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authorEric Anholt <eric@anholt.net>2013-12-18 11:21:07 -0800
committerEric Anholt <eric@anholt.net>2013-12-18 11:21:07 -0800
commit2dbbe2565052cc024ce0e98918ed34c1239b780a (patch)
treeafbfe15131679fb9537d1795a93d1c81b0351369 /glamor/glamor_gl_dispatch.c
parent4d62646142718024b0981eb4f1fd0131e829161f (diff)
parent7982eca622bbc4b6a4845801a77da8a16138004a (diff)
Merge branch 'glamor-gongzg-merge'
Diffstat (limited to 'glamor/glamor_gl_dispatch.c')
-rw-r--r--glamor/glamor_gl_dispatch.c73
1 files changed, 73 insertions, 0 deletions
diff --git a/glamor/glamor_gl_dispatch.c b/glamor/glamor_gl_dispatch.c
new file mode 100644
index 000000000..823262494
--- /dev/null
+++ b/glamor/glamor_gl_dispatch.c
@@ -0,0 +1,73 @@
+#include "glamor_priv.h"
+
+#define INIT_FUNC(dst,func_name,get) \
+ dst->func_name = get(#func_name); \
+ if (dst->func_name == NULL) \
+ { ErrorF("Failed to get fun %s", #func_name); \
+ goto fail; }
+
+Bool
+glamor_gl_dispatch_init_impl(struct glamor_gl_dispatch *dispatch,
+ int gl_version,
+ void *(*get_proc_address)(const char*))
+{
+ INIT_FUNC(dispatch, glMatrixMode, get_proc_address);
+ INIT_FUNC(dispatch, glLoadIdentity, get_proc_address);
+ INIT_FUNC(dispatch, glViewport, get_proc_address);
+ INIT_FUNC(dispatch, glRasterPos2i, get_proc_address);
+ INIT_FUNC(dispatch, glDrawArrays, get_proc_address);
+ INIT_FUNC(dispatch, glReadPixels, get_proc_address);
+ INIT_FUNC(dispatch, glDrawPixels, get_proc_address);
+ INIT_FUNC(dispatch, glPixelStorei, get_proc_address);
+ INIT_FUNC(dispatch, glTexParameteri, get_proc_address);
+ INIT_FUNC(dispatch, glTexImage2D, get_proc_address);
+ INIT_FUNC(dispatch, glGenTextures, get_proc_address);
+ INIT_FUNC(dispatch, glDeleteTextures, get_proc_address);
+ INIT_FUNC(dispatch, glBindTexture, get_proc_address);
+ INIT_FUNC(dispatch, glTexSubImage2D, get_proc_address);
+ INIT_FUNC(dispatch, glFlush, get_proc_address);
+ INIT_FUNC(dispatch, glGetIntegerv, get_proc_address);
+ INIT_FUNC(dispatch, glGetString, get_proc_address);
+ INIT_FUNC(dispatch, glScissor, get_proc_address);
+ INIT_FUNC(dispatch, glEnable, get_proc_address);
+ INIT_FUNC(dispatch, glDisable, get_proc_address);
+ INIT_FUNC(dispatch, glBlendFunc, get_proc_address);
+ INIT_FUNC(dispatch, glLogicOp, get_proc_address);
+ INIT_FUNC(dispatch, glActiveTexture, get_proc_address);
+ INIT_FUNC(dispatch, glGenBuffers, get_proc_address);
+ INIT_FUNC(dispatch, glBufferData, get_proc_address);
+ INIT_FUNC(dispatch, glMapBuffer, get_proc_address);
+ INIT_FUNC(dispatch, glUnmapBuffer, get_proc_address);
+ INIT_FUNC(dispatch, glBindBuffer, get_proc_address);
+ INIT_FUNC(dispatch, glDeleteBuffers, get_proc_address);
+ INIT_FUNC(dispatch, glFramebufferTexture2D, get_proc_address);
+ INIT_FUNC(dispatch, glBindFramebuffer, get_proc_address);
+ INIT_FUNC(dispatch, glDeleteFramebuffers, get_proc_address);
+ INIT_FUNC(dispatch, glGenFramebuffers, get_proc_address);
+ INIT_FUNC(dispatch, glCheckFramebufferStatus, get_proc_address);
+ INIT_FUNC(dispatch, glBlitFramebuffer, get_proc_address);
+ INIT_FUNC(dispatch, glVertexAttribPointer, get_proc_address);
+ INIT_FUNC(dispatch, glDisableVertexAttribArray, get_proc_address);
+ INIT_FUNC(dispatch, glEnableVertexAttribArray, get_proc_address);
+ INIT_FUNC(dispatch, glBindAttribLocation, get_proc_address);
+ INIT_FUNC(dispatch, glLinkProgram, get_proc_address);
+ INIT_FUNC(dispatch, glShaderSource, get_proc_address);
+
+ INIT_FUNC(dispatch, glUseProgram, get_proc_address);
+ INIT_FUNC(dispatch, glUniform1i, get_proc_address);
+ INIT_FUNC(dispatch, glUniform4f, get_proc_address);
+ INIT_FUNC(dispatch, glUniform4fv, get_proc_address);
+ INIT_FUNC(dispatch, glCreateProgram, get_proc_address);
+ INIT_FUNC(dispatch, glCreateShader, get_proc_address);
+ INIT_FUNC(dispatch, glCompileShader, get_proc_address);
+ INIT_FUNC(dispatch, glAttachShader, get_proc_address);
+ INIT_FUNC(dispatch, glGetShaderiv, get_proc_address);
+ INIT_FUNC(dispatch, glGetShaderInfoLog, get_proc_address);
+ INIT_FUNC(dispatch, glGetProgramiv, get_proc_address);
+ INIT_FUNC(dispatch, glGetProgramInfoLog, get_proc_address);
+ INIT_FUNC(dispatch, glGetUniformLocation, get_proc_address);
+
+ return TRUE;
+fail:
+ return FALSE;
+}