCHCOMPUTEPROC) load(userptr, "glDispatchCompute");
context->DispatchComputeIndirect = (PFNGLDISPATCHCOMPUTEINDIRECTPROC) load(userptr, "glDispatchComputeIndirect");
context->FramebufferParameteri = (PFNGLFRAMEBUFFERPARAMETERIPROC) load(userptr, "glFramebufferParameteri");
context->GetDebugMessageLog = (PFNGLGETDEBUGMESSAGELOGPROC) load(userptr, "glGetDebugMessageLog");
context->GetFramebufferParameteriv = (PFNGLGETFRAMEBUFFERPARAMETERIVPROC) load(userptr, "glGetFramebufferParameteriv");
context->GetInternalformati64v = (PFNGLGETINTERNALFORMATI64VPROC) load(userptr, "glGetInternalformati64v");
context->GetObjectLabel = (PFNGLGETOBJECTLABELPROC) load(userptr, "glGetObjectLabel");
context->GetObjectPtrLabel = (PFNGLGETOBJECTPTRLABELPROC) load(userptr, "glGetObjectPtrLabel");
context->GetPointerv = (PFNGLGETPOINTERVPROC) load(userptr, "glGetPointerv");
context->GetProgramInterfaceiv = (PFNGLGETPROGRAMINTERFACEIVPROC) load(userptr, "glGetProgramInterfaceiv");
context->GetProgramResourceIndex = (PFNGLGETPROGRAMRESOURCEINDEXPROC) load(userptr, "glGetProgramResourceIndex");
context->GetProgramResourceLocation = (PFNGLGETPROGRAMRESOURCELOCATIONPROC) load(userptr, "glGetProgramResourceLocation");
context->GetProgramResourceLocationIndex = (PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) load(userptr, "glGetProgramResourceLocationIndex");
context->GetProgramResourceName = (PFNGLGETPROGRAMRESOURCENAMEPROC) load(userptr, "glGetProgramResourceName");
context->GetProgramResourceiv = (PFNGLGETPROGRAMRESOURCEIVPROC) load(userptr, "glGetProgramResourceiv");
context->InvalidateBufferData = (PFNGLINVALIDATEBUFFERDATAPROC) load(userptr, "glInvalidateBufferData");
context->InvalidateBufferSubData = (PFNGLINVALIDATEBUFFERSUBDATAPROC) load(userptr, "glInvalidateBufferSubData");
context->InvalidateFramebuffer = (PFNGLINVALIDATEFRAMEBUFFERPROC) load(userptr, "glInvalidateFramebuffer");
context->InvalidateSubFramebuffer = (PFNGLINVALIDATESUBFRAMEBUFFERPROC) load(userptr, "glInvalidateSubFramebuffer");
context->InvalidateTexImage = (PFNGLINVALIDATETEXIMAGEPROC) load(userptr, "glInvalidateTexImage");
context->InvalidateTexSubImage = (PFNGLINVALIDATETEXSUBIMAGEPROC) load(userptr, "glInvalidateTexSubImage");
context->MultiDrawArraysIndirect = (PFNGLMULTIDRAWARRAYSINDIRECTPROC) load(userptr, "glMultiDrawArraysIndirect");
context->MultiDrawElementsIndirect = (PFNGLMULTIDRAWELEMENTSINDIRECTPROC) load(userptr, "glMultiDrawElementsIndirect");
context->ObjectLabel = (PFNGLOBJECTLABELPROC) load(userptr, "glObjectLabel");
context->ObjectPtrLabel = (PFNGLOBJECTPTRLABELPROC) load(userptr, "glObjectPtrLabel");
context->PopDebugGroup = (PFNGLPOPDEBUGGROUPPROC) load(userptr, "glPopDebugGroup");
context->PushDebugGroup = (PFNGLPUSHDEBUGGROUPPROC) load(userptr, "glPushDebugGroup");
context->ShaderStorageBlockBinding = (PFNGLSHADERSTORAGEBLOCKBINDINGPROC) load(userptr, "glShaderStorageBlockBinding");
context->TexBufferRange = (PFNGLTEXBUFFERRANGEPROC) load(userptr, "glTexBufferRange");
context->TexStorage2DMultisample = (PFNGLTEXSTORAGE2DMULTISAMPLEPROC) load(userptr, "glTexStorage2DMultisample");
context->TexStorage3DMultisample = (PFNGLTEXSTORAGE3DMULTISAMPLEPROC) load(userptr, "glTexStorage3DMultisample");
context->TextureView = (PFNGLTEXTUREVIEWPROC) load(userptr, "glTextureView");
context->VertexAttribBinding = (PFNGLVERTEXATTRIBBINDINGPROC) load(userptr, "glVertexAttribBinding");
context->VertexAttribFormat = (PFNGLVERTEXATTRIBFORMATPROC) load(userptr, "glVertexAttribFormat");
context->VertexAttribIFormat = (PFNGLVERTEXATTRIBIFORMATPROC) load(userptr, "glVertexAttribIFormat");
context->VertexAttribLFormat = (PFNGLVERTEXATTRIBLFORMATPROC) load(userptr, "glVertexAttribLFormat");
context->VertexBindingDivisor = (PFNGLVERTEXBINDINGDIVISORPROC) load(userptr, "glVertexBindingDivisor");
}
static void glad_gl_load_GL_VERSION_4_4(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_4_4) return;
context->BindBuffersBase = (PFNGLBINDBUFFERSBASEPROC) load(userptr, "glBindBuffersBase");
context->BindBuffersRange = (PFNGLBINDBUFFERSRANGEPROC) load(userptr, "glBindBuffersRange");
context->BindImageTextures = (PFNGLBINDIMAGETEXTURESPROC) load(userptr, "glBindImageTextures");
context->BindSamplers = (PFNGLBINDSAMPLERSPROC) load(userptr, "glBindSamplers");
context->BindTextures = (PFNGLBINDTEXTURESPROC) load(userptr, "glBindTextures");
context->BindVertexBuffers = (PFNGLBINDVERTEXBUFFERSPROC) load(userptr, "glBindVertexBuffers");
context->BufferStorage = (PFNGLBUFFERSTORAGEPROC) load(userptr, "glBufferStorage");
context->ClearTexImage = (PFNGLCLEARTEXIMAGEPROC) load(userptr, "glClearTexImage");
context->ClearTexSubImage = (PFNGLCLEARTEXSUBIMAGEPROC) load(userptr, "glClearTexSubImage");
}
static void glad_gl_load_GL_VERSION_4_5(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_4_5) return;
context->BindTextureUnit = (PFNGLBINDTEXTUREUNITPROC) load(userptr, "glBindTextureUnit");
context->BlitNamedFramebuffer = (PFNGLBLITNAMEDFRAMEBUFFERPROC) load(userptr, "glBlitNamedFramebuffer");
context->CheckNamedFramebufferStatus = (PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) load(userptr, "glCheckNamedFramebufferStatus");
context->ClearNamedBufferData = (PFNGLCLEARNAMEDBUFFERDATAPROC) load(userptr, "glClearNamedBufferData");
context->ClearNamedBufferSubData = (PFNGLCLEARNAMEDBUFFERSUBDATAPROC) load(userptr, "glClearNamedBufferSubData");
context->ClearNamedFramebufferfi = (PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) load(userptr, "glClearNamedFramebufferfi");
context->ClearNamedFramebufferfv = (PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) load(userptr, "glClearNamedFramebufferfv");
context->ClearNamedFramebufferiv = (PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) load(userptr, "glClearNamedFramebufferiv");
context->ClearNamedFramebufferuiv = (PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) load(userptr, "glClearNamedFramebufferuiv");
context->ClipControl = (PFNGLCLIPCONTROLPROC) load(userptr, "glClipControl");
context->CompressedTextureSubImage1D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) load(userptr, "glCompressedTextureSubImage1D");
context->CompressedTextureSubImage2D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) load(userptr, "glCompressedTextureSubImage2D");
context->CompressedTextureSubImage3D = (PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) load(userptr, "glCompressedTextureSubImage3D");
context->CopyNamedBufferSubData = (PFNGLCOPYNAMEDBUFFERSUBDATAPROC) load(userptr, "glCopyNamedBufferSubData");
context->CopyTextureSubImage1D = (PFNGLCOPYTEXTURESUBIMAGE1DPROC) load(userptr, "glCopyTextureSubImage1D");
context->CopyTextureSubImage2D = (PFNGLCOPYTEXTURESUBIMAGE2DPROC) load(userptr, "glCopyTextureSubImage2D");
context->CopyTextureSubImage3D = (PFNGLCOPYTEXTURESUBIMAGE3DPROC) load(userptr, "glCopyTextureSubImage3D");
context->CreateBuffers = (PFNGLCREATEBUFFERSPROC) load(userptr, "glCreateBuffers");
context->CreateFramebuffers = (PFNGLCREATEFRAMEBUFFERSPROC) load(userptr, "glCreateFramebuffers");
context->CreateProgramPipelines = (PFNGLCREATEPROGRAMPIPELINESPROC) load(userptr, "glCreateProgramPipelines");
context->CreateQueries = (PFNGLCREATEQUERIESPROC) load(userptr, "glCreateQueries");
context->CreateRenderbuffers = (PFNGLCREATERENDERBUFFERSPROC) load(userptr, "glCreateRenderbuffers");
context->CreateSamplers = (PFNGLCREATESAMPLERSPROC) load(userptr, "glCreateSamplers");
context->CreateTextures = (PFNGLCREATETEXTURESPROC) load(userptr, "glCreateTextures");
context->CreateTransformFeedbacks = (PFNGLCREATETRANSFORMFEEDBACKSPROC) load(userptr, "glCreateTransformFeedbacks");
context->CreateVertexArrays = (PFNGLCREATEVERTEXARRAYSPROC) load(userptr, "glCreateVertexArrays");
context->DisableVertexArrayAttrib = (PFNGLDISABLEVERTEXARRAYATTRIBPROC) load(userptr, "glDisableVertexArrayAttrib");
context->EnableVertexArrayAttrib = (PFNGLENABLEVERTEXARRAYATTRIBPROC) load(userptr, "glEnableVertexArrayAttrib");
context->FlushMappedNamedBufferRange = (PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) load(userptr, "glFlushMappedNamedBufferRange");
context->GenerateTextureMipmap = (PFNGLGENERATETEXTUREMIPMAPPROC) load(userptr, "glGenerateTextureMipmap");
context->GetCompressedTextureImage = (PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) load(userptr, "glGetCompressedTextureImage");
context->GetCompressedTextureSubImage = (PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) load(userptr, "glGetCompressedTextureSubImage");
context->GetGraphicsResetStatus = (PFNGLGETGRAPHICSRESETSTATUSPROC) load(userptr, "glGetGraphicsResetStatus");
context->GetNamedBufferParameteri64v = (PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) load(userptr, "glGetNamedBufferParameteri64v");
context->GetNamedBufferParameteriv = (PFNGLGETNAMEDBUFFERPARAMETERIVPROC) load(userptr, "glGetNamedBufferParameteriv");
context->GetNamedBufferPointerv = (PFNGLGETNAMEDBUFFERPOINTERVPROC) load(userptr, "glGetNamedBufferPointerv");
context->GetNamedBufferSubData = (PFNGLGETNAMEDBUFFERSUBDATAPROC) load(userptr, "glGetNamedBufferSubData");
context->GetNamedFramebufferAttachmentParameteriv = (PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) load(userptr, "glGetNamedFramebufferAttachmentParameteriv");
context->GetNamedFramebufferParameteriv = (PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) load(userptr, "glGetNamedFramebufferParameteriv");
context->GetNamedRenderbufferParameteriv = (PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) load(userptr, "glGetNamedRenderbufferParameteriv");
context->GetQueryBufferObjecti64v = (PFNGLGETQUERYBUFFEROBJECTI64VPROC) load(userptr, "glGetQueryBufferObjecti64v");
context->GetQueryBufferObjectiv = (PFNGLGETQUERYBUFFEROBJECTIVPROC) load(userptr, "glGetQueryBufferObjectiv");
context->GetQueryBufferObjectui64v = (PFNGLGETQUERYBUFFEROBJECTUI64VPROC) load(userptr, "glGetQueryBufferObjectui64v");
context->GetQueryBufferObjectuiv = (PFNGLGETQUERYBUFFEROBJECTUIVPROC) load(userptr, "glGetQueryBufferObjectuiv");
context->GetTextureImage = (PFNGLGETTEXTUREIMAGEPROC) load(userptr, "glGetTextureImage");
context->GetTextureLevelParameterfv = (PFNGLGETTEXTURELEVELPARAMETERFVPROC) load(userptr, "glGetTextureLevelParameterfv");
context->GetTextureLevelParameteriv = (PFNGLGETTEXTURELEVELPARAMETERIVPROC) load(userptr, "glGetTextureLevelParameteriv");
context->GetTextureParameterIiv = (PFNGLGETTEXTUREPARAMETERIIVPROC) load(userptr, "glGetTextureParameterIiv");
context->GetTextureParameterIuiv = (PFNGLGETTEXTUREPARAMETERIUIVPROC) load(userptr, "glGetTextureParameterIuiv");
context->GetTextureParameterfv = (PFNGLGETTEXTUREPARAMETERFVPROC) load(userptr, "glGetTextureParameterfv");
context->GetTextureParameteriv = (PFNGLGETTEXTUREPARAMETERIVPROC) load(userptr, "glGetTextureParameteriv");
context->GetTextureSubImage = (PFNGLGETTEXTURESUBIMAGEPROC) load(userptr, "glGetTextureSubImage");
context->GetTransformFeedbacki64_v = (PFNGLGETTRANSFORMFEEDBACKI64_VPROC) load(userptr, "glGetTransformFeedbacki64_v");
context->GetTransformFeedbacki_v = (PFNGLGETTRANSFORMFEEDBACKI_VPROC) load(userptr, "glGetTransformFeedbacki_v");
context->GetTransformFeedbackiv = (PFNGLGETTRANSFORMFEEDBACKIVPROC) load(userptr, "glGetTransformFeedbackiv");
context->GetVertexArrayIndexed64iv = (PFNGLGETVERTEXARRAYINDEXED64IVPROC) load(userptr, "glGetVertexArrayIndexed64iv");
context->GetVertexArrayIndexediv = (PFNGLGETVERTEXARRAYINDEXEDIVPROC) load(userptr, "glGetVertexArrayIndexediv");
context->GetVertexArrayiv = (PFNGLGETVERTEXARRAYIVPROC) load(userptr, "glGetVertexArrayiv");
context->GetnColorTable = (PFNGLGETNCOLORTABLEPROC) load(userptr, "glGetnColorTable");
context->GetnCompressedTexImage = (PFNGLGETNCOMPRESSEDTEXIMAGEPROC) load(userptr, "glGetnCompressedTexImage");
context->GetnConvolutionFilter = (PFNGLGETNCONVOLUTIONFILTERPROC) load(userptr, "glGetnConvolutionFilter");
context->GetnHistogram = (PFNGLGETNHISTOGRAMPROC) load(userptr, "glGetnHistogram");
context->GetnMapdv = (PFNGLGETNMAPDVPROC) load(userptr, "glGetnMapdv");
context->GetnMapfv = (PFNGLGETNMAPFVPROC) load(userptr, "glGetnMapfv");
context->GetnMapiv = (PFNGLGETNMAPIVPROC) load(userptr, "glGetnMapiv");
context->GetnMinmax = (PFNGLGETNMINMAXPROC) load(userptr, "glGetnMinmax");
context->GetnPixelMapfv = (PFNGLGETNPIXELMAPFVPROC) load(userptr, "glGetnPixelMapfv");
context->GetnPixelMapuiv = (PFNGLGETNPIXELMAPUIVPROC) load(userptr, "glGetnPixelMapuiv");
context->GetnPixelMapusv = (PFNGLGETNPIXELMAPUSVPROC) load(userptr, "glGetnPixelMapusv");
context->GetnPolygonStipple = (PFNGLGETNPOLYGONSTIPPLEPROC) load(userptr, "glGetnPolygonStipple");
context->GetnSeparableFilter = (PFNGLGETNSEPARABLEFILTERPROC) load(userptr, "glGetnSeparableFilter");
context->GetnTexImage = (PFNGLGETNTEXIMAGEPROC) load(userptr, "glGetnTexImage");
context->GetnUniformdv = (PFNGLGETNUNIFORMDVPROC) load(userptr, "glGetnUniformdv");
context->GetnUniformfv = (PFNGLGETNUNIFORMFVPROC) load(userptr, "glGetnUniformfv");
context->GetnUniformiv = (PFNGLGETNUNIFORMIVPROC) load(userptr, "glGetnUniformiv");
context->GetnUniformuiv = (PFNGLGETNUNIFORMUIVPROC) load(userptr, "glGetnUniformuiv");
context->InvalidateNamedFramebufferData = (PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) load(userptr, "glInvalidateNamedFramebufferData");
context->InvalidateNamedFramebufferSubData = (PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) load(userptr, "glInvalidateNamedFramebufferSubData");
context->MapNamedBuffer = (PFNGLMAPNAMEDBUFFERPROC) load(userptr, "glMapNamedBuffer");
context->MapNamedBufferRange = (PFNGLMAPNAMEDBUFFERRANGEPROC) load(userptr, "glMapNamedBufferRange");
context->MemoryBarrierByRegion = (PFNGLMEMORYBARRIERBYREGIONPROC) load(userptr, "glMemoryBarrierByRegion");
context->NamedBufferData = (PFNGLNAMEDBUFFERDATAPROC) load(userptr, "glNamedBufferData");
context->NamedBufferStorage = (PFNGLNAMEDBUFFERSTORAGEPROC) load(userptr, "glNamedBufferStorage");
context->NamedBufferSubData = (PFNGLNAMEDBUFFERSUBDATAPROC) load(userptr, "glNamedBufferSubData");
context->NamedFramebufferDrawBuffer = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) load(userptr, "glNamedFramebufferDrawBuffer");
context->NamedFramebufferDrawBuffers = (PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) load(userptr, "glNamedFramebufferDrawBuffers");
context->NamedFramebufferParameteri = (PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) load(userptr, "glNamedFramebufferParameteri");
context->NamedFramebufferReadBuffer = (PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) load(userptr, "glNamedFramebufferReadBuffer");
context->NamedFramebufferRenderbuffer = (PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) load(userptr, "glNamedFramebufferRenderbuffer");
context->NamedFramebufferTexture = (PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) load(userptr, "glNamedFramebufferTexture");
context->NamedFramebufferTextureLayer = (PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) load(userptr, "glNamedFramebufferTextureLayer");
context->NamedRenderbufferStorage = (PFNGLNAMEDRENDERBUFFERSTORAGEPROC) load(userptr, "glNamedRenderbufferStorage");
context->NamedRenderbufferStorageMultisample = (PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) load(userptr, "glNamedRenderbufferStorageMultisample");
context->ReadnPixels = (PFNGLREADNPIXELSPROC) load(userptr, "glReadnPixels");
context->TextureBarrier = (PFNGLTEXTUREBARRIERPROC) load(userptr, "glTextureBarrier");
context->TextureBuffer = (PFNGLTEXTUREBUFFERPROC) load(userptr, "glTextureBuffer");
context->TextureBufferRange = (PFNGLTEXTUREBUFFERRANGEPROC) load(userptr, "glTextureBufferRange");
context->TextureParameterIiv = (PFNGLTEXTUREPARAMETERIIVPROC) load(userptr, "glTextureParameterIiv");
context->TextureParameterIuiv = (PFNGLTEXTUREPARAMETERIUIVPROC) load(userptr, "glTextureParameterIuiv");
context->TextureParameterf = (PFNGLTEXTUREPARAMETERFPROC) load(userptr, "glTextureParameterf");
context->TextureParameterfv = (PFNGLTEXTUREPARAMETERFVPROC) load(userptr, "glTextureParameterfv");
context->TextureParameteri = (PFNGLTEXTUREPARAMETERIPROC) load(userptr, "glTextureParameteri");
context->TextureParameteriv = (PFNGLTEXTUREPARAMETERIVPROC) load(userptr, "glTextureParameteriv");
context->TextureStorage1D = (PFNGLTEXTURESTORAGE1DPROC) load(userptr, "glTextureStorage1D");
context->TextureStorage2D = (PFNGLTEXTURESTORAGE2DPROC) load(userptr, "glTextureStorage2D");
context->TextureStorage2DMultisample = (PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) load(userptr, "glTextureStorage2DMultisample");
context->TextureStorage3D = (PFNGLTEXTURESTORAGE3DPROC) load(userptr, "glTextureStorage3D");
context->TextureStorage3DMultisample = (PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) load(userptr, "glTextureStorage3DMultisample");
context->TextureSubImage1D = (PFNGLTEXTURESUBIMAGE1DPROC) load(userptr, "glTextureSubImage1D");
context->TextureSubImage2D = (PFNGLTEXTURESUBIMAGE2DPROC) load(userptr, "glTextureSubImage2D");
context->TextureSubImage3D = (PFNGLTEXTURESUBIMAGE3DPROC) load(userptr, "glTextureSubImage3D");
context->TransformFeedbackBufferBase = (PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) load(userptr, "glTransformFeedbackBufferBase");
context->TransformFeedbackBufferRange = (PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) load(userptr, "glTransformFeedbackBufferRange");
context->UnmapNamedBuffer = (PFNGLUNMAPNAMEDBUFFERPROC) load(userptr, "glUnmapNamedBuffer");
context->VertexArrayAttribBinding = (PFNGLVERTEXARRAYATTRIBBINDINGPROC) load(userptr, "glVertexArrayAttribBinding");
context->VertexArrayAttribFormat = (PFNGLVERTEXARRAYATTRIBFORMATPROC) load(userptr, "glVertexArrayAttribFormat");
context->VertexArrayAttribIFormat = (PFNGLVERTEXARRAYATTRIBIFORMATPROC) load(userptr, "glVertexArrayAttribIFormat");
context->VertexArrayAttribLFormat = (PFNGLVERTEXARRAYATTRIBLFORMATPROC) load(userptr, "glVertexArrayAttribLFormat");
context->VertexArrayBindingDivisor = (PFNGLVERTEXARRAYBINDINGDIVISORPROC) load(userptr, "glVertexArrayBindingDivisor");
context->VertexArrayElementBuffer = (PFNGLVERTEXARRAYELEMENTBUFFERPROC) load(userptr, "glVertexArrayElementBuffer");
context->VertexArrayVertexBuffer = (PFNGLVERTEXARRAYVERTEXBUFFERPROC) load(userptr, "glVertexArrayVertexBuffer");
context->VertexArrayVertexBuffers = (PFNGLVERTEXARRAYVERTEXBUFFERSPROC) load(userptr, "glVertexArrayVertexBuffers");
}
static void glad_gl_load_GL_VERSION_4_6(GladGLContext *context, GLADuserptrloadfunc load, void* userptr) {
if(!context->VERSION_4_6) return;
context->MultiDrawArraysIndirectCount = (PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) load(userptr, "glMultiDrawArraysIndirectCount");
context->MultiDrawElementsIndirectCount = (PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) load(userptr, "glMultiDrawElementsIndirectCount");
context->PolygonOffsetClamp = (PFNGLPOLYGONOFFSETCLAMPPROC) load(userptr, "glPolygonOffsetClamp");
context->SpecializeShader = (PFNGLSPECIALIZESHADERPROC) load(userptr, "glSpecializeShader");
}
#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(GladGLContext *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
(void) version;
(void) out_num_exts_i;
(void) 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_gl(GladGLContext *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;
(void) glad_gl_has_extension;
glad_gl_free_extensions(exts_i, num_exts_i);
return 1;
}
static int glad_gl_find_core_gl(GladGLContext *context) {
int i, major, minor;
const char* version;
const char* prefixes[] = {
"OpenGL ES-CM ",
"OpenGL ES-CL ",
"OpenGL ES ",
NULL
};
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);
// attempt to grab whatever we can
int temp = major;
major = 5;
context->VERSION_1_0 = (major == 1 && minor >= 0) || major > 1;
context->VERSION_1_1 = (major == 1 && minor >= 1) || major > 1;
context->VERSION_1_2 = (major == 1 && minor >= 2) || major > 1;
context->VERSION_1_3 = (major == 1 && minor >= 3) || major > 1;
context->VERSION_1_4 = (major == 1 && minor >= 4) || major > 1;
context->VERSION_1_5 = (major == 1 && minor >= 5) || major > 1;
context->VERSION_2_0 = (major == 2 && minor >= 0) || major > 2;
context->VERSION_2_1 = (major == 2 && minor >= 1) || major > 2;
context->VERSION_3_0 = (major == 3 && minor >= 0) || major > 3;
context->VERSION_3_1 = (major == 3 && minor >= 1) || major > 3;
context->VERSION_3_2 = (major == 3 && minor >= 2) || major > 3;
context->VERSION_3_3 = (major == 3 && minor >= 3) || major > 3;
context->VERSION_4_0 = (major == 4 && minor >= 0) || major > 4;
context->VERSION_4_1 = (major == 4 && minor >= 1) || major > 4;
context->VERSION_4_2 = (major == 4 && minor >= 2) || major > 4;
context->VERSION_4_3 = (major == 4 && minor >= 3) || major > 4;
context->VERSION_4_4 = (major == 4 && minor >= 4) || major > 4;
context->VERSION_4_5 = (major == 4 && minor >= 5) || major > 4;
context->VERSION_4_6 = (major == 4 && minor >= 6) || major > 4;
major = temp;
return GLAD_MAKE_VERSION(major, minor);
}
int gladLoadGLContextUserPtr(GladGLContext *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_gl(context);
glad_gl_load_GL_VERSION_1_0(context, load, userptr);
glad_gl_load_GL_VERSION_1_1(context, load, userptr);
glad_gl_load_GL_VERSION_1_2(context, load, userptr);
glad_gl_load_GL_VERSION_1_3(context, load, userptr);
glad_gl_load_GL_VERSION_1_4(context, load, userptr);
glad_gl_load_GL_VERSION_1_5(context, load, userptr);
glad_gl_load_GL_VERSION_2_0(context, load, userptr);
glad_gl_load_GL_VERSION_2_1(context, load, userptr);
glad_gl_load_GL_VERSION_3_0(context, load, userptr);
glad_gl_load_GL_VERSION_3_1(context, load, userptr);
glad_gl_load_GL_VERSION_3_2(context, load, userptr);
glad_gl_load_GL_VERSION_3_3(context, load, userptr);
glad_gl_load_GL_VERSION_4_0(context, load, userptr);
glad_gl_load_GL_VERSION_4_1(context, load, userptr);
glad_gl_load_GL_VERSION_4_2(context, load, userptr);
glad_gl_load_GL_VERSION_4_3(context, load, userptr);
glad_gl_load_GL_VERSION_4_4(context, load, userptr);
glad_gl_load_GL_VERSION_4_5(context, load, userptr);
glad_gl_load_GL_VERSION_4_6(context, load, userptr);
if (!glad_gl_find_extensions_gl(context, version)) return 0;
return version;
}
int gladLoadGLContext(GladGLContext *context, GLADloadfunc load) {
return gladLoadGLContextUserPtr(context, glad_gl_get_proc_from_userptr, GLAD_GNUC_EXTENSION (void*) load);
}
#ifdef GLAD_GL
#ifndef GLAD_LOADER_LIBRARY_C_
#define GLAD_LOADER_LIBRARY_C_
#include <stddef.h>
#include <stdlib.h>
#if GLAD_PLATFORM_WIN32
#include <windows.h>
#else
#include <dlfcn.h>
#endif
static void* glad_get_dlopen_handle(const char *lib_names[], int length) {
void *handle = NULL;
int i;
for (i = 0; i < length; ++i) {
#if GLAD_PLATFORM_WIN32
#if GLAD_PLATFORM_UWP
size_t buffer_size = (strlen(lib_names[i]) + 1) * sizeof(WCHAR);
LPWSTR buffer = (LPWSTR) malloc(buffer_size);
if (buffer != NULL) {
int ret = MultiByteToWideChar(CP_ACP, 0, lib_names[i], -1, buffer, buffer_size);
if (ret != 0) {
handle = (void*) LoadPackagedLibrary(buffer, 0);
}
free((void*) buffer);
}
#else
handle = (void*) LoadLibraryA(lib_names[i]);
#endif
#else
handle = dlopen(lib_names[i], RTLD_LAZY | RTLD_LOCAL);
#endif
if (handle != NULL) {
return handle;
}
}
return NULL;
}
static void glad_close_dlopen_handle(void* handle) {
if (handle != NULL) {
#if GLAD_PLATFORM_WIN32
FreeLibrary((HMODULE) handle);
#else
dlclose(handle);
#endif
}
}
static GLADapiproc glad_dlsym_handle(void* handle, const char *name) {
if (handle == NULL) {
return NULL;
}
#if GLAD_PLATFORM_WIN32
return (GLADapiproc) GetProcAddress((HMODULE) handle, name);
#else
return GLAD_GNUC_EXTENSION (GLADapiproc) dlsym(handle, name);
#endif
}
#endif /* GLAD_LOADER_LIBRARY_C_ */
typedef void* (GLAD_API_PTR *GLADglprocaddrfunc)(const char*);
struct _glad_gl_userptr {
void *handle;
GLADglprocaddrfunc gl_get_proc_address_ptr;
};
static GLADapiproc glad_gl_get_proc(void *vuserptr, const char *name) {
struct _glad_gl_userptr userptr = *(struct _glad_gl_userptr*) vuserptr;
GLADapiproc result = NULL;
if(userptr.gl_get_proc_address_ptr != NULL) {
result = GLAD_GNUC_EXTENSION (GLADapiproc) userptr.gl_get_proc_address_ptr(name);
}
if(result == NULL) {
result = glad_dlsym_handle(userptr.handle, name);
}
return result;
}
static void* _gl_handle = NULL;
static void* glad_gl_dlopen_handle(void) {
#if GLAD_PLATFORM_APPLE
static const char *NAMES[] = {
"../Frameworks/OpenGL.framework/OpenGL",
"/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/OpenGL",
"/System/Library/Frameworks/OpenGL.framework/Versions/Current/OpenGL"
};
#elif GLAD_PLATFORM_WIN32
static const char *NAMES[] = {"opengl32.dll"};
#else
static const char *NAMES[] = {
#if defined(__CYGWIN__)
"libGL-1.so",
#endif
"libGL.so.1",
"libGL.so"
};
#endif
if (_gl_handle == NULL) {
_gl_handle = glad_get_dlopen_handle(NAMES, sizeof(NAMES) / sizeof(NAMES[0]));
}
return _gl_handle;
}
static struct _glad_gl_userptr glad_gl_build_userptr(void *handle) {
struct _glad_gl_userptr userptr;
userptr.handle = handle;
#if GLAD_PLATFORM_APPLE || defined(__HAIKU__)
userptr.gl_get_proc_address_ptr = NULL;
#elif GLAD_PLATFORM_WIN32
userptr.gl_get_proc_address_ptr =
(GLADglprocaddrfunc) glad_dlsym_handle(handle, "wglGetProcAddress");
#else
userptr.gl_get_proc_address_ptr =
(GLADglprocaddrfunc) glad_dlsym_handle(handle, "glXGetProcAddressARB");
#endif
return userptr;
}
int gladLoaderLoadGLContext(GladGLContext *context) {
int version = 0;
void *handle;
int did_load = 0;
struct _glad_gl_userptr userptr;
did_load = _gl_handle == NULL;
handle = glad_gl_dlopen_handle();
if (handle) {
userptr = glad_gl_build_userptr(handle);
version = gladLoadGLContextUserPtr(context,glad_gl_get_proc, &userptr);
if (did_load) {
gladLoaderUnloadGL();
}
}
return version;
}
void gladLoaderUnloadGL(void) {
if (_gl_handle != NULL) {
glad_close_dlopen_handle(_gl_handle);
_gl_handle = NULL;
}
}
#endif /* GLAD_GL */
#ifdef __cplusplus
}
#endif