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path: root/glamor/glamor_gl_dispatch.c
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#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;
}